@visactor/vrender-core 0.21.0-vstory.2 → 0.21.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (346) hide show
  1. package/cjs/animate/Ticker/default-ticker.d.ts +2 -3
  2. package/cjs/animate/Ticker/default-ticker.js +5 -8
  3. package/cjs/animate/Ticker/default-ticker.js.map +1 -1
  4. package/cjs/animate/animate.js +1 -1
  5. package/cjs/animate/animate.js.map +1 -1
  6. package/cjs/animate/custom-animate.d.ts +2 -0
  7. package/cjs/animate/custom-animate.js +11 -2
  8. package/cjs/animate/custom-animate.js.map +1 -1
  9. package/cjs/animate/easing.d.ts +0 -3
  10. package/cjs/animate/easing.js +1 -9
  11. package/cjs/animate/easing.js.map +1 -1
  12. package/cjs/color-string/store.js +2 -1
  13. package/cjs/common/3d-interceptor.js +1 -2
  14. package/cjs/common/bezier-utils.d.ts +0 -3
  15. package/cjs/common/bezier-utils.js +2 -17
  16. package/cjs/common/bezier-utils.js.map +1 -1
  17. package/cjs/common/color-utils.js +2 -2
  18. package/cjs/common/color-utils.js.map +1 -1
  19. package/cjs/common/custom-path2d.d.ts +0 -4
  20. package/cjs/common/custom-path2d.js +11 -43
  21. package/cjs/common/custom-path2d.js.map +1 -1
  22. package/cjs/common/render-area.js +1 -0
  23. package/cjs/common/render-command-list.js +1 -2
  24. package/cjs/common/segment/curve/arc.d.ts +1 -4
  25. package/cjs/common/segment/curve/arc.js +1 -10
  26. package/cjs/common/segment/curve/arc.js.map +1 -1
  27. package/cjs/common/segment/curve/base.d.ts +1 -4
  28. package/cjs/common/segment/curve/base.js.map +1 -1
  29. package/cjs/common/segment/curve/cubic-bezier.d.ts +1 -5
  30. package/cjs/common/segment/curve/cubic-bezier.js +3 -24
  31. package/cjs/common/segment/curve/cubic-bezier.js.map +1 -1
  32. package/cjs/common/segment/curve/curve-context.js +4 -5
  33. package/cjs/common/segment/curve/curve-context.js.map +1 -1
  34. package/cjs/common/segment/curve/ellipse.d.ts +1 -4
  35. package/cjs/common/segment/curve/ellipse.js +0 -9
  36. package/cjs/common/segment/curve/ellipse.js.map +1 -1
  37. package/cjs/common/segment/curve/line.d.ts +1 -4
  38. package/cjs/common/segment/curve/line.js +0 -18
  39. package/cjs/common/segment/curve/line.js.map +1 -1
  40. package/cjs/common/segment/curve/move.d.ts +1 -4
  41. package/cjs/common/segment/curve/move.js +0 -9
  42. package/cjs/common/segment/curve/move.js.map +1 -1
  43. package/cjs/common/segment/curve/path.d.ts +1 -2
  44. package/cjs/common/segment/curve/path.js +2 -5
  45. package/cjs/common/segment/curve/path.js.map +1 -1
  46. package/cjs/common/segment/curve/quadratic-bezier.d.ts +2 -6
  47. package/cjs/common/segment/curve/quadratic-bezier.js +5 -23
  48. package/cjs/common/segment/curve/quadratic-bezier.js.map +1 -1
  49. package/cjs/common/store.js +1 -1
  50. package/cjs/common/utils.d.ts +1 -0
  51. package/cjs/common/utils.js +9 -2
  52. package/cjs/common/utils.js.map +1 -1
  53. package/cjs/core/contributions/textMeasure/AtextMeasure.d.ts +56 -4
  54. package/cjs/core/contributions/textMeasure/AtextMeasure.js +119 -18
  55. package/cjs/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
  56. package/cjs/core/contributions/textMeasure/layout.d.ts +8 -3
  57. package/cjs/core/contributions/textMeasure/layout.js +55 -44
  58. package/cjs/core/contributions/textMeasure/layout.js.map +1 -1
  59. package/cjs/core/stage.d.ts +5 -0
  60. package/cjs/core/stage.js +20 -7
  61. package/cjs/core/stage.js.map +1 -1
  62. package/cjs/event/event-manager.d.ts +1 -0
  63. package/cjs/event/event-manager.js +1 -1
  64. package/cjs/event/event-manager.js.map +1 -1
  65. package/cjs/event/event-system.js +2 -1
  66. package/cjs/event/event-system.js.map +1 -1
  67. package/cjs/graphic/builtin-symbol/rect.d.ts +1 -2
  68. package/cjs/graphic/builtin-symbol/rect.js +0 -28
  69. package/cjs/graphic/builtin-symbol/rect.js.map +1 -1
  70. package/cjs/graphic/builtin-symbol/utils.d.ts +1 -2
  71. package/cjs/graphic/builtin-symbol/utils.js +0 -5
  72. package/cjs/graphic/builtin-symbol/utils.js.map +1 -1
  73. package/cjs/graphic/config.d.ts +1 -1
  74. package/cjs/graphic/config.js +8 -9
  75. package/cjs/graphic/config.js.map +1 -1
  76. package/cjs/graphic/graphic.js +1 -2
  77. package/cjs/graphic/graphic.js.map +1 -1
  78. package/cjs/graphic/richtext/line.js +9 -2
  79. package/cjs/graphic/richtext/line.js.map +1 -1
  80. package/cjs/graphic/richtext/paragraph.js +4 -3
  81. package/cjs/graphic/richtext/paragraph.js.map +1 -1
  82. package/cjs/graphic/richtext/utils.d.ts +2 -1
  83. package/cjs/graphic/richtext/utils.js +5 -3
  84. package/cjs/graphic/richtext/utils.js.map +1 -1
  85. package/cjs/graphic/richtext/wrapper.d.ts +0 -1
  86. package/cjs/graphic/richtext/wrapper.js +1 -1
  87. package/cjs/graphic/richtext/wrapper.js.map +1 -1
  88. package/cjs/graphic/richtext.js +1 -2
  89. package/cjs/graphic/richtext.js.map +1 -1
  90. package/cjs/graphic/text.d.ts +11 -11
  91. package/cjs/graphic/text.js +102 -168
  92. package/cjs/graphic/text.js.map +1 -1
  93. package/cjs/graphic/wrap-text.js +16 -4
  94. package/cjs/graphic/wrap-text.js.map +1 -1
  95. package/cjs/index.d.ts +0 -1
  96. package/cjs/index.js +1 -1
  97. package/cjs/index.js.map +1 -1
  98. package/cjs/interface/animate.d.ts +2 -5
  99. package/cjs/interface/animate.js.map +1 -1
  100. package/cjs/interface/context.d.ts +1 -0
  101. package/cjs/interface/context.js.map +1 -1
  102. package/cjs/interface/graphic/path.d.ts +0 -1
  103. package/cjs/interface/graphic/path.js.map +1 -1
  104. package/cjs/interface/graphic/symbol.d.ts +0 -2
  105. package/cjs/interface/graphic/symbol.js.map +1 -1
  106. package/cjs/interface/graphic/text.d.ts +11 -3
  107. package/cjs/interface/graphic/text.js +6 -1
  108. package/cjs/interface/graphic/text.js.map +1 -1
  109. package/cjs/interface/graphic.d.ts +3 -6
  110. package/cjs/interface/graphic.js.map +1 -1
  111. package/cjs/interface/path.d.ts +0 -5
  112. package/cjs/interface/path.js.map +1 -1
  113. package/cjs/interface/picker.d.ts +0 -13
  114. package/cjs/interface/picker.js.map +1 -1
  115. package/cjs/interface/stage.d.ts +2 -0
  116. package/cjs/interface/stage.js.map +1 -1
  117. package/cjs/interface/text.d.ts +9 -1
  118. package/cjs/interface/text.js.map +1 -1
  119. package/cjs/picker/constants.d.ts +0 -2
  120. package/cjs/picker/constants.js +2 -3
  121. package/cjs/picker/constants.js.map +1 -1
  122. package/cjs/picker/pick-interceptor.d.ts +2 -7
  123. package/cjs/picker/pick-interceptor.js +2 -19
  124. package/cjs/picker/pick-interceptor.js.map +1 -1
  125. package/cjs/picker/pick-modules.js +4 -7
  126. package/cjs/picker/pick-modules.js.map +1 -1
  127. package/cjs/picker/picker-service.d.ts +2 -4
  128. package/cjs/picker/picker-service.js +12 -13
  129. package/cjs/picker/picker-service.js.map +1 -1
  130. package/cjs/plugins/builtin-plugin/auto-refresh-plugin.d.ts +16 -0
  131. package/cjs/plugins/builtin-plugin/auto-refresh-plugin.js +48 -0
  132. package/cjs/plugins/builtin-plugin/auto-refresh-plugin.js.map +1 -0
  133. package/cjs/plugins/builtin-plugin/edit-module.d.ts +5 -6
  134. package/cjs/plugins/builtin-plugin/edit-module.js +28 -84
  135. package/cjs/plugins/builtin-plugin/edit-module.js.map +1 -1
  136. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.d.ts +30 -49
  137. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js +217 -280
  138. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
  139. package/cjs/render/contributions/render/arc3d-render.js.map +1 -1
  140. package/cjs/render/contributions/render/base-render.d.ts +0 -1
  141. package/cjs/render/contributions/render/base-render.js +2 -20
  142. package/cjs/render/contributions/render/base-render.js.map +1 -1
  143. package/cjs/render/contributions/render/contributions/arc-contribution-render.js +2 -2
  144. package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  145. package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  146. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +2 -29
  147. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  148. package/cjs/render/contributions/render/contributions/circle-contribution-render.js +2 -2
  149. package/cjs/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  150. package/cjs/render/contributions/render/contributions/rect-contribution-render.js +2 -2
  151. package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  152. package/cjs/render/contributions/render/contributions/symbol-contribution-render.d.ts +1 -8
