@visactor/vrender-core 1.0.44 → 1.0.46-alpha.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 (64) hide show
  1. package/cjs/common/diff.js +2 -1
  2. package/cjs/common/event-transformer.js +1 -2
  3. package/cjs/common/render-area.js +1 -1
  4. package/cjs/common/render-command-list.js +1 -1
  5. package/cjs/common/render-curve.js +1 -1
  6. package/cjs/common/render-utils.js +1 -1
  7. package/cjs/common/seg-context.js +1 -1
  8. package/cjs/common/simplify.js +2 -1
  9. package/cjs/common/sort.js +1 -1
  10. package/cjs/common/split-path.js +1 -1
  11. package/cjs/common/store.js +1 -1
  12. package/cjs/common/text.js +1 -1
  13. package/cjs/common/utils.js +1 -1
  14. package/cjs/core/constants.js +1 -1
  15. package/cjs/core/core-modules.js +1 -1
  16. package/cjs/core/global-module.js +0 -2
  17. package/cjs/core/global.js +1 -1
  18. package/cjs/core/graphic-utils.js +1 -1
  19. package/cjs/core/index.js +1 -1
  20. package/cjs/core/layer-service.js +1 -2
  21. package/cjs/core/layer.js +1 -1
  22. package/cjs/core/light.js +1 -1
  23. package/cjs/core/stage.js +1 -1
  24. package/cjs/core/window.js +1 -1
  25. package/cjs/graphic/graphic.js +14 -5
  26. package/cjs/graphic/graphic.js.map +1 -1
  27. package/cjs/interface/graphic.d.ts +3 -2
  28. package/cjs/interface/graphic.js.map +1 -1
  29. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.d.ts +4 -2
  30. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +41 -26
  31. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  32. package/dist/index.es.js +94 -27
  33. package/es/common/diff.js +2 -1
  34. package/es/common/event-transformer.js +1 -2
  35. package/es/common/render-area.js +1 -1
  36. package/es/common/render-command-list.js +1 -1
  37. package/es/common/render-curve.js +1 -1
  38. package/es/common/render-utils.js +1 -1
  39. package/es/common/seg-context.js +1 -1
  40. package/es/common/simplify.js +2 -1
  41. package/es/common/sort.js +1 -1
  42. package/es/common/split-path.js +1 -1
  43. package/es/common/store.js +1 -1
  44. package/es/common/text.js +1 -1
  45. package/es/common/utils.js +1 -1
  46. package/es/core/constants.js +1 -1
  47. package/es/core/core-modules.js +1 -1
  48. package/es/core/global-module.js +0 -2
  49. package/es/core/global.js +1 -1
  50. package/es/core/graphic-utils.js +1 -1
  51. package/es/core/index.js +1 -1
  52. package/es/core/layer-service.js +1 -2
  53. package/es/core/layer.js +1 -1
  54. package/es/core/light.js +1 -1
  55. package/es/core/stage.js +1 -1
  56. package/es/core/window.js +1 -1
  57. package/es/graphic/graphic.js +12 -5
  58. package/es/graphic/graphic.js.map +1 -1
  59. package/es/interface/graphic.d.ts +3 -2
  60. package/es/interface/graphic.js.map +1 -1
  61. package/es/render/contributions/render/contributions/base-texture-contribution-render.d.ts +4 -2
  62. package/es/render/contributions/render/contributions/base-texture-contribution-render.js +41 -26
  63. package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
  64. package/package.json +2 -2
@@ -1 +1 @@
1
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type { ICustomPath2D } from './../interface/path';\nimport type { Dict, IPointLike, IAABBBounds, IOBBBounds } from '@visactor/vutils';\nimport { isArray, max, OBBBounds } from '@visactor/vutils';\nimport {\n AABBBounds,\n Matrix,\n normalTransform,\n Point,\n isNil,\n has,\n isString,\n isValidUrl,\n isBase64,\n isObject\n} from '@visactor/vutils';\nimport type {\n GraphicType,\n IAnimateConfig,\n IGraphicAttribute,\n IGraphic,\n IGraphicAnimateParams,\n IGraphicJson,\n ISetAttributeContext,\n ITransform,\n GraphicReleaseStatus\n} from '../interface/graphic';\nimport { Node } from './node-tree';\nimport type {\n IAnimate,\n IAnimateTarget,\n IGlyphGraphicAttribute,\n IGroup,\n ILayer,\n IPickerService,\n IShadowRoot,\n IStage,\n IStep,\n ISymbolClass\n} from '../interface';\nimport { EventTarget, CustomEvent } from '../event';\nimport { DefaultTransform } from './config';\nimport { application } from '../application';\nimport { interpolateColor } from '../color-string/interpolate';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { ResourceLoader } from '../resource-loader/loader';\nimport { AttributeUpdateType, IContainPointMode, UpdateTag } from '../common/enums';\nimport { BoundsContext } from '../common/bounds-context';\nimport { renderCommandList } from '../common/render-command-list';\nimport { parsePadding } from '../common/utils';\nimport { builtinSymbolsMap, builtInSymbolStrMap, CustomSymbolClass } from './builtin-symbol';\nimport { isSvg, XMLParser } from '../common/xml';\nimport { SVG_PARSE_ATTRIBUTE_MAP, SVG_PARSE_ATTRIBUTE_MAP_KEYS } from './constants';\nimport { DefaultStateAnimateConfig } from '../animate/config';\nimport { EmptyContext2d } from '../canvas';\n\nconst _tempBounds = new AABBBounds();\n/**\n * pathProxy参考自zrender\n * BSD 3-Clause License\n\n Copyright (c) 2017, Baidu Inc.\n All rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n * Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n * Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\n FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\nconst tempMatrix = new Matrix();\nconst tempBounds = new AABBBounds();\n\nexport const PURE_STYLE_KEY = [\n 'stroke',\n 'opacity',\n 'strokeOpacity',\n 'lineDash',\n 'lineDashOffset',\n 'lineCap',\n 'lineJoin',\n 'miterLimit',\n 'fill',\n 'fillOpacity'\n];\n\nexport const GRAPHIC_UPDATE_TAG_KEY = [\n 'lineWidth',\n // 'lineCap',\n // 'lineJoin',\n // 'miterLimit',\n 'scaleX',\n 'scaleY',\n 'angle',\n 'anchor',\n 'visible'\n];\n\nconst tempConstantXYKey = ['x', 'y'];\nconst tempConstantScaleXYKey = ['scaleX', 'scaleY'];\nconst tempConstantAngleKey = ['angle'];\n\nconst point = new Point();\n\nexport const NOWORK_ANIMATE_ATTR = {\n strokeSeg: 1,\n boundsPadding: 2,\n pickMode: 1,\n boundsMode: 1,\n customPickShape: 1,\n pickable: 1,\n childrenPickable: 1,\n visible: 1,\n zIndex: 1,\n layout: 1,\n keepDirIn3d: 1,\n globalZIndex: 1,\n\n outerBorder: 1,\n innerBorder: 1,\n lineDash: 1,\n lineCap: 1,\n lineJoin: 1,\n miterLimit: 2,\n strokeBoundsBuffer: 2,\n\n scaleCenter: 1,\n anchor: 1,\n anchor3d: 1,\n postMatrix: 1,\n\n backgroundMode: 2,\n background: 1,\n texture: 1,\n cursor: 1,\n html: 1\n};\n\n// function createTrackableObject(obj: any) {\n// // const accessedProperties = new Set(); // 记录被读取的属性\n// // const modifiedProperties = new Set(); // 记录被设置/修改的属性\n\n// const handler = {\n// get(target: any, property: any) {\n// // accessedProperties.add(property); // 记录读取操作\n// return Reflect.get(target, property);\n// },\n// set(target: any, property: any, value: any) {\n// if (property === 'size' && !isFinite(value)) {\n// console.log('set', property, value);\n// }\n// // modifiedProperties.add(property); // 记录设置/修改操作\n// return Reflect.set(target, property, value);\n// }\n// };\n\n// const proxy = new Proxy(obj, handler);\n\n// // 提供方法获取被追踪的属性\n// // proxy.getAccessedProperties = () => [...accessedProperties];\n// // proxy.getModifiedProperties = () => [...modifiedProperties];\n\n// return proxy;\n// }\n\n/**\n * globalTransMatrix更新逻辑\n * 1. group的transform修改,会下发到所有下层group,将所有下层的tag修改\n * 2. 叶子graphic每次获取globalTransMatrix都重新计算\n * 3. 所有节点的transform修改,或者globalTransform修改,都会下发到自己的shadowRoot上\n */\n\nexport abstract class Graphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends Node\n implements IGraphic<T>, IAnimateTarget\n{\n /**\n * Mixes all enumerable properties and methods from a source object to Element.\n * @param source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict<any>): void {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(Element.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i) {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n Graphic.