@visactor/vrender-core 1.0.19-alpha.0 → 1.0.20

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.es.js CHANGED
@@ -20213,7 +20213,7 @@ function drawRoundedPolygon(path, points, x, y, cornerRadius, closePath = true)
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  const dy2 = angularPoint.y - p2.y;
20214
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  const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;
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  const tan = Math.abs(Math.tan(angle));
20216
- let radius = Array.isArray(cornerRadius) ? (_a = cornerRadius[i % points.length]) !== null && _a !== void 0 ? _a : 0 : cornerRadius;
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+ let radius = Array.isArray(cornerRadius) ? ((_a = cornerRadius[i % points.length]) !== null && _a !== void 0 ? _a : 0) : cornerRadius;
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  let segment = radius / tan;
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  const length1 = getLength(dx1, dy1);
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  const length2 = getLength(dx2, dy2);
@@ -25134,7 +25134,7 @@ class Selection {
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  }
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  for (let i = Math.ceil(minCursorIdx); i <= Math.floor(maxCursorIdx); i++) {
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  const val = supportOutAttr
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- ? (_c = this._getFormat(key, i)) !== null && _c !== void 0 ? _c : ((_d = this.rt) === null || _d === void 0 ? void 0 : _d.attribute)[key]
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+ ? ((_c = this._getFormat(key, i)) !== null && _c !== void 0 ? _c : ((_d = this.rt) === null || _d === void 0 ? void 0 : _d.attribute)[key])
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  : this._getFormat(key, i);
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  val && valSet.add(val);
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  }
@@ -1 +1 @@
1
- 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,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;QACtB,OAAO;IACT,CAAC;CACF,CAAA;AAtgBY,cAAc;IAD1B,UAAU,EAAE;;GACA,cAAc,CAsgB1B;SAtgBY,cAAc","file":"empty-context.js","sourcesContent":["import type { IMatrix } from '@visactor/vutils';\nimport { Matrix } from '@visactor/vutils';\nimport { injectable } from '../common/inversify-lite';\nimport type {\n ICanvas,\n ICommonStyleParams,\n IContext2d,\n ISetCommonStyleParams,\n ISetStrokeStyleParams,\n IStrokeStyleParams,\n IConicalGradientData,\n ITextStyleParams\n} from '../interface';\nimport { contain, containStroke } from './util';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { getScaledStroke } from '../common/canvas-utils';\nimport { matrixAllocate } from '../allocator/matrix-allocate';\n/**\n * 部分源码参考konva\n * MIT License\n\n Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)\n Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\n\n// https://github.com/konvajs/konva/blob/master/src/Context.ts\nconst initMatrix = new Matrix(1, 0, 0, 1, 0, 0);\nconst globalPoint = { x: 0, y: 0 };\n\n@injectable()\nexport class EmptyContext2d implements IContext2d {\n declare path: CustomPath2D;\n declare canvas: null;\n declare stack: Matrix[];\n protected declare matrix: Matrix;\n protected declare applyedMatrix?: Matrix; // 被应用的matrix\n // 属性代理\n declare fillStyle: string | CanvasGradient | CanvasPattern;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n declare font: string;\n declare globalAlpha: number;\n declare lineCap: string;\n declare lineDashOffset: number;\n declare lineJoin: string;\n declare lineWidth: number;\n declare miterLimit: number;\n declare shadowBlur: number;\n declare shadowColor: string;\n declare shadowOffsetX: number;\n declare shadowOffsetY: number;\n declare strokeStyle: string | CanvasGradient | CanvasPattern;\n declare textAlign: string;\n declare textBaseline: string;\n declare dpr: number;\n declare _clearMatrix: IMatrix;\n\n get