  153. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js +4 -32
  154. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  155. package/cjs/render/contributions/render/draw-interceptor.js +3 -2
  156. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  157. package/cjs/render/contributions/render/path-render.js.map +1 -1
  158. package/cjs/render/contributions/render/polygon-render.js.map +1 -1
  159. package/cjs/render/contributions/render/symbol-render.js +12 -15
  160. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  161. package/cjs/render/contributions/render/text-render.d.ts +1 -1
  162. package/cjs/render/contributions/render/text-render.js +24 -46
  163. package/cjs/render/contributions/render/text-render.js.map +1 -1
  164. package/cjs/render/contributions/render/utils.d.ts +2 -1
  165. package/cjs/render/contributions/render/utils.js +20 -4
  166. package/cjs/render/contributions/render/utils.js.map +1 -1
  167. package/dist/index.es.js +18297 -18772
  168. package/es/animate/Ticker/default-ticker.d.ts +2 -3
  169. package/es/animate/Ticker/default-ticker.js +5 -8
  170. package/es/animate/Ticker/default-ticker.js.map +1 -1
  171. package/es/animate/animate.js +1 -1
  172. package/es/animate/animate.js.map +1 -1
  173. package/es/animate/custom-animate.d.ts +2 -0
  174. package/es/animate/custom-animate.js +11 -2
  175. package/es/animate/custom-animate.js.map +1 -1
  176. package/es/animate/easing.d.ts +0 -3
  177. package/es/animate/easing.js +1 -9
  178. package/es/animate/easing.js.map +1 -1
  179. package/es/color-string/store.js +2 -1
  180. package/es/common/3d-interceptor.js +1 -2
  181. package/es/common/bezier-utils.d.ts +0 -3
  182. package/es/common/bezier-utils.js +0 -14
  183. package/es/common/bezier-utils.js.map +1 -1
  184. package/es/common/color-utils.js +2 -2
  185. package/es/common/color-utils.js.map +1 -1
  186. package/es/common/custom-path2d.d.ts +0 -4
  187. package/es/common/custom-path2d.js +12 -44
  188. package/es/common/custom-path2d.js.map +1 -1
  189. package/es/common/render-area.js +2 -1
  190. package/es/common/render-command-list.js +1 -2
  191. package/es/common/segment/curve/arc.d.ts +1 -4
  192. package/es/common/segment/curve/arc.js +1 -10
  193. package/es/common/segment/curve/arc.js.map +1 -1
  194. package/es/common/segment/curve/base.d.ts +1 -4
  195. package/es/common/segment/curve/base.js.map +1 -1
  196. package/es/common/segment/curve/cubic-bezier.d.ts +1 -5
  197. package/es/common/segment/curve/cubic-bezier.js +1 -22
  198. package/es/common/segment/curve/cubic-bezier.js.map +1 -1
  199. package/es/common/segment/curve/curve-context.js +3 -6
  200. package/es/common/segment/curve/curve-context.js.map +1 -1
  201. package/es/common/segment/curve/ellipse.d.ts +1 -4
  202. package/es/common/segment/curve/ellipse.js +0 -9
  203. package/es/common/segment/curve/ellipse.js.map +1 -1
  204. package/es/common/segment/curve/line.d.ts +1 -4
  205. package/es/common/segment/curve/line.js +0 -18
  206. package/es/common/segment/curve/line.js.map +1 -1
  207. package/es/common/segment/curve/move.d.ts +1 -4
  208. package/es/common/segment/curve/move.js +0 -9
  209. package/es/common/segment/curve/move.js.map +1 -1
  210. package/es/common/segment/curve/path.d.ts +1 -2
  211. package/es/common/segment/curve/path.js +2 -5
  212. package/es/common/segment/curve/path.js.map +1 -1
  213. package/es/common/segment/curve/quadratic-bezier.d.ts +2 -6
  214. package/es/common/segment/curve/quadratic-bezier.js +5 -28
  215. package/es/common/segment/curve/quadratic-bezier.js.map +1 -1
  216. package/es/common/store.js +1 -1
  217. package/es/common/utils.d.ts +1 -0
  218. package/es/common/utils.js +6 -1
  219. package/es/common/utils.js.map +1 -1
  220. package/es/core/contributions/textMeasure/AtextMeasure.d.ts +56 -4
  221. package/es/core/contributions/textMeasure/AtextMeasure.js +122 -17
  222. package/es/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
  223. package/es/core/contributions/textMeasure/layout.d.ts +8 -3
  224. package/es/core/contributions/textMeasure/layout.js +55 -44
  225. package/es/core/contributions/textMeasure/layout.js.map +1 -1
  226. package/es/core/stage.d.ts +5 -0
  227. package/es/core/stage.js +21 -6
  228. package/es/core/stage.js.map +1 -1
  229. package/es/event/event-manager.d.ts +1 -0
  230. package/es/event/event-manager.js +1 -1
  231. package/es/event/event-manager.js.map +1 -1
  232. package/es/event/event-system.js +2 -1
  233. package/es/event/event-system.js.map +1 -1
  234. package/es/graphic/builtin-symbol/rect.d.ts +1 -2
  235. package/es/graphic/builtin-symbol/rect.js +0 -28
  236. package/es/graphic/builtin-symbol/rect.js.map +1 -1
  237. package/es/graphic/builtin-symbol/utils.d.ts +1 -2
  238. package/es/graphic/builtin-symbol/utils.js +0 -5
  239. package/es/graphic/builtin-symbol/utils.js.map +1 -1
  240. package/es/graphic/config.d.ts +1 -1
  241. package/es/graphic/config.js +9 -8
  242. package/es/graphic/config.js.map +1 -1
  243. package/es/graphic/graphic.js +1 -2
  244. package/es/graphic/graphic.js.map +1 -1
  245. package/es/graphic/richtext/line.js +10 -3
  246. package/es/graphic/richtext/line.js.map +1 -1
  247. package/es/graphic/richtext/paragraph.js +4 -3
  248. package/es/graphic/richtext/paragraph.js.map +1 -1
  249. package/es/graphic/richtext/utils.d.ts +2 -1
  250. package/es/graphic/richtext/utils.js +6 -2
  251. package/es/graphic/richtext/utils.js.map +1 -1
  252. package/es/graphic/richtext/wrapper.d.ts +0 -1
  253. package/es/graphic/richtext/wrapper.js +1 -1
  254. package/es/graphic/richtext/wrapper.js.map +1 -1
  255. package/es/graphic/richtext.js +1 -2
  256. package/es/graphic/richtext.js.map +1 -1
  257. package/es/graphic/text.d.ts +11 -11
  258. package/es/graphic/text.js +101 -163
  259. package/es/graphic/text.js.map +1 -1
  260. package/es/graphic/wrap-text.js +16 -4
  261. package/es/graphic/wrap-text.js.map +1 -1
  262. package/es/index.d.ts +0 -1
  263. package/es/index.js +0 -2
  264. package/es/index.js.map +1 -1
  265. package/es/interface/animate.d.ts +2 -5
  266. package/es/interface/animate.js.map +1 -1
  267. package/es/interface/context.d.ts +1 -0
  268. package/es/interface/context.js.map +1 -1
  269. package/es/interface/graphic/path.d.ts +0 -1
  270. package/es/interface/graphic/path.js.map +1 -1
  271. package/es/interface/graphic/symbol.d.ts +0 -2
  272. package/es/interface/graphic/symbol.js.map +1 -1
  273. package/es/interface/graphic/text.d.ts +11 -3
  274. package/es/interface/graphic/text.js +6 -1
  275. package/es/interface/graphic/text.js.map +1 -1
  276. package/es/interface/graphic.d.ts +3 -6
  277. package/es/interface/graphic.js.map +1 -1
  278. package/es/interface/path.d.ts +0 -5
  279. package/es/interface/path.js.map +1 -1
  280. package/es/interface/picker.d.ts +0 -13
  281. package/es/interface/picker.js.map +1 -1
  282. package/es/interface/stage.d.ts +2 -0
  283. package/es/interface/stage.js.map +1 -1
  284. package/es/interface/text.d.ts +9 -1
  285. package/es/interface/text.js.map +1 -1
  286. package/es/picker/constants.d.ts +0 -2
  287. package/es/picker/constants.js +0 -4
  288. package/es/picker/constants.js.map +1 -1
  289. package/es/picker/pick-interceptor.d.ts +2 -7
  290. package/es/picker/pick-interceptor.js +1 -19
  291. package/es/picker/pick-interceptor.js.map +1 -1
  292. package/es/picker/pick-modules.js +3 -5
  293. package/es/picker/pick-modules.js.map +1 -1
  294. package/es/picker/picker-service.d.ts +2 -4
  295. package/es/picker/picker-service.js +13 -13
  296. package/es/picker/picker-service.js.map +1 -1
  297. package/es/plugins/builtin-plugin/auto-refresh-plugin.d.ts +16 -0
  298. package/es/plugins/builtin-plugin/auto-refresh-plugin.js +41 -0
  299. package/es/plugins/builtin-plugin/auto-refresh-plugin.js.map +1 -0
  300. package/es/plugins/builtin-plugin/edit-module.d.ts +5 -6
  301. package/es/plugins/builtin-plugin/edit-module.js +25 -79
  302. package/es/plugins/builtin-plugin/edit-module.js.map +1 -1
  303. package/es/plugins/builtin-plugin/richtext-edit-plugin.d.ts +30 -49
  304. package/es/plugins/builtin-plugin/richtext-edit-plugin.js +214 -283
  305. package/es/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
  306. package/es/render/contributions/render/arc3d-render.js.map +1 -1
  307. package/es/render/contributions/render/base-render.d.ts +0 -1
  308. package/es/render/contributions/render/base-render.js +2 -21