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName) as PropertyDecorator\n );\n }\n }\n\n declare _events?: any;\n\n // 保存语法上下文\n declare context?: Record<string, any>;\n\n static userSymbolMap: Record<string, ISymbolClass> = {};\n\n declare onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n declare parent: any;\n\n declare resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n declare backgroundImg?: boolean;\n\n declare type: GraphicType;\n declare prefixed: string;\n declare numberType: number;\n declare isContainer?: boolean;\n declare valid: boolean;\n declare stage?: IStage;\n declare layer?: ILayer;\n declare incremental?: number;\n declare glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n declare _onSetStage?: (g: IGraphic, stage: IStage, layer: ILayer) => void;\n // declare _beforeAttributeUpdate?: (key: string | string, value: any) => void;\n // 标记是否是在3d模式下\n declare in3dMode?: boolean;\n\n // 不考虑transform的宽高,特殊情况下会使用到\n declare widthWithoutTransform?: number;\n declare heightWithoutTransform?: number;\n declare x1WithoutTransform?: number;\n declare y1WithoutTransform?: number;\n\n // aabbBounds,所有图形都需要有,所以初始化即赋值\n protected declare _AABBBounds: IAABBBounds;\n get AABBBounds(): IAABBBounds {\n return this.tryUpdateAABBBounds();\n }\n // 具有旋转的包围盒,部分图元需要,动态初始化\n protected declare _OBBBounds?: IOBBBounds;\n get OBBBounds(): IOBBBounds {\n return this.tryUpdateOBBBounds();\n }\n protected declare _globalAABBBounds: IAABBBounds;\n // 全局包围盒,部分图元需要,动态初始化,建议使用AABBBounds\n get globalAABBBounds(): IAABBBounds {\n return this.tryUpdateGlobalAABBBounds();\n }\n protected declare _transMatrix: Matrix;\n get transMatrix(): Matrix {\n return this.tryUpdateLocalTransMatrix(true);\n }\n protected declare _globalTransMatrix: Matrix;\n get globalTransMatrix(): Matrix {\n return this.tryUpdateGlobalTransMatrix(true);\n }\n protected declare _updateTag: number;\n\n // 上次更新的stamp\n declare stamp?: number;\n\n declare attribute: T;\n\n declare shadowRoot?: IShadowRoot;\n\n declare releaseStatus?: GraphicReleaseStatus;\n\n /** 记录state对应的图形属性 */\n declare states?: Record<string, Partial<T>>;\n /** 当前state值 */\n declare currentStates?: string[];\n /** TODO: state更新对应的动画配置 */\n declare stateAnimateConfig?: IAnimateConfig;\n /** 记录应用state之前,attribute对应的原始图形属性 */\n declare normalAttrs?: Partial<T>;\n /** 获取state图形属性的方法 */\n declare stateProxy?: (stateName: string, targetStates?: string[]) => T;\n declare animates: Map<string | number, IAnimate>;\n\n declare animate?: () => IAnimate;\n\n // declare nextAttrs?: T;\n // declare prevAttrs?: T;\n // declare finalAttrs?: T;\n\n declare pathProxy?: ICustomPath2D;\n // 依附于某个theme,如果该节点不存在parent,那么这个Theme就作为节点的Theme,避免添加到节点前计算属性\n declare attachedThemeGraphic?: IGraphic;\n protected updateAABBBoundsStamp: number;\n protected updateOBBBoundsStamp?: number;\n declare clipPathMap?: Map<string, ISymbolClass>;\n\n // 外部设置,用于选择所使用的textMeasureId\n declare textMeasureId?: string;\n\n // state 排序方法\n protected stateSort?: (stateA: string, stateB: string) => number;\n\n constructor(params: T = {} as T) {\n super();\n this._AABBBounds = new AABBBounds();\n this._updateTag = UpdateTag.INIT;\n this.attribute = params;\n this.valid = this.isValid();\n this.updateAABBBoundsStamp = 0;\n if (params.background) {\n this.loadImage((params.background as any).background ?? params.background, true);\n } else if (params.shadowGraphic) {\n this.setShadowGraphic(params.shadowGraphic);\n }\n // this.attribute = createTrackableObject(this.attribute);\n }\n\n getGraphicService() {\n return this.stage?.graphicService ?? application.graphicService;\n }\n\n getAttributes(): T {\n return this.attribute;\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n }\n set2dMode() {\n this.in3dMode = false;\n }\n getOffsetXY(attr?: ITransform, includeScroll: boolean = false) {\n const { dx = attr.dx, dy = attr.dy } = this.attribute;\n if (includeScroll && this.parent) {\n // const groupTheme = getTheme(this.parent).group;\n const attribute = this.parent.attribute;\n point.x = dx + (attribute.scrollX ?? 0);\n point.y = dy + (attribute.scrollY ?? 