nativeContext(): any {\n return this.path;\n }\n\n constructor(canvas: any, dpr: number) {\n this.matrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack = [];\n this.dpr = dpr;\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.path = new CustomPath2D();\n this._clearMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n }\n\n getCanvas(): ICanvas {\n throw new Error('不支持getCanvas');\n }\n\n getContext() {\n throw new Error('不支持getContext');\n }\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent(force: boolean = false) {\n // 只作简单判断\n if (!force && this.applyedMatrix.equalToMatrix(this.matrix)) {\n return;\n }\n\n this.applyedMatrix = this.cloneMatrix(this.matrix);\n return;\n }\n /**\n * 获取当前矩阵信息\n */\n get currentMatrix() {\n return this.matrix;\n }\n\n cloneMatrix(m: Matrix) {\n return matrixAllocate.allocateByObj(m);\n }\n\n /**\n * 清空画布\n */\n clear() {\n this.save();\n this.resetTransform();\n this.restore();\n }\n\n reset() {\n this.matrix.setValue(1, 0, 0, 1, 0, 0);\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack.length = 0;\n }\n\n restore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n this.setTransformForCurrent();\n }\n }\n highPerformanceRestore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n }\n }\n\n /**\n *\n * @param angle 弧度数\n */\n rotate(rad: number, setTransform: boolean = true) {\n this.matrix.rotate(rad);\n setTransform && this.setTransformForCurrent();\n }\n\n save() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n highPerformanceSave() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n\n /**\n * 基于当前matrix再次scale\n * @param sx\n * @param sy\n * @param setTransform 是否设置transform到context中\n */\n scale(sx: number, sy: number, setTransform: boolean = true) {\n this.matrix.scale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n setScale(sx: number, sy: number, setTransform: boolean = true): void {\n this.matrix.setScale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 基于某个点进行缩放\n * @param sx\n * @param sy\n * @param px\n * @param py\n */\n scalePoint(sx: number, sy: number, px: number, py: number, setTransform: boolean = true) {\n this.translate(px, py, false);\n this.scale(sx, sy, false);\n this.translate(-px, -py, false);\n setTransform && this.setTransformForCurrent();\n }\n /**\n *\n * @param a\n * @param b\n * @param c\n * @param d\n * @param e\n * @param f\n * @param setTransform\n */\n setTransform(\n a: number,\n b: number,\n c: number,\n d: number,\n e: number,\n f: number,\n setTransform: boolean = true,\n dpr: number = this.dpr\n ) {\n this.matrix.setValue(dpr * a, dpr * b, dpr * c, dpr * d, dpr * e, dpr * f);\n setTransform && this.setTransformForCurrent();\n }\n\n setTransformFromMatrix(matrix: Matrix, setTransform: boolean = true, dpr: number = this.dpr) {\n this.matrix.setValue(\n matrix.a * dpr,\n matrix.b * dpr,\n matrix.c * dpr,\n matrix.d * dpr,\n matrix.e * dpr,\n matrix.f * dpr\n );\n setTransform && this.setTransformForCurrent();\n }\n\n resetTransform(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransform(dpr, 0, 0, dpr, 0, 0);\n setTransform && this.setTransformForCurrent();\n }\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n transform(a: number, b: number, c: number, d: number, e: number, f: number, setTransform: boolean = true) {\n this.matrix.multiply(a, b, c, d, e, f);\n setTransform && this.setTransformForCurrent();\n }\n transformFromMatrix(matrix: Matrix, setTransform?: boolean): void {\n this.matrix.multiply(matrix.a, matrix.b, matrix.c, matrix.d, matrix.e, matrix.f);\n setTransform && this.setTransformForCurrent();\n }\n\n translate(x: number, y: number, setTransform: boolean = true) {\n this.matrix.translate(x, y);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees(deg: number, setTransform: boolean = true) {\n const rad = (deg * Math.PI) / 180;\n this.rotate(rad, setTransform);\n }\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout(rad: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotate(rad, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout(deg: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotateDegrees(deg, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n // /**\n // * 全局坐标 -> 当前矩阵的局部坐标\n // * @param x x\n // * @param y y\n // */\n // transformPoint(x: number, y: number): Point {\n // const inverseMatrix = this.matrix.getInverse();\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // /**\n // * 坐标转换\n // * @param x x\n // * @param y y\n // */\n // transformPoint2(x: number, y: number): Point {\n // const inverseMatrix = this.matrix;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // transformPoint3(x: number, y: number, matrix: Matrix): Point {\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(x * matrix.a + y * matrix.c + matrix.e, x * matrix.b + y * matrix.d + matrix.f);\n // }\n\n //////// 代理方法\n // isPointInStroke ,drawFocusIfNeeded 方法没有代理,如有需要再添加\n\n beginPath() {\n this.path.clear();\n }\n\n clip(fillRule?: CanvasFillRule): void;\n clip(path: Path2D, fillRule?: CanvasFillRule): void;\n clip(path?: Path2D | CanvasFillRule, fillRule?: CanvasFillRule) {\n return;\n }\n\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean) {\n this.path.arc(x, y, radius, startAngle, endAngle, anticlockwise);\n }\n\n arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void;\n arcTo(x1: number, y1: number, x2: number, y2: number, radiusX: number) {\n this.path.arcTo(x1, y1, x2, y2, radiusX);\n }\n\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) {\n this.path.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n }\n\n closePath() {\n this.path.closePath();\n }\n\n ellipse(\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) {\n return;\n }\n lineTo(x: number, y: number) {\n this.path.lineTo(x, y);\n }\n\n moveTo(x: number, y: number) {\n this.path.moveTo(x, y);\n }\n\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\n this.path.quadraticCurveTo(cpx, cpy, x, y);\n }\n\n rect(x: number, y: number, w: number, h: number) {\n this.path.rect(x, y, w, h);\n }\n\n createImageData(imageDataOrSw: number | ImageData, sh?: number): ImageData {\n return null;\n }\n\n createLinearGradient(x0: number, y0: number, x1: number, y1: number): CanvasGradient {\n throw new Error('不支持createLinearGradient');\n }\n\n createPattern(image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, repetition: string): CanvasPattern {\n throw new Error('不支持createPattern');\n }\n\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient {\n throw new Error('不支持createRadialGradient');\n }\n\n createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradientData {\n return null;\n }\n\n // createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradient | null {\n // // let edit = false;\n // // let pattern: CanvasPattern | null;\n // // // eslint-disable-next-line @typescript-eslint/no-this-alias\n // // const ctx = this;\n // // const obj: IConicalGradient = {\n // // stops: [],\n // // addColorStop(offset: number, color: string) {\n // // this.stops.push([offset, color]);\n // // edit = true;\n // // },\n // // GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n // // if (edit) {\n // // if (!deltaAngle) deltaAngle = endAngle - startAngle;\n // // pattern = createConicalGradient(ctx, this.stops, x, y, deltaAngle, startAngle, endAngle, minW, minH);\n // // edit = false;\n // // }\n // // return pattern;\n // // }\n // // };\n // // return obj;\n // }\n\n // fill(fillRule?: CanvasFillRule): void;\n // fill(path?: Path2D, fillRule?: CanvasFillRule): void;\n fill(path?: Path2D, fillRule?: CanvasFillRule) {\n return;\n }\n\n fillRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n clearRect(x: number, y: number, w: number, h: number) {\n return;\n }\n\n fillText(text: string, x: number, y: number) {\n return;\n }\n\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData {\n return null;\n }\n\n getLineDash(): number[] {\n return [];\n }\n\n isPointInPath(x: number, y: number) {\n this.matrix.transformPoint({ x, y }, globalPoint);\n return contain(this.path.commandList, globalPoint.x, globalPoint.y);\n }\n\n isPointInStroke(x: number, y: number) {\n if (!this.lineWidth) {\n return false;\n }\n this.matrix.transformPoint({ x, y }, globalPoint);\n const lineWidth = getScaledStroke(this, this.lineWidth, this.dpr);\n return containStroke(this.path.commandList, lineWidth, globalPoint.x, globalPoint.y);\n }\n\n measureText(text: string): { width: number } {\n throw new Error('不支持measureText');\n }\n\n putImageData(imagedata: ImageData, dx: number, dy: number) {\n throw new Error('不支持measureText');\n }\n\n setLineDash(segments: number[]) {\n return;\n }\n\n stroke(path?: Path2D) {\n return;\n }\n\n strokeRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n strokeText(text: string, x: number, y: number) {\n return;\n }\n\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n\n drawImage() {\n return;\n }\n\n setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n return;\n }\n\n _setCommonStyle(params: ISetCommonStyleParams, offsetX: number, offsetY: number, defaultParams?: ICommonStyleParams) {\n return;\n }\n\n setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams | IStrokeStyleParams[]\n ) {\n return;\n }\n _setStrokeStyle(params: ISetStrokeStyleParams, offsetX: number, offsetY: number, defaultParams?: IStrokeStyleParams) {\n return;\n }\n setTextStyleWithoutAlignBaseline(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n\n draw() {\n return;\n }\n\n clearMatrix(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransformFromMatrix(initMatrix, setTransform, dpr);\n }\n\n setClearMatrix(a: number, b: number, c: number, d: number, e: number, f: number) {\n this._clearMatrix.setValue(a, b, c, d, e, f);\n }\n\n onlyTranslate(dpr: number = this.dpr): boolean {\n return this.matrix.a === dpr && this.matrix.b === 0 && this.matrix.c === 0 && this.matrix.d === dpr;\n }\n\n release(...params: any): void {\n this.stack.forEach(m => matrixAllocate.free(m));\n this.stack.length = 0;\n return;\n }\n}\n"]}
1
+ 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type { IMatrix } from '@visactor/vutils';\nimport { Matrix } from '@visactor/vutils';\nimport { injectable } from '../common/inversify-lite';\nimport type {\n ICanvas,\n ICommonStyleParams,\n IContext2d,\n ISetCommonStyleParams,\n ISetStrokeStyleParams,\n IStrokeStyleParams,\n IConicalGradientData,\n ITextStyleParams\n} from '../interface';\nimport { contain, containStroke } from './util';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { getScaledStroke } from '../common/canvas-utils';\nimport { matrixAllocate } from '../allocator/matrix-allocate';\n/**\n * 部分源码参考konva\n * MIT License\n\n Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)\n Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\n\n// https://github.com/konvajs/konva/blob/master/src/Context.ts\nconst initMatrix = new Matrix(1, 0, 0, 1, 0, 0);\nconst globalPoint = { x: 0, y: 0 };\n\n@injectable()\nexport class EmptyContext2d implements IContext2d {\n declare path: CustomPath2D;\n declare canvas: null;\n declare stack: Matrix[];\n declare protected matrix: Matrix;\n declare protected applyedMatrix?: Matrix; // 被应用的matrix\n // 属性代理\n declare fillStyle: string | CanvasGradient | CanvasPattern;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n declare font: string;\n declare globalAlpha: number;\n declare lineCap: string;\n declare lineDashOffset: number;\n declare lineJoin: string;\n declare lineWidth: number;\n declare miterLimit: number;\n declare shadowBlur: number;\n declare shadowColor: string;\n declare shadowOffsetX: number;\n declare shadowOffsetY: number;\n declare strokeStyle: string | CanvasGradient | CanvasPattern;\n declare textAlign: string;\n declare textBaseline: string;\n declare dpr: number;\n declare _clearMatrix: IMatrix;\n\n get nativeContext(): any {\n return this.path;\n }\n\n constructor(canvas: any, dpr: number) {\n this.matrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack = [];\n this.dpr = dpr;\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.path = new CustomPath2D();\n this._clearMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n }\n\n getCanvas(): ICanvas {\n throw new Error('不支持getCanvas');\n }\n\n getContext() {\n throw new Error('不支持getContext');\n }\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent(force: boolean = false) {\n // 只作简单判断\n if (!force && this.applyedMatrix.equalToMatrix(this.matrix)) {\n return;\n }\n\n this.applyedMatrix = this.cloneMatrix(this.matrix);\n return;\n }\n /**\n * 获取当前矩阵信息\n */\n get currentMatrix() {\n return this.matrix;\n }\n\n cloneMatrix(m: Matrix) {\n return matrixAllocate.allocateByObj(m);\n }\n\n /**\n * 清空画布\n */\n clear() {\n this.save();\n this.resetTransform();\n this.restore();\n }\n\n reset() {\n this.matrix.setValue(1, 0, 0, 1, 0, 0);\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack.length = 0;\n }\n\n restore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n this.setTransformForCurrent();\n }\n }\n highPerformanceRestore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n }\n }\n\n /**\n *\n * @param angle 弧度数\n */\n rotate(rad: number, setTransform: boolean = true) {\n this.matrix.rotate(rad);\n setTransform && this.setTransformForCurrent();\n }\n\n save() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n highPerformanceSave() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n\n /**\n * 基于当前matrix再次scale\n * @param sx\n * @param sy\n * @param setTransform 是否设置transform到context中\n */\n scale(sx: number, sy: number, setTransform: boolean = true) {\n this.matrix.scale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n setScale(sx: number, sy: number, setTransform: boolean = true): void {\n this.matrix.setScale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 基于某个点进行缩放\n * @param sx\n * @param sy\n * @param px\n * @param py\n */\n scalePoint(sx: number, sy: number, px: number, py: number, setTransform: boolean = true) {\n this.translate(px, py, false);\n this.scale(sx, sy, false);\n this.translate(-px, -py, false);\n setTransform && this.setTransformForCurrent();\n }\n /**\n *\n * @param a\n * @param b\n * @param c\n * @param d\n * @param e\n * @param f\n * @param setTransform\n */\n setTransform(\n a: number,\n b: number,\n c: number,\n d: number,\n e: number,\n f: number,\n setTransform: boolean = true,\n dpr: number = this.dpr\n ) {\n this.matrix.setValue(dpr * a, dpr * b, dpr * c, dpr * d, dpr * e, dpr * f);\n setTransform && this.setTransformForCurrent();\n }\n\n setTransformFromMatrix(matrix: Matrix, setTransform: boolean = true, dpr: number = this.dpr) {\n this.matrix.setValue(\n matrix.a * dpr,\n matrix.b * dpr,\n matrix.c * dpr,\n matrix.d * dpr,\n matrix.e * dpr,\n matrix.f * dpr\n );\n setTransform && this.setTransformForCurrent();\n }\n\n resetTransform(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransform(dpr, 0, 0, dpr, 0, 0);\n setTransform && this.setTransformForCurrent();\n }\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n transform(a: number, b: number, c: number, d: number, e: number, f: number, setTransform: boolean = true) {\n this.matrix.multiply(a, b, c, d, e, f);\n setTransform && this.setTransformForCurrent();\n }\n transformFromMatrix(matrix: Matrix, setTransform?: boolean): void {\n this.matrix.multiply(matrix.a, matrix.b, matrix.c, matrix.d, matrix.e, matrix.f);\n setTransform && this.setTransformForCurrent();\n }\n\n translate(x: number, y: number, setTransform: boolean = true) {\n this.matrix.translate(x, y);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees(deg: number, setTransform: boolean = true) {\n const rad = (deg * Math.PI) / 180;\n this.rotate(rad, setTransform);\n }\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout(rad: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotate(rad, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout(deg: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotateDegrees(deg, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n // /**\n // * 全局坐标 -> 当前矩阵的局部坐标\n // * @param x x\n // * @param y y\n // */\n // transformPoint(x: number, y: number): Point {\n // const inverseMatrix = this.matrix.getInverse();\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // /**\n // * 坐标转换\n // * @param x x\n // * @param y y\n // */\n // transformPoint2(x: number, y: number): Point {\n // const inverseMatrix = this.matrix;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // transformPoint3(x: number, y: number, matrix: Matrix): Point {\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(x * matrix.a + y * matrix.c + matrix.e, x * matrix.b + y * matrix.d + matrix.f);\n // }\n\n //////// 代理方法\n // isPointInStroke ,drawFocusIfNeeded 方法没有代理,如有需要再添加\n\n beginPath() {\n this.path.clear();\n }\n\n clip(fillRule?: CanvasFillRule): void;\n clip(path: Path2D, fillRule?: CanvasFillRule): void;\n clip(path?: Path2D | CanvasFillRule, fillRule?: CanvasFillRule) {\n return;\n }\n\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean) {\n this.path.arc(x, y, radius, startAngle, endAngle, anticlockwise);\n }\n\n arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void;\n arcTo(x1: number, y1: number, x2: number, y2: number, radiusX: number) {\n this.path.arcTo(x1, y1, x2, y2, radiusX);\n }\n\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) {\n this.path.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n }\n\n closePath() {\n this.path.closePath();\n }\n\n ellipse(\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) {\n return;\n }\n lineTo(x: number, y: number) {\n this.path.lineTo(x, y);\n }\n\n moveTo(x: number, y: number) {\n this.path.moveTo(x, y);\n }\n\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number) {\n this.path.quadraticCurveTo(cpx, cpy, x, y);\n }\n\n rect(x: number, y: number, w: number, h: number) {\n this.path.rect(x, y, w, h);\n }\n\n createImageData(imageDataOrSw: number | ImageData, sh?: number): ImageData {\n return null;\n }\n\n createLinearGradient(x0: number, y0: number, x1: number, y1: number): CanvasGradient {\n throw new Error('不支持createLinearGradient');\n }\n\n createPattern(image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, repetition: string): CanvasPattern {\n throw new Error('不支持createPattern');\n }\n\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient {\n throw new Error('不支持createRadialGradient');\n }\n\n createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradientData {\n return null;\n }\n\n // createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradient | null {\n // // let edit = false;\n // // let pattern: CanvasPattern | null;\n // // // eslint-disable-next-line @typescript-eslint/no-this-alias\n // // const ctx = this;\n // // const obj: IConicalGradient = {\n // // stops: [],\n // // addColorStop(offset: number, color: string) {\n // // this.stops.push([offset, color]);\n // // edit = true;\n // // },\n // // GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n // // if (edit) {\n // // if (!deltaAngle) deltaAngle = endAngle - startAngle;\n // // pattern = createConicalGradient(ctx, this.stops, x, y, deltaAngle, startAngle, endAngle, minW, minH);\n // // edit = false;\n // // }\n // // return pattern;\n // // }\n // // };\n // // return obj;\n // }\n\n // fill(fillRule?: CanvasFillRule): void;\n // fill(path?: Path2D, fillRule?: CanvasFillRule): void;\n fill(path?: Path2D, fillRule?: CanvasFillRule) {\n return;\n }\n\n fillRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n clearRect(x: number, y: number, w: number, h: number) {\n return;\n }\n\n fillText(text: string, x: number, y: number) {\n return;\n }\n\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData {\n return null;\n }\n\n getLineDash(): number[] {\n return [];\n }\n\n isPointInPath(x: number, y: number) {\n this.matrix.transformPoint({ x, y }, globalPoint);\n return contain(this.path.commandList, globalPoint.x, globalPoint.y);\n }\n\n isPointInStroke(x: number, y: number) {\n if (!this.lineWidth) {\n return false;\n }\n this.matrix.transformPoint({ x, y }, globalPoint);\n const lineWidth = getScaledStroke(this, this.lineWidth, this.dpr);\n return containStroke(this.path.commandList, lineWidth, globalPoint.x, globalPoint.y);\n }\n\n measureText(text: string): { width: number } {\n throw new Error('不支持measureText');\n }\n\n putImageData(imagedata: ImageData, dx: number, dy: number) {\n throw new Error('不支持measureText');\n }\n\n setLineDash(segments: number[]) {\n return;\n }\n\n stroke(path?: Path2D) {\n return;\n }\n\n strokeRect(x: number, y: number, width: number, height: number) {\n this.path.rect(x, y, width, height);\n }\n\n strokeText(text: string, x: number, y: number) {\n return;\n }\n\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n\n drawImage() {\n return;\n }\n\n setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n return;\n }\n\n _setCommonStyle(params: ISetCommonStyleParams, offsetX: number, offsetY: number, defaultParams?: ICommonStyleParams) {\n return;\n }\n\n setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams | IStrokeStyleParams[]\n ) {\n return;\n }\n _setStrokeStyle(params: ISetStrokeStyleParams, offsetX: number, offsetY: number, defaultParams?: IStrokeStyleParams) {\n return;\n }\n setTextStyleWithoutAlignBaseline(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams) {\n return;\n }\n\n draw() {\n return;\n }\n\n clearMatrix(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransformFromMatrix(initMatrix, setTransform, dpr);\n }\n\n setClearMatrix(a: number, b: number, c: number, d: number, e: number, f: number) {\n this._clearMatrix.setValue(a, b, c, d, e, f);\n }\n\n onlyTranslate(dpr: number = this.dpr): boolean {\n return this.matrix.a === dpr && this.matrix.b === 0 && this.matrix.c === 0 && this.matrix.d === dpr;\n }\n\n release(...params: any): void {\n this.stack.forEach(m => matrixAllocate.free(m));\n this.stack.length = 0;\n return;\n }\n}\n"]}
@@ -1 +1 @@
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i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n cornerRadius: number | number[],\n closePath: boolean = true\n) {\n if (points.length < 3) {\n drawPolygon(path, points, x, y);\n return;\n }\n\n let startI = 0;\n let endI = points.length - 1;\n if (!closePath) {\n startI += 1;\n endI -= 1;\n path.moveTo(points[0].x + x, points[0].y + y);\n }\n for (let i = startI; i <= endI; i++) {\n const p1 = points[i === 0 ? endI : (i - 1) % points.length];\n const angularPoint = points[i % points.length];\n const p2 = points[(i + 1) % points.length];\n\n //Vector 1\n const dx1 = angularPoint.x - p1.x;\n const dy1 = angularPoint.y - p1.y;\n\n //Vector 2\n const dx2 = angularPoint.x - p2.x;\n const dy2 = angularPoint.y - p2.y;\n\n //Angle between vector 1 and vector 2 divided by 2\n const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;\n\n // The length of segment between angular point and the\n // points of intersection with the circle of a given radius\n const tan = Math.abs(Math.tan(angle));\n\n // get config radius\n let radius = Array.isArray(cornerRadius) ? cornerRadius[i % points.length] ?? 0 : cornerRadius;\n let segment = radius / tan;\n\n //Check the segment\n const length1 = getLength(dx1, dy1);\n const length2 = getLength(dx2, dy2);\n\n const length = Math.min(length1, length2);\n\n if (segment > length) {\n segment = length;\n radius = length * tan;\n }\n\n // Points of intersection are calculated by the proportion between\n // the coordinates of the vector, length of vector and the length of the segment.\n const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1);\n const p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2);\n\n // Calculation of the coordinates of the circle\n // center by the addition of angular vectors.