  309. package/es/render/contributions/render/base-render.js.map +1 -1
  310. package/es/render/contributions/render/contributions/arc-contribution-render.js +2 -2
  311. package/es/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  312. package/es/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  313. package/es/render/contributions/render/contributions/base-texture-contribution-render.js +2 -29
  314. package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  315. package/es/render/contributions/render/contributions/circle-contribution-render.js +2 -2
  316. package/es/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  317. package/es/render/contributions/render/contributions/rect-contribution-render.js +2 -2
  318. package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  319. package/es/render/contributions/render/contributions/symbol-contribution-render.d.ts +1 -8
  320. package/es/render/contributions/render/contributions/symbol-contribution-render.js +2 -28
  321. package/es/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  322. package/es/render/contributions/render/draw-interceptor.js +3 -2
  323. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  324. package/es/render/contributions/render/path-render.js.map +1 -1
  325. package/es/render/contributions/render/polygon-render.js.map +1 -1
  326. package/es/render/contributions/render/symbol-render.js +13 -16
  327. package/es/render/contributions/render/symbol-render.js.map +1 -1
  328. package/es/render/contributions/render/text-render.d.ts +1 -1
  329. package/es/render/contributions/render/text-render.js +23 -45
  330. package/es/render/contributions/render/text-render.js.map +1 -1
  331. package/es/render/contributions/render/utils.d.ts +2 -1
  332. package/es/render/contributions/render/utils.js +18 -0
  333. package/es/render/contributions/render/utils.js.map +1 -1
  334. package/package.json +6 -5
  335. package/cjs/animate/easing-func.d.ts +0 -1
  336. package/cjs/animate/easing-func.js +0 -16
  337. package/cjs/animate/easing-func.js.map +0 -1
  338. package/cjs/plugins/builtin-plugin/richtext-edit-plugin-old.d.ts +0 -1
  339. package/cjs/plugins/builtin-plugin/richtext-edit-plugin-old.js +0 -3
  340. package/cjs/plugins/builtin-plugin/richtext-edit-plugin-old.js.map +0 -1
  341. package/es/animate/easing-func.d.ts +0 -1
  342. package/es/animate/easing-func.js +0 -10
  343. package/es/animate/easing-func.js.map +0 -1
  344. package/es/plugins/builtin-plugin/richtext-edit-plugin-old.d.ts +0 -1
  345. package/es/plugins/builtin-plugin/richtext-edit-plugin-old.js +0 -3
  346. package/es/plugins/builtin-plugin/richtext-edit-plugin-old.js.map +0 -1
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1
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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"]}
1
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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 const t1 = graphic.parent.globalTransMatrix;\n const t2 = graphic.stage.window.getViewBoxTransform().clone().multiply(t1.a, t1.b, t1.c, t1.d, t1.e, t1.f);\n graphic.parent && context.setTransformFromMatrix(t2, 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"]}
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from '../../../common/inversify-lite';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport type {\n IPath,\n ICustomPath2D,\n IContext2d,\n IThemeAttribute,\n IGraphicAttribute,\n IMarkAttribute,\n IPathRenderContribution,\n IGraphicRender,\n IContributionProvider,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IPathGraphicAttribute\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { PATH_NUMBER_TYPE } from '../../../graphic/constants';\nimport { PathRenderContribution } from './contributions/constants';\nimport { BaseRender } from './base-render';\nimport {\n defaultPathBackgroundRenderContribution,\n defaultPathTextureRenderContribution\n} from './contributions/path-contribution-render';\n\n@injectable()\nexport class DefaultCanvasPathRender extends BaseRender<IPath> implements IGraphicRender {\n type: 'path';\n numberType: number = PATH_NUMBER_TYPE;\n tempTheme: Required<IPathGraphicAttribute>;\n\n constructor(\n @inject(ContributionProvider)\n @named(PathRenderContribution)\n protected readonly pathRenderContribitions: IContributionProvider<IPathRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultPathBackgroundRenderContribution, defaultPathTextureRenderContribution];\n this.init(pathRenderContribitions);\n }\n\n drawShape(\n path: IPath,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const pathAttribute = graphicService.themeService.getCurrentTheme().pathAttribute;\n const pathAttribute = this.tempTheme ?? getTheme(path, params?.theme).path;\n const {\n x: originX = pathAttribute.x,\n y: originY = pathAttribute.y,\n fillStrokeOrder = pathAttribute.fillStrokeOrder\n } = path.attribute;\n\n const z = this.z ?? 0;\n\n const data = this.valid(path, pathAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n context.beginPath();\n if (path.pathShape) {\n renderCommandList((path.pathShape as ICustomPath2D).commandList, context, x, y, 1, 1, z);\n } else {\n const path2D = path.attribute.path ?? pathAttribute.path;\n renderCommandList((path2D as ICustomPath2D).commandList, context, x, y, 1, 1, z);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(path, path.attribute, pathAttribute);\n\n this.beforeRenderStep(\n path,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n pathAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n const _runStroke = () => {\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, path.attribute, pathAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(path, path.attribute, originX - x, originY - y, pathAttribute);\n context.stroke();\n }\n }\n };\n const _runFill = () => {\n if (doFill) {\n if (fillCb) {\n fillCb(context, path.attribute, pathAttribute);\n } else if (fVisible) {\n context.setCommonStyle(path, path.attribute, originX - x, originY - y, pathAttribute);\n context.fill();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this.afterRenderStep(\n path,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n pathAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(path: IPath, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const pathAttribute = getTheme(path, params?.theme).path;\n this.tempTheme = pathAttribute;\n this._draw(path, pathAttribute, false, drawContext, params);\n this.tempTheme = null;\n }\n}\n"]}
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{ inject, injectable, named } from '../../../common/inversify-lite';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport type {\n IPath,\n ICustomPath2D,\n IContext2d,\n IThemeAttribute,\n IGraphicAttribute,\n IMarkAttribute,\n IPathRenderContribution,\n IGraphicRender,\n IContributionProvider,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IPathGraphicAttribute\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { PATH_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { PathRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { BaseRender } from './base-render';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport {\n defaultPathBackgroundRenderContribution,\n defaultPathTextureRenderContribution\n} from './contributions/path-contribution-render';\n\n@injectable()\nexport class DefaultCanvasPathRender extends BaseRender<IPath> implements IGraphicRender {\n type: 'path';\n numberType: number = PATH_NUMBER_TYPE;\n tempTheme: Required<IPathGraphicAttribute>;\n\n constructor(\n @inject(ContributionProvider)\n @named(PathRenderContribution)\n protected readonly pathRenderContribitions: IContributionProvider<IPathRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultPathBackgroundRenderContribution, defaultPathTextureRenderContribution];\n this.init(pathRenderContribitions);\n }\n\n drawShape(\n path: IPath,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const pathAttribute = graphicService.themeService.getCurrentTheme().pathAttribute;\n const pathAttribute = this.tempTheme ?? getTheme(path, params?.theme).path;\n const {\n x: originX = pathAttribute.x,\n y: originY = pathAttribute.y,\n fillStrokeOrder = pathAttribute.fillStrokeOrder\n } = path.attribute;\n\n const z = this.z ?? 