0);\n } else {\n point.x = dx;\n point.y = dy;\n }\n return point;\n }\n\n onAnimateBind(animate: IAnimate) {\n this._emitCustomEvent('animate-bind', animate);\n }\n\n protected tryUpdateAABBBounds(): IAABBBounds {\n const full = this.attribute.boundsMode === 'imprecise';\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n if (!this.valid) {\n this._AABBBounds.clear();\n return this._AABBBounds;\n }\n\n this.getGraphicService().beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const bounds = this.doUpdateAABBBounds(full);\n // this.addUpdateLayoutTag();\n this.getGraphicService().afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, true);\n\n // 直接返回空Bounds,但是前面的流程还是要走\n if (this.attribute.boundsMode === 'empty') {\n bounds.clear();\n }\n return bounds;\n }\n\n protected tryUpdateOBBBounds(): IOBBBounds {\n if (!this._OBBBounds) {\n this._OBBBounds = new OBBBounds();\n }\n // 尝试更新AABBBounds\n this.tryUpdateAABBBounds();\n // 如果AABBBounds和OBBBounds不一致,则重新计算OBBBounds\n if (this.updateOBBBoundsStamp === this.updateAABBBoundsStamp) {\n return this._OBBBounds;\n }\n this.updateOBBBoundsStamp = this.updateAABBBoundsStamp;\n if (!this.valid) {\n this._OBBBounds.clear();\n return this._OBBBounds;\n }\n\n const bounds = this.doUpdateOBBBounds();\n return bounds;\n }\n\n protected combindShadowAABBBounds(bounds: IAABBBounds) {\n // 合并shadowRoot的Bounds\n if (this.shadowRoot) {\n const b = this.shadowRoot.AABBBounds.clone();\n bounds.union(b);\n }\n }\n\n abstract getGraphicTheme(): T;\n\n protected doUpdateOBBBounds(): IOBBBounds {\n return this._OBBBounds;\n }\n\n protected abstract updateAABBBounds(\n attribute: T,\n symbolTheme: Required<T>,\n aabbBounds: IAABBBounds,\n full?: boolean\n ): IAABBBounds;\n\n getClipPath() {\n const { clipConfig } = this.attribute;\n if (!clipConfig) {\n return null;\n }\n if (!this.clipPathMap) {\n this.clipPathMap = new Map();\n }\n\n const { shape } = clipConfig;\n let path = this.clipPathMap.get(shape) || null;\n if (!path) {\n // 即使清理,避免内存溢出\n if (this.clipPathMap.size > 10) {\n this.clipPathMap.clear();\n }\n path = this.parsePath(shape);\n path && this.clipPathMap.set(shape, path);\n }\n return path;\n }\n\n parsePath(symbolType: string) {\n if (!symbolType) {\n return null;\n }\n let path = builtinSymbolsMap[symbolType];\n if (path) {\n return path;\n }\n path = Graphic.userSymbolMap[symbolType];\n if (path) {\n return path;\n }\n const _symbolType = builtInSymbolStrMap[symbolType];\n symbolType = _symbolType || symbolType;\n const valid = isSvg(symbolType);\n if (valid === true) {\n const parser = new XMLParser();\n const { svg } = parser.parse(symbolType);\n if (!svg) {\n return null;\n }\n const path = isArray(svg.path) ? svg.path : [svg.path];\n _tempBounds.clear();\n const cacheList: { path: CustomPath2D; attribute: Record<string, any> }[] = [];\n path.forEach((item: any) => {\n const cache = new CustomPath2D().fromString(item.d);\n const attribute: any = {};\n SVG_PARSE_ATTRIBUTE_MAP_KEYS.forEach(k => {\n if (item[k]) {\n (attribute as any)[(SVG_PARSE_ATTRIBUTE_MAP as any)[k]] = item[k];\n }\n });\n // 查找\n cacheList.push({\n path: cache,\n attribute\n });\n _tempBounds.union(cache.bounds);\n });\n const width = _tempBounds.width();\n const height = _tempBounds.height();\n // 规范化到1\n const maxWH = max(width, height);\n const scale = 1 / maxWH;\n cacheList.forEach(cache => cache.path.transform(0, 0, scale, scale));\n\n const _parsedPath = new CustomSymbolClass(symbolType, cacheList, true);\n Graphic.userSymbolMap[symbolType] = _parsedPath;\n return _parsedPath;\n }\n\n const cache = new CustomPath2D().fromString(symbolType);\n const width = cache.bounds.width();\n const height = cache.bounds.height();\n // 规范化到1\n const maxWH = max(width, height);\n const scale = 1 / maxWH;\n cache.transform(0, 0, scale, scale);\n const _parsedPath = new CustomSymbolClass(symbolType, cache);\n Graphic.userSymbolMap[symbolType] = _parsedPath;\n return _parsedPath;\n }\n\n protected doUpdateAABBBounds(full?: boolean): IAABBBounds {\n this.updateAABBBoundsStamp++;\n