\n const dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;\n const dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;\n\n const L = getLength(dx, dy);\n const d = getLength(segment, radius);\n\n const circlePoint = getProportionPoint(angularPoint, d, L, dx, dy);\n\n //StartAngle and EndAngle of arc\n let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);\n const endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);\n\n //Sweep angle\n let sweepAngle = endAngle - startAngle;\n\n //Some additional checks\n if (sweepAngle < 0) {\n startAngle = endAngle;\n sweepAngle = -sweepAngle;\n }\n\n if (sweepAngle > Math.PI) {\n sweepAngle = sweepAngle - Math.PI;\n }\n\n if (i === 0) {\n path.moveTo(p1Cross.x + x, p1Cross.y + y);\n } else {\n path.lineTo(p1Cross.x + x, p1Cross.y + y);\n }\n\n if (sweepAngle) {\n path.arcTo(angularPoint.x + x, angularPoint.y + y, p2Cross.x + x, p2Cross.y + y, radius);\n }\n\n path.lineTo(p2Cross.x + x, p2Cross.y + y);\n }\n\n if (!closePath) {\n path.lineTo(points[endI + 1].x + x, points[endI + 1].y + y);\n }\n}\n\nfunction getLength(dx: number, dy: number) {\n return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction getProportionPoint(point: IPointLike, segment: number, length: number, dx: number, dy: number) {\n const factor = segment / length;\n\n return {\n x: point.x - dx * factor,\n y: point.y - dy * factor\n };\n}\n"]}
1
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i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n cornerRadius: number | number[],\n closePath: boolean = true\n) {\n if (points.length < 3) {\n drawPolygon(path, points, x, y);\n return;\n }\n\n let startI = 0;\n let endI = points.length - 1;\n if (!closePath) {\n startI += 1;\n endI -= 1;\n path.moveTo(points[0].x + x, points[0].y + y);\n }\n for (let i = startI; i <= endI; i++) {\n const p1 = points[i === 0 ? endI : (i - 1) % points.length];\n const angularPoint = points[i % points.length];\n const p2 = points[(i + 1) % points.length];\n\n //Vector 1\n const dx1 = angularPoint.x - p1.x;\n const dy1 = angularPoint.y - p1.y;\n\n //Vector 2\n const dx2 = angularPoint.x - p2.x;\n const dy2 = angularPoint.y - p2.y;\n\n //Angle between vector 1 and vector 2 divided by 2\n const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;\n\n // The length of segment between angular point and the\n // points of intersection with the circle of a given radius\n const tan = Math.abs(Math.tan(angle));\n\n // get config radius\n let radius = Array.isArray(cornerRadius) ? (cornerRadius[i % points.length] ?? 0) : cornerRadius;\n let segment = radius / tan;\n\n //Check the segment\n const length1 = getLength(dx1, dy1);\n const length2 = getLength(dx2, dy2);\n\n const length = Math.min(length1, length2);\n\n if (segment > length) {\n segment = length;\n radius = length * tan;\n }\n\n // Points of intersection are calculated by the proportion between\n // the coordinates of the vector, length of vector and the length of the segment.\n const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1);\n const p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2);\n\n // Calculation of the coordinates of the circle\n // center by the addition of angular vectors.\n const dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;\n const dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;\n\n const L = getLength(dx, dy);\n const d = getLength(segment, radius);\n\n const circlePoint = getProportionPoint(angularPoint, d, L, dx, dy);\n\n //StartAngle and EndAngle of arc\n let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);\n const endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);\n\n //Sweep angle\n let sweepAngle = endAngle - startAngle;\n\n //Some additional checks\n if (sweepAngle < 0) {\n startAngle = endAngle;\n sweepAngle = -sweepAngle;\n }\n\n if (sweepAngle > Math.PI) {\n sweepAngle = sweepAngle - Math.PI;\n }\n\n if (i === 0) {\n path.moveTo(p1Cross.x + x, p1Cross.y + y);\n } else {\n path.lineTo(p1Cross.x + x, p1Cross.y + y);\n }\n\n if (sweepAngle) {\n path.arcTo(angularPoint.x + x, angularPoint.y + y, p2Cross.x + x, p2Cross.y + y, radius);\n }\n\n path.lineTo(p2Cross.x + x, p2Cross.y + y);\n }\n\n if (!closePath) {\n path.lineTo(points[endI + 1].x + x, points[endI + 1].y + y);\n }\n}\n\nfunction getLength(dx: number, dy: number) {\n return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction getProportionPoint(point: IPointLike, segment: number, length: number, dx: number, dy: number) {\n const factor = segment / length;\n\n return {\n x: point.x - dx * factor,\n y: point.y - dy * factor\n };\n}\n"]}