0;\n\n const data = this.valid(path, pathAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n context.beginPath();\n if (path.pathShape) {\n renderCommandList((path.pathShape as ICustomPath2D).commandList, context, x, y, 1, 1, z);\n } else {\n const path2D = path.attribute.path ?? pathAttribute.path;\n renderCommandList((path2D as ICustomPath2D).commandList, context, x, y, 1, 1, z);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(path, path.attribute, pathAttribute);\n\n this.beforeRenderStep(\n path,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n pathAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n const _runStroke = () => {\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, path.attribute, pathAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(path, path.attribute, originX - x, originY - y, pathAttribute);\n context.stroke();\n }\n }\n };\n const _runFill = () => {\n if (doFill) {\n if (fillCb) {\n fillCb(context, path.attribute, pathAttribute);\n } else if (fVisible) {\n context.setCommonStyle(path, path.attribute, originX - x, originY - y, pathAttribute);\n context.fill();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this.afterRenderStep(\n path,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n pathAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(path: IPath, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const pathAttribute = getTheme(path, params?.theme).path;\n this.tempTheme = pathAttribute;\n this._draw(path, pathAttribute, false, drawContext, params);\n this.tempTheme = null;\n }\n}\n"]}
@@ -1 +1 @@
1
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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { POLYGON_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IPolygon,\n IThemeAttribute,\n IGraphicRender,\n IPolygonRenderContribution,\n IContributionProvider,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { drawPolygon, drawRoundedPolygon } from '../../../common/polygon';\nimport { PolygonRenderContribution } from './contributions/constants';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { BaseRender } from './base-render';\nimport {\n defaultPolygonBackgroundRenderContribution,\n defaultPolygonTextureRenderContribution\n} from './contributions/polygon-contribution-render';\n\n@injectable()\nexport class DefaultCanvasPolygonRender extends BaseRender<IPolygon> implements IGraphicRender {\n type: 'polygon';\n numberType: number = POLYGON_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(PolygonRenderContribution)\n protected readonly polygonRenderContribitions: IContributionProvider<IPolygonRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultPolygonBackgroundRenderContribution, defaultPolygonTextureRenderContribution];\n this.init(polygonRenderContribitions);\n }\n\n drawShape(\n polygon: IPolygon,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const polygonAttribute = graphicService.themeService.getCurrentTheme().polygonAttribute;\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n const {\n points = polygonAttribute.points,\n cornerRadius = polygonAttribute.cornerRadius,\n x: originX = polygonAttribute.x,\n y: originY = polygonAttribute.y,\n closePath = polygonAttribute.closePath,\n fillStrokeOrder = polygonAttribute.fillStrokeOrder\n } = polygon.attribute;\n\n const data = this.valid(polygon, polygonAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n context.beginPath();\n\n if ((cornerRadius as number) <= 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n drawPolygon(context.camera ? context : context.nativeContext, points, x, y);\n } else {\n // FIXME: type\n drawRoundedPolygon(context.camera ? context : context.nativeContext, points, x, y, cornerRadius, closePath);\n }\n // polygon 默认闭合\n closePath && context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(polygon, polygon.attribute, polygonAttribute);\n\n this.beforeRenderStep(\n polygon,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n polygonAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n const _runFill = () => {\n if (doFill) {\n if (fillCb) {\n fillCb(context, polygon.attribute, polygonAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute);\n context.fill();\n }\n }\n };\n const _runStroke = () => {\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, polygon.attribute, polygonAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this.afterRenderStep(\n polygon,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n polygonAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(polygon: IPolygon, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n this._draw(polygon, polygonAttribute, false, drawContext, params);\n }\n}\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { POLYGON_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IPolygon,\n IThemeAttribute,\n IGraphicRender,\n IPolygonRenderContribution,\n IContributionProvider,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { drawPolygon, drawRoundedPolygon } from '../../../common/polygon';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { PolygonRenderContribution } from './contributions/constants';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { BaseRender } from './base-render';\nimport {\n defaultPolygonBackgroundRenderContribution,\n defaultPolygonTextureRenderContribution\n} from './contributions/polygon-contribution-render';\n\n@injectable()\nexport class DefaultCanvasPolygonRender extends BaseRender<IPolygon> implements IGraphicRender {\n type: 'polygon';\n numberType: number = POLYGON_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(PolygonRenderContribution)\n protected readonly polygonRenderContribitions: IContributionProvider<IPolygonRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultPolygonBackgroundRenderContribution, defaultPolygonTextureRenderContribution];\n this.init(polygonRenderContribitions);\n }\n\n drawShape(\n polygon: IPolygon,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const polygonAttribute = graphicService.themeService.getCurrentTheme().polygonAttribute;\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n const {\n points = polygonAttribute.points,\n cornerRadius = polygonAttribute.cornerRadius,\n x: originX = polygonAttribute.x,\n y: originY = polygonAttribute.y,\n closePath = polygonAttribute.closePath,\n fillStrokeOrder = polygonAttribute.fillStrokeOrder\n } = polygon.attribute;\n\n const data = this.valid(polygon, polygonAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n context.beginPath();\n\n if ((cornerRadius as number) <= 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n drawPolygon(context.camera ? context : context.nativeContext, points, x, y);\n } else {\n // FIXME: type\n drawRoundedPolygon(context.camera ? context : context.nativeContext, points, x, y, cornerRadius, closePath);\n }\n // polygon 默认闭合\n closePath && context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(polygon, polygon.attribute, polygonAttribute);\n\n this.beforeRenderStep(\n polygon,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n polygonAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n const _runFill = () => {\n if (doFill) {\n if (fillCb) {\n fillCb(context, polygon.attribute, polygonAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute);\n context.fill();\n }\n }\n };\n const _runStroke = () => {\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, polygon.attribute, polygonAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this.afterRenderStep(\n polygon,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n polygonAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(polygon: IPolygon, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n this._draw(polygon, polygonAttribute, false, drawContext, params);\n }\n}\n"]}
@@ -24,55 +24,52 @@ import { SymbolRenderContribution } from "./contributions/constants";
24
24
 
25
25
  import { isArray } from "@visactor/vutils";
26
26
 
27
- import { defaultSymbolBackgroundRenderContribution, defaultSymbolClipRangeStrokeRenderContribution, defaultSymbolRenderContribution, defaultSymbolTextureRenderContribution } from "./contributions";
27
+ import { defaultSymbolBackgroundRenderContribution, defaultSymbolRenderContribution, defaultSymbolTextureRenderContribution } from "./contributions";
28
28
 
29
29
  let DefaultCanvasSymbolRender = class extends BaseRender {
30
30
  constructor(symbolRenderContribitions) {
31
31
  super(), this.symbolRenderContribitions = symbolRenderContribitions, this.numberType = SYMBOL_NUMBER_TYPE,
32
- this.builtinContributions = [ defaultSymbolRenderContribution, defaultSymbolBackgroundRenderContribution, defaultSymbolTextureRenderContribution, defaultSymbolClipRangeStrokeRenderContribution ],