const graphicTheme = this.getGraphicTheme();\n this._AABBBounds.clear();\n const attribute = this.attribute;\n const bounds = this.updateAABBBounds(attribute, graphicTheme as Required<T>, this._AABBBounds, full) as AABBBounds;\n\n const { boundsPadding = graphicTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n\n this.clearUpdateBoundTag();\n return bounds;\n }\n\n updatePathProxyAABBBounds(aabbBounds: IAABBBounds): boolean {\n const path = typeof this.pathProxy === 'function' ? (this.pathProxy as any)(this.attribute) : this.pathProxy;\n if (!path) {\n return false;\n }\n const boundsContext = new BoundsContext(aabbBounds);\n renderCommandList(path.commandList, boundsContext, 0, 0);\n return true;\n }\n\n protected tryUpdateGlobalAABBBounds(): IAABBBounds {\n const b = this.AABBBounds;\n if (!this._globalAABBBounds) {\n this._globalAABBBounds = b.clone();\n } else {\n this._globalAABBBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n if (this._globalAABBBounds.empty()) {\n return this._globalAABBBounds;\n }\n // 使用parent的grloalAABBBounds\n // todo: 考虑是否需要性能优化\n if (this.parent) {\n this._globalAABBBounds.transformWithMatrix((this.parent as IGroup).globalTransMatrix);\n }\n return this._globalAABBBounds;\n }\n\n /**\n * 这里都是叶子节点的UpdateGlobalTransMatrix函数,只要走进来就直接计算\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n if (this.shouldUpdateGlobalMatrix()) {\n this.doUpdateGlobalMatrix();\n }\n return this._globalTransMatrix;\n }\n\n shouldUpdateGlobalMatrix(): boolean {\n return true;\n }\n\n protected tryUpdateLocalTransMatrix(clearTag: boolean = true) {\n if (!this._transMatrix) {\n this._transMatrix = new Matrix();\n }\n if (this.shouldUpdateLocalMatrix()) {\n this.doUpdateLocalMatrix();\n clearTag && this.clearUpdateLocalPositionTag();\n }\n return this._transMatrix;\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return (\n (!!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds()) &&\n this.getGraphicService().validCheck(\n this.attribute,\n this.getGraphicTheme() as Required<T>,\n this._AABBBounds,\n this\n )\n );\n }\n return (\n !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) &&\n this.getGraphicService().validCheck(this.attribute, this.getGraphicTheme() as Required<T>, this._AABBBounds, this)\n );\n }\n\n // 自身变化导致的AABBBounds的变化\n shouldSelfChangeUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds();\n }\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);\n }\n\n protected shouldUpdateLocalMatrix(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LOCAL_MATRIX);\n }\n\n isValid(): boolean {\n const attribute = this.attribute;\n return Number.isFinite((attribute.x ?? 0) + (attribute.y ?? 0));\n }\n\n protected _validNumber(num?: number) {\n return num == null || Number.isFinite(num);\n }\n\n shouldUpdateShape(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_SHAPE);\n }\n clearUpdateShapeTag() {\n this._updateTag &= UpdateTag.CLEAR_SHAPE;\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode, picker?: IPickerService): boolean {\n if (!picker) {\n return false;\n }\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n x = point.x;\n y = point.y;\n }\n return picker.containsPoint(this, { x, y });\n }\n\n protected setWidthHeightWithoutTransform(aabbBounds: IAABBBounds) {\n this.widthWithoutTransform = aabbBounds.x2 - aabbBounds.x1;\n this.heightWithoutTransform = aabbBounds.y2 - aabbBounds.y1;\n }\n setAttributesAndPreventAnimate(\n params: Partial<T>,\n forceUpdateTag: boolean = false,\n context?: ISetAttributeContext,\n ignorePriority?: boolean\n ) {\n this.setAttributes(params, forceUpdateTag, context);\n this.animates &&\n this.animates.forEach(animate => {\n // 优先级最高的动画(一般是循环动画),不屏蔽\n if (animate.priority === Infinity && !ignorePriority) {\n return;\n }\n Object.keys(params).forEach(key => {\n animate.preventAttr(key);\n });\n });\n }\n\n setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n if (!params) {\n return;\n }\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n\n