32
+ this.builtinContributions = [ defaultSymbolRenderContribution, defaultSymbolBackgroundRenderContribution, defaultSymbolTextureRenderContribution ],
33
33
  this.init(symbolRenderContribitions);
34
34
  }
35
35
  drawShape(symbol, context, x, y, drawContext, params, fillCb, strokeCb) {
36
36
  var _a;
37
- const symbolAttribute = getTheme(symbol, null == params ? void 0 : params.theme).symbol, {size: size = symbolAttribute.size, x: originX = symbolAttribute.x, y: originY = symbolAttribute.y, scaleX: scaleX = symbolAttribute.scaleX, scaleY: scaleY = symbolAttribute.scaleY, fillStrokeOrder: fillStrokeOrder = symbolAttribute.fillStrokeOrder, clipRange: clipRange = symbolAttribute.clipRange} = symbol.attribute, data = this.valid(symbol, symbolAttribute, fillCb, strokeCb);
37
+ const symbolAttribute = getTheme(symbol, null == params ? void 0 : params.theme).symbol, {size: size = symbolAttribute.size, x: originX = symbolAttribute.x, y: originY = symbolAttribute.y, scaleX: scaleX = symbolAttribute.scaleX, scaleY: scaleY = symbolAttribute.scaleY, fillStrokeOrder: fillStrokeOrder = symbolAttribute.fillStrokeOrder} = symbol.attribute, data = this.valid(symbol, symbolAttribute, fillCb, strokeCb);
38
38
  if (!data) return;
39
39
  const {fVisible: fVisible, sVisible: sVisible, doFill: doFill, doStroke: doStroke} = data, parsedPath = symbol.getParsedPath();
40
40
  if (!parsedPath) return;
41
41
  const {keepDirIn3d: keepDirIn3d = symbolAttribute.keepDirIn3d} = symbol.attribute, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0;
42
42
  context.beginPath();
43
- let _size = size, _x = x, _y = y, _z = z;
44
- const camera = context.camera;
45
- if (keepDirIn3d && camera && context.project) {
46
- const p = context.project(x, y, z);
47
- context.camera = null, _size = isArray(size) ? [ size[0] * scaleX, size[1] * scaleY ] : size * scaleX,
48
- _x = p.x, _y = p.y, _z = void 0;
49
- }
50
- !1 === parsedPath.draw(context, size, x, y, z, ((p, a) => {
51
- var _a, _b, _c, _d;
43
+ const callback = (p, a) => {
44
+ var _a, _b, _c;
52
45
  if (symbol._parsedPath.svgCache) {
53
46
  const obj = Object.assign({}, a);
54
47
  obj.fill = null !== (_a = a.fill) && void 0 !== _a ? _a : symbol.attribute.fill,
55
48
  obj.opacity = null !== (_b = a.opacity) && void 0 !== _b ? _b : symbol.attribute.opacity,
56
49
  obj.fillOpacity = symbol.attribute.fillOpacity, obj.stroke = null !== (_c = a.stroke) && void 0 !== _c ? _c : symbol.attribute.stroke,
57
- obj.lineWidth = null !== (_d = a.lineWidth) && void 0 !== _d ? _d : symbol.attribute.lineWidth,
58
50
  a = obj;
59
51
  }
60
52
  const _runFill = () => {
61
53
  a.fill && (fillCb ? fillCb(context, symbol.attribute, symbolAttribute) : (context.setCommonStyle(symbol, a, originX - x, originY - y, symbolAttribute),
62
54
  context.fill()));
63
55
  }, _runStroke = () => {
64
- a.stroke && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : sVisible && clipRange >= 1 && (context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute),
56
+ a.stroke && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : (context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute),
65
57
  context.stroke()));
66
58
  };
67
59
  fillStrokeOrder ? (_runStroke(), _runFill()) : (_runFill(), _runStroke());
68
- })) && context.closePath(), keepDirIn3d && context.camera && context.project && (context.camera = camera),
60
+ };
61
+ if (keepDirIn3d && context.camera && context.project) {
62
+ const p = context.project(x, y, z), camera = context.camera;
63
+ context.camera = null, !1 === parsedPath.draw(context, isArray(size) ? [ size[0] * scaleX, size[1] * scaleY ] : size * scaleX, p.x, p.y, void 0, callback) && context.closePath(),
64
+ context.camera = camera;
65
+ } else !1 === parsedPath.draw(context, size, x, y, z, callback) && context.closePath();
69
66
  context.setShadowBlendStyle && context.setShadowBlendStyle(symbol, symbol.attribute, symbolAttribute),
70
67
  this.beforeRenderStep(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, drawContext, fillCb, strokeCb);
71
68
  const _runFill = () => {
72
69
  doFill && !parsedPath.isSvg && (fillCb ? fillCb(context, symbol.attribute, symbolAttribute) : fVisible && (context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute),
73
70
  context.fill()));
74
71
  }, _runStroke = () => {
75
- doStroke && !parsedPath.isSvg && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : sVisible && clipRange >= 1 && (context.setStrokeStyle(symbol, symbol.attribute, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute),
72
+ doStroke && !parsedPath.isSvg && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : sVisible && (context.setStrokeStyle(symbol, symbol.attribute, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute),
76
73
  context.stroke()));
77
74
  };
78
75
  fillStrokeOrder ? (_runStroke(), _runFill()) : (_runFill(), _runStroke()), this.afterRenderStep(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, drawContext, fillCb, strokeCb);
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from '../../../common/inversify-lite';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n ICustomPath2D\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { isArray } from '@visactor/vutils';\nimport {\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolClipRangeStrokeRenderContribution,\n defaultSymbolRenderContribution,\n defaultSymbolTextureRenderContribution\n} from './contributions';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultSymbolRenderContribution,\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolTextureRenderContribution,\n defaultSymbolClipRangeStrokeRenderContribution\n ];\n this.init(symbolRenderContribitions);\n }\n\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY,\n fillStrokeOrder = symbolAttribute.fillStrokeOrder,\n clipRange = symbolAttribute.clipRange\n } = symbol.attribute;\n\n const data = this.valid(symbol, symbolAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n\n const callback = (p: ICustomPath2D, a: any) => {\n // 如果是svg的话,合并一下fill和stroke\n if (symbol._parsedPath.svgCache) {\n const obj = Object.assign({}, a);\n obj.fill = a.fill ?? symbol.attribute.fill;\n obj.opacity = a.opacity ?? symbol.attribute.opacity;\n obj.fillOpacity = symbol.attribute.fillOpacity;\n obj.stroke = a.stroke ?? symbol.attribute.stroke;\n obj.lineWidth = a.lineWidth ?? symbol.attribute.lineWidth;\n a = obj;\n }\n const _runFill = () => {\n if (a.fill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setCommonStyle(symbol, a, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n };\n const _runStroke = () => {\n if (a.stroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible && clipRange >= 1) {\n context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute);\n context.stroke();\n }\n }\n };\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n };\n let _size = size;\n let _x = x;\n let _y = y;\n let _z = z;\n const camera = context.camera;\n if (keepDirIn3d && camera && context.project) {\n const p = context.project(x, y, z);\n context.camera = null;\n _size = isArray(size) ? [size[0] * scaleX, size[1] * scaleY] : size * scaleX;\n _x = p.x;\n _y = p.y;\n _z = undefined;\n }\n if (parsedPath.draw(context, size, x, y, z, callback) === false) {\n context.closePath();\n }\n if (keepDirIn3d && context.camera && context.project) {\n context.camera = camera;\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(symbol, symbol.attribute, symbolAttribute);\n\n this.beforeRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // svg就不用fill和stroke了\n const _runFill = () => {\n if (doFill && !parsedPath.isSvg) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n };\n const _runStroke = () => {\n if (doStroke && !parsedPath.isSvg) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible && clipRange >= 1) {\n // 如果clipRange < 1,就需要靠afterRender进行绘制了\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this.afterRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n this._draw(symbol, symbolAttribute, false, drawContext, params);\n }\n}\n"]}
1
+ 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{ inject, injectable, named } from '../../../common/inversify-lite';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n ICustomPath2D\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { isArray } from '@visactor/vutils';\nimport {\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolRenderContribution,\n defaultSymbolTextureRenderContribution\n} from './contributions';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultSymbolRenderContribution,\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolTextureRenderContribution\n ];\n this.init(symbolRenderContribitions);\n }\n\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY,\n fillStrokeOrder = symbolAttribute.fillStrokeOrder\n } = symbol.attribute;\n\n const data = this.valid(symbol, symbolAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n\n const callback = (p: ICustomPath2D, a: any) => {\n // 如果是svg的话,合并一下fill和stroke\n if (symbol._parsedPath.svgCache) {\n const obj = Object.assign({}, a);\n obj.fill = a.fill ?? symbol.attribute.fill;\n obj.opacity = a.opacity ?? symbol.attribute.opacity;\n obj.fillOpacity = symbol.attribute.fillOpacity;\n obj.stroke = a.stroke ?? symbol.attribute.stroke;\n a = obj;\n }\n const _runFill = () => {\n if (a.fill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setCommonStyle(symbol, a, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n };\n const _runStroke = () => {\n if (a.stroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute);\n context.stroke();\n }\n }\n };\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n };\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (\n parsedPath.draw(\n context,\n isArray(size) ? [size[0] * scaleX, size[1] * scaleY] : size * scaleX,\n p.x,\n p.y,\n undefined,\n callback\n ) === false\n ) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z, callback) === false) {\n context.closePath();\n }\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(symbol, symbol.attribute, symbolAttribute);\n\n this.beforeRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // svg就不用fill和stroke了\n const _runFill = () => {\n if (doFill && !parsedPath.isSvg) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n };\n const _runStroke = () => {\n if (doStroke && !parsedPath.isSvg) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this.afterRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n this._draw(symbol, symbolAttribute, false, drawContext, params);\n }\n}\n"]}
@@ -8,7 +8,7 @@ export declare class DefaultCanvasTextRender extends BaseRender<IText> implement
8
8
  constructor(textRenderContribitions: IContributionProvider<ITextRenderContribution>);
9
9
  drawShape(text: IText, context: IContext2d, x: number, y: number, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, fillCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean): void;
10
10
  draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams): void;
11
- drawUnderLine(underline: number, lineThrough: number, text: IText, x: number, y: number, z: number, textAttribute: Required<ITextGraphicAttribute>, context: IContext2d, multiOption?: {
11
+ drawUnderLine(underline: number, lineThrough: number, text: IText, anchorX: number, anchorY: number, offsetUnderLineY: number, offsetThroughLineY: number, z: number, textAttribute: Required<ITextGraphicAttribute>, context: IContext2d, multiOption?: {
12
12
  width: number;
13
13
  }): void;
14
14
  }
@@ -16,7 +16,7 @@ import { getTheme } from "../../../graphic/theme";
16
16
 
17
17
  import { TEXT_NUMBER_TYPE } from "../../../graphic/constants";
18
18
 
19
- import { textDrawOffsetX, textDrawOffsetY, textLayoutOffsetY } from "../../../common/text";
19
+ import { textDrawOffsetX } from "../../../common/text";
20
20
 
21
21
  import { BaseRender } from "./base-render";
22
22
 
@@ -39,14 +39,7 @@ let DefaultCanvasTextRender = class extends BaseRender {
39
39
  }
40
40
  drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
41
41
  var _a, _b, _c;
42
- const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {text: str, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d, direction: direction = textAttribute.direction, fontSize: fontSize = textAttribute.fontSize, verticalMode: verticalMode = textAttribute.verticalMode, x: originX = textAttribute.x, y: originY = textAttribute.y} = text.attribute;
43
- let {textAlign: textAlign = textAttribute.textAlign, textBaseline: textBaseline = textAttribute.textBaseline} = text.attribute;
44
- if (!verticalMode && "vertical" === direction) {
45
- const t = textAlign;
46
- textAlign = null !== (_a = text.getBaselineMapAlign()[textBaseline]) && void 0 !== _a ? _a : "left",
47
- textBaseline = null !== (_b = text.getAlignMapBaseline()[t]) && void 0 !== _b ? _b : "top";
48
- }
49
- const lineHeight = null !== (_c = calculateLineHeight(text.attribute.lineHeight, fontSize)) && void 0 !== _c ? _c : fontSize, data = this.valid(text, textAttribute, fillCb, strokeCb);
42
+ const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {text: str, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d, direction: direction = textAttribute.direction, fontSize: fontSize = textAttribute.fontSize, verticalMode: verticalMode = textAttribute.verticalMode, x: originX = textAttribute.x, y: originY = textAttribute.y} = text.attribute, lineHeight = null !== (_a = calculateLineHeight(text.attribute.lineHeight, fontSize)) && void 0 !== _a ? _a : fontSize, data = this.valid(text, textAttribute, fillCb, strokeCb);
50
43
  if (!data) return;
51
44
  const {fVisible: fVisible, sVisible: sVisible, doFill: doFill, doStroke: doStroke} = data, transform3dMatrixToContextMatrix = !keepDirIn3d, z = this.z || 0;
52
45
  context.beginPath(), context.setShadowBlendStyle && context.setShadowBlendStyle(text, text.attribute, textAttribute),
@@ -63,10 +56,10 @@ let DefaultCanvasTextRender = class extends BaseRender {
63
56
  }
64
57
  doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
65
58
  context.strokeText(t, _x, _y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
66
- context.fillText(t, _x, _y, z), this.drawUnderLine(underline, lineThrough, text, _x, _y, z, textAttribute, context))),
67
- direction && (context.highPerformanceRestore(), context.setTransformForCurrent());
59
+ context.fillText(t, _x, _y, z))), direction && (context.highPerformanceRestore(),
60
+ context.setTransformForCurrent());
68
61
  };
69
- if (text.isMultiLine) if (context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z),
62
+ if (context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z),
70
63
  "horizontal" === direction) {
71
64
  const {multilineLayout: multilineLayout} = text;
72
65
  if (!multilineLayout) return void context.highPerformanceRestore();
@@ -77,11 +70,17 @@ let DefaultCanvasTextRender = class extends BaseRender {
77
70
  })))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
78
71
  multilineLayout.lines.forEach((line => {
79
72
  context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z),
80
- this.drawUnderLine(underline, lineThrough, text, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y - textDrawOffsetY("bottom", fontSize) - .05 * fontSize, z, textAttribute, context, {
73
+ this.drawUnderLine(underline, lineThrough, text, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, line.descent, (line.descent - line.ascent) / 2, z, textAttribute, context, {
81
74
  width: line.width
82
75
  });
83
76
  }))));
84
77
  } else {
78
+ let {textAlign: textAlign = textAttribute.textAlign, textBaseline: textBaseline = textAttribute.textBaseline} = text.attribute;
79
+ if (!verticalMode) {
80
+ const t = textAlign;
81
+ textAlign = null !== (_b = text.getBaselineMapAlign()[textBaseline]) && void 0 !== _b ? _b : "left",
82
+ textBaseline = null !== (_c = text.getAlignMapBaseline()[t]) && void 0 !== _c ? _c : "top";
83
+ }
85
84
  text.tryUpdateAABBBounds();
86
85
  const cache = text.cache, {verticalList: verticalList} = cache;
87
86
  context.textAlign = "left", context.textBaseline = "top";
@@ -104,28 +103,6 @@ let DefaultCanvasTextRender = class extends BaseRender {
104
103
  currentOffsetY += width;
105
104
  }));
106
105
  }));
107
- } else if ("horizontal" === direction) {
108
- context.setTextStyle(text.attribute, textAttribute, z);
109
- const t = text.clipedText;
110
- let dy = 0;
111
- lineHeight !== fontSize && ("top" === textBaseline ? dy = (lineHeight - fontSize) / 2 : "middle" === textBaseline || "bottom" === textBaseline && (dy = -(lineHeight - fontSize) / 2)),
112
- drawText(t, 0, dy, 0);
113
- } else {
114
- text.tryUpdateAABBBounds();
115
- const cache = text.cache;
116
- if (cache) {
117
- context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);
118
- const {verticalList: verticalList} = cache;
119
- let offsetY = 0;
120
- const totalW = verticalList[0].reduce(((a, b) => a + (b.width || 0)), 0);
121
- let offsetX = 0;
122