if (params.background) {\n this.loadImage(params.background, true);\n } else if (params.shadowGraphic) {\n this.setShadowGraphic(params.shadowGraphic);\n }\n this._setAttributes(params, forceUpdateTag, context);\n }\n\n _setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n const keys = Object.keys(params);\n for (let i = 0; i < keys.length; i++) {\n const key = keys[i];\n\n (this.attribute as any)[key] = (params as any)[key];\n }\n this.valid = this.isValid();\n // 没有设置shape&bounds的tag\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTags(keys))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n\n setAttribute(key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) {\n const params =\n this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate({ [key]: value }, this.attribute, key, context);\n if (!params) {\n if (!isNil((this.normalAttrs as any)?.[key])) {\n (this.normalAttrs as any)[key] = value;\n } else {\n (this.attribute as any)[key] = value;\n this.valid = this.isValid();\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTag(key))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n } else {\n this._setAttributes(params, forceUpdateTag, context);\n }\n if (key === 'background') {\n this.loadImage(value, true);\n } else if (key === 'shadowGraphic') {\n this.setShadowGraphic(value);\n }\n }\n\n protected needUpdateTags(keys: string[], k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (keys.indexOf(attrKey) !== -1) {\n return true;\n }\n }\n return false;\n }\n\n protected needUpdateTag(key: string, k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (key === attrKey) {\n return true;\n }\n }\n return false;\n }\n\n initAttributes(params: T) {\n // this.setAttributes(params, true);\n const context = { type: AttributeUpdateType.INIT };\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n this.attribute = params;\n if (params.background) {\n this.loadImage(params.background, true);\n } else if (params.shadowGraphic) {\n this.setShadowGraphic(params.shadowGraphic);\n }\n this._updateTag = UpdateTag.INIT;\n this.valid = this.isValid();\n this.onAttributeUpdate(context);\n }\n\n translate(x: number, y: number) {\n if (x === 0 && y === 0) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n x = params.x;\n y = params.y;\n delete params.x;\n delete params.y;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n const postMatrix = attribute.postMatrix;\n if (!postMatrix) {\n attribute.x = (attribute.x ?? DefaultTransform.x) + x;\n attribute.y = (attribute.y ?? DefaultTransform.y) + y;\n } else {\n application.transformUtil.fromMatrix(postMatrix, postMatrix).translate(x, y);\n }\n\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n translateTo(x: number, y: number) {\n const attribute = this.attribute;\n if (attribute.x === x && attribute.y === y) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.x = x;\n attribute.y = y;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scale(scaleX: number, scaleY: number, scaleCenter?: IPointLike) {\n if (scaleX === 1 && scaleY === 1) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY, scaleCenter }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n scaleX = params.scaleX;\n scaleY = params.scaleY;\n delete params.scaleX;\n delete params.scaleY;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n if (!scaleCenter) {\n attribute.scaleX = (attribute.scaleX ?? DefaultTransform.scaleX) * scaleX;\n attribute.scaleY = (attribute.scaleY ?? DefaultTransform.scaleY) * scaleY;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).scale(scaleX, scaleY, scaleCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scaleTo(scaleX: number, scaleY: number) {\n const attribute = this.attribute;\n if (attribute.scaleX === scaleX && attribute.scaleY === scaleY) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.scaleX = scaleX;\n attribute.scaleY = scaleY;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotate(angle: number, rotateCenter?: IPointLike