- "bottom" === textBaseline ? offsetX = -lineHeight : "middle" === textBaseline && (offsetX = -lineHeight / 2),
123
- "center" === textAlign ? offsetY -= totalW / 2 : "right" === textAlign && (offsetY -= totalW),
124
- context.textAlign = "left", context.textBaseline = "top", verticalList[0].forEach((item => {
125
- const {text: text, width: width, direction: direction} = item;
126
- drawText(text, offsetX, offsetY, direction), offsetY += width;
127
- }));
128
- }
129
106
  }
130
107
  transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context),
131
108
  this.afterRenderStep(text, context, x, y, doFill, doStroke, fVisible, sVisible, textAttribute, drawContext, fillCb, strokeCb);
@@ -134,26 +111,27 @@ let DefaultCanvasTextRender = class extends BaseRender {
134
111
  const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d} = text.attribute, computed3dMatrix = !keepDirIn3d;
135
112
  this._draw(text, textAttribute, computed3dMatrix, drawContext, params);
136
113
  }
137
- drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context, multiOption) {
114
+ drawUnderLine(underline, lineThrough, text, anchorX, anchorY, offsetUnderLineY, offsetThroughLineY, z, textAttribute, context, multiOption) {
138
115
  if (lineThrough + underline <= 0) return;
139
- const {textAlign: textAlign = textAttribute.textAlign, textBaseline: textBaseline = textAttribute.textBaseline, fontSize: fontSize = textAttribute.fontSize, fill: fill = textAttribute.fill, opacity: opacity = textAttribute.opacity, underlineOffset: underlineOffset = textAttribute.underlineOffset, underlineDash: underlineDash = textAttribute.underlineDash, fillOpacity: fillOpacity = textAttribute.fillOpacity} = text.attribute, isMulti = !isNil(multiOption), w = isMulti ? multiOption.width : text.clipedWidth, offsetX = isMulti ? 0 : textDrawOffsetX(textAlign, w), offsetY = textLayoutOffsetY(isMulti ? "alphabetic" : textBaseline, fontSize, fontSize), attribute = {
116
+ const {textAlign: textAlign = textAttribute.textAlign, fill: fill = textAttribute.fill, opacity: opacity = textAttribute.opacity, underlineOffset: underlineOffset = textAttribute.underlineOffset, underlineDash: underlineDash = textAttribute.underlineDash, fillOpacity: fillOpacity = textAttribute.fillOpacity} = text.attribute, isMulti = !isNil(multiOption), w = isMulti ? multiOption.width : text.clipedWidth, offsetX = isMulti ? 0 : textDrawOffsetX(textAlign, w), attribute = {
140
117
  lineWidth: 0,
141
118
  stroke: fill,
142
119
  opacity: opacity,
143
120
  strokeOpacity: fillOpacity
144
121
  };
145
- let deltaY = isMulti ? -3 : 0;
146
122
  if (underline) {
147
- attribute.lineWidth = underline, context.setStrokeStyle(text, attribute, x, y, textAttribute),
123
+ attribute.lineWidth = underline, context.setStrokeStyle(text, attribute, anchorX, anchorY, textAttribute),
148
124
  underlineDash && context.setLineDash(underlineDash), context.beginPath();
149
- const dy = y + offsetY + fontSize + underlineOffset + deltaY;
150
- context.moveTo(x + offsetX, dy, z), context.lineTo(x + offsetX + w, dy, z), context.stroke();
125
+ const dy = anchorY + offsetUnderLineY + underlineOffset;
126
+ context.moveTo(anchorX + offsetX, dy, z), context.lineTo(anchorX + offsetX + w, dy, z),
127
+ context.stroke();
151
128
  }
152
- if (isMulti && (deltaY = -1), lineThrough) {
153
- attribute.lineWidth = lineThrough, context.setStrokeStyle(text, attribute, x, y, textAttribute),
129
+ if (lineThrough) {
130
+ attribute.lineWidth = lineThrough, context.setStrokeStyle(text, attribute, anchorX, anchorY, textAttribute),
154
131
  context.beginPath();
155
- const dy = y + offsetY + fontSize / 2 + deltaY;
156
- context.moveTo(x + offsetX, dy, z), context.lineTo(x + offsetX + w, dy, z), context.stroke();
132
+ const dy = anchorY + offsetThroughLineY;
133
+ context.moveTo(anchorX + offsetX, dy, z), context.lineTo(anchorX + offsetX + w, dy, z),
134
+ context.stroke();
157
135
  }
158
136
  }
159
137
  };
@@ -1 +1 @@
1
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n ITextRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { textDrawOffsetX, textDrawOffsetY, textLayoutOffsetY } from '../../../common/text';\nimport type { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { BaseRender } from './base-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { TextRenderContribution } from './contributions/constants';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { isNil, max } from '@visactor/vutils';\nimport { calculateLineHeight } from '../../../common/utils';\nimport { defaultTextBackgroundRenderContribution } from './contributions/text-contribution-render';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(TextRenderContribution)\n protected readonly textRenderContribitions: IContributionProvider<ITextRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultTextBackgroundRenderContribution as any];\n this.init(textRenderContribitions);\n }\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d,\n direction = textAttribute.direction,\n // lineHeight = textAttribute.lineHeight,\n // whiteSpace = textAttribute.whiteSpace,\n fontSize = textAttribute.fontSize,\n verticalMode = textAttribute.verticalMode,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n let { textAlign = textAttribute.textAlign, textBaseline = textAttribute.textBaseline } = text.attribute;\n if (!verticalMode && direction === 'vertical') {\n const t = textAlign;\n textAlign = text.getBaselineMapAlign()[textBaseline] ?? 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('top' as any);\n }\n const lineHeight = calculateLineHeight(text.attribute.lineHeight, fontSize) ?? fontSize;\n\n const data = this.valid(text, textAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(text, text.attribute, textAttribute);\n\n this.beforeRenderStep(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n\n const drawText = (t: string, offsetX: number, offsetY: number, direction: number) => {\n let _x = x + offsetX;\n const _y = y + offsetY;\n if (direction) {\n context.highPerformanceSave();\n _x += fontSize;\n const matrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);\n // matrix.translate(fontSize, 0);\n matrix.rotateByCenter(Math.PI / 2, _x, _y);\n context.transformFromMatrix(matrix, true);\n matrixAllocate.free(matrix);\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.strokeText(t, _x, _y, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.fillText(t, _x, _y, z);\n this.drawUnderLine(underline, lineThrough, text, _x, _y, z, textAttribute, context);\n }\n }\n\n if (direction) {\n context.highPerformanceRestore();\n context.setTransformForCurrent();\n }\n };\n if (text.isMultiLine) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n if (direction === 'horizontal') {\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(\n line.str,\n (line.leftOffset || 0) + xOffset + x,\n (line.topOffset || 0) + yOffset + y,\n z\n );\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + xOffset + x,\n // y是基于alphabetic对齐的,这里-0.05是为了和不换行的文字保持效果一致\n (line.topOffset || 0) + yOffset + y - textDrawOffsetY('bottom', fontSize) - 0.05 * fontSize,\n z,\n textAttribute,\n context,\n {\n width: line.width\n }\n );\n });\n }\n }\n } else {\n text.tryUpdateAABBBounds(); // 更新cache\n const cache = text.cache;\n const { verticalList } = cache;\n context.textAlign = 'left';\n context.textBaseline = 'top';\n const totalHeight = lineHeight * verticalList.length;\n let totalW = 0;\n verticalList.forEach(verticalData => {\n const _w = verticalData.reduce((a, b) => a + (b.width || 0), 0);\n totalW = max(_w, totalW);\n });\n let offsetY = 0;\n let offsetX = 0;\n if (textBaseline === 'bottom') {\n offsetX = -totalHeight;\n } else if (textBaseline === 'middle') {\n offsetX = -totalHeight / 2;\n }\n if (textAlign === 'center') {\n offsetY -= totalW / 2;\n } else if (textAlign === 'right') {\n offsetY -= totalW;\n }\n verticalList.forEach((verticalData, i) => {\n const currentW = verticalData.reduce((a, b) => a + (b.width || 0), 0);\n const dw = totalW - currentW;\n let currentOffsetY = offsetY;\n if (textAlign === 'center') {\n currentOffsetY += dw / 2;\n } else if (textAlign === 'right') {\n currentOffsetY += dw;\n }\n verticalData.forEach(item => {\n const { text, width, direction } = item;\n drawText(text, totalHeight - (i + 1) * lineHeight + offsetX, currentOffsetY, direction);\n currentOffsetY += width;\n });\n });\n }\n } else {\n if (direction === 'horizontal') {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n let dy = 0;\n if (lineHeight !== fontSize) {\n if (textBaseline === 'top') {\n dy = (lineHeight - fontSize) / 2;\n } else if (textBaseline === 'middle') {\n // middle do nothing\n } else if (textBaseline === 'bottom') {\n dy = -(lineHeight - fontSize) / 2;\n } else {\n // alphabetic do nothing\n // dy = (lineHeight - fontSize) / 2 - fontSize * 0.79;\n }\n }\n drawText(t, 0, dy, 0);\n } else {\n text.tryUpdateAABBBounds(); // 更新cache\n const cache = text.cache;\n if (cache) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { verticalList } = cache;\n let offsetY = 0;\n const totalW = verticalList[0].reduce((a, b) => a + (b.width || 0), 0);\n let offsetX = 0;\n if (textBaseline === 'bottom') {\n offsetX = -lineHeight;\n } else if (textBaseline === 'middle') {\n offsetX = -lineHeight / 2;\n }\n if (textAlign === 'center') {\n offsetY -= totalW / 2;\n } else if (textAlign === 'right') {\n offsetY -= totalW;\n }\n context.textAlign = 'left';\n context.textBaseline = 'top';\n verticalList[0].forEach(item => {\n const { text, width, direction } = item;\n drawText(text, offsetX, offsetY, direction);\n offsetY += width;\n });\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n\n this.afterRenderStep(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const textAttribute = getTheme(text, params?.theme).text;\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n this._draw(text, textAttribute, computed3dMatrix, drawContext, params);\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d,\n multiOption?: {\n width: number;\n }\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n underlineOffset = textAttribute.underlineOffset,\n underlineDash = textAttribute.underlineDash,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const isMulti = !isNil(multiOption);\n const w = isMulti ? multiOption!.width : text.clipedWidth;\n const offsetX = isMulti ? 0 : textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(isMulti ? 'alphabetic' : textBaseline, fontSize, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = isMulti ? -3 : 0;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n underlineDash && context.setLineDash(underlineDash);\n context.beginPath();\n const dy = y + offsetY + fontSize + underlineOffset + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (isMulti) {\n deltaY = -1;\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n ITextRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { textDrawOffsetX, textDrawOffsetY, textLayoutOffsetY } from '../../../common/text';\nimport type { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { BaseRender } from './base-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { TextRenderContribution } from './contributions/constants';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { isNil, max } from '@visactor/vutils';\nimport { calculateLineHeight } from '../../../common/utils';\nimport { defaultTextBackgroundRenderContribution } from './contributions/text-contribution-render';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(TextRenderContribution)\n protected readonly textRenderContribitions: IContributionProvider<ITextRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultTextBackgroundRenderContribution as any];\n this.init(textRenderContribitions);\n }\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d,\n direction = textAttribute.direction,\n // lineHeight = textAttribute.lineHeight,\n // whiteSpace = textAttribute.whiteSpace,\n fontSize = textAttribute.fontSize,\n verticalMode = textAttribute.verticalMode,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n const lineHeight = calculateLineHeight(text.attribute.lineHeight, fontSize) ?? fontSize;\n\n const data = this.valid(text, textAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(text, text.attribute, textAttribute);\n\n this.beforeRenderStep(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n\n const drawText = (t: string, offsetX: number, offsetY: number, direction: number) => {\n let _x = x + offsetX;\n const _y = y + offsetY;\n if (direction) {\n context.highPerformanceSave();\n _x += fontSize;\n const matrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);\n // matrix.translate(fontSize, 0);\n matrix.rotateByCenter(Math.PI / 2, _x, _y);\n context.transformFromMatrix(matrix, true);\n matrixAllocate.free(matrix);\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.strokeText(t, _x, _y, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.fillText(t, _x, _y, z);\n // 垂直布局的情况下不支持下划线和中划线\n // this.drawUnderLine(underline, lineThrough, text, _x, _y, 0, 0, z, textAttribute, context);\n }\n }\n\n if (direction) {\n context.highPerformanceRestore();\n context.setTransformForCurrent();\n }\n };\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n if (direction === 'horizontal') {\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + xOffset + x,\n (line.topOffset || 0) + yOffset + y,\n line.descent,\n (line.descent - line.ascent) / 2,\n z,\n textAttribute,\n context,\n {\n width: line.width\n }\n );\n });\n }\n }\n } else {\n let { textAlign = textAttribute.textAlign, textBaseline = textAttribute.textBaseline } = text.attribute;\n if (!verticalMode) {\n const t = textAlign;\n textAlign = text.getBaselineMapAlign()[textBaseline] ?? ('left' as any);\n textBaseline = text.getAlignMapBaseline()[t] ?? ('top' as any);\n }\n text.tryUpdateAABBBounds(); // 更新cache\n const cache = text.cache;\n const { verticalList } = cache;\n context.textAlign = 'left';\n context.textBaseline = 'top';\n const totalHeight = lineHeight * verticalList.length;\n let totalW = 0;\n verticalList.forEach(verticalData => {\n const _w = verticalData.reduce((a, b) => a + (b.width || 0), 0);\n totalW = max(_w, totalW);\n });\n let offsetY = 0;\n let offsetX = 0;\n if (textBaseline === 'bottom') {\n offsetX = -totalHeight;\n } else if (textBaseline === 'middle') {\n offsetX = -totalHeight / 2;\n }\n if (textAlign === 'center') {\n offsetY -= totalW / 2;\n } else if (textAlign === 'right') {\n offsetY -= totalW;\n }\n verticalList.forEach((verticalData, i) => {\n const currentW = verticalData.reduce((a, b) => a + (b.width || 0), 0);\n const dw = totalW - currentW;\n let currentOffsetY = offsetY;\n if (textAlign === 'center') {\n currentOffsetY += dw / 2;\n } else if (textAlign === 'right') {\n currentOffsetY += dw;\n }\n verticalData.forEach(item => {\n const { text, width, direction } = item;\n drawText(text, totalHeight - (i + 1) * lineHeight + offsetX, currentOffsetY, direction);\n currentOffsetY += width;\n });\n });\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n\n this.afterRenderStep(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const textAttribute = getTheme(text, params?.theme).text;\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n this._draw(text, textAttribute, computed3dMatrix, drawContext, params);\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n anchorX: number,\n anchorY: number,\n offsetUnderLineY: number,\n offsetThroughLineY: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d,\n multiOption?: {\n width: number;\n }\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n // textBaseline = textAttribute.textBaseline,\n // fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n underlineOffset = textAttribute.underlineOffset,\n underlineDash = textAttribute.underlineDash,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const isMulti = !isNil(multiOption);\n const w = isMulti ? multiOption!.width : text.clipedWidth;\n const offsetX = isMulti ? 0 : textDrawOffsetX(textAlign, w);\n // const offsetY = textLayoutOffsetY(isMulti ? 'alphabetic' : textBaseline, fontSize, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n // let deltaY = isMulti ? -3 : 0;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, anchorX, anchorY, textAttribute);\n underlineDash && context.setLineDash(underlineDash);\n context.beginPath();\n // const dy = y + offsetY + fontSize + underlineOffset + deltaY;\n const dy = anchorY + offsetUnderLineY + underlineOffset;\n context.moveTo(anchorX + offsetX, dy, z);\n context.lineTo(anchorX + offsetX + w, dy, z);\n context.stroke();\n }\n // if (isMulti) {\n // deltaY = -1;\n // }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, anchorX, anchorY, textAttribute);\n context.beginPath();\n // const dy = y + offsetY + fontSize / 2 + deltaY;\n const dy = anchorY + offsetThroughLineY;\n context.moveTo(anchorX + offsetX, dy, z);\n context.lineTo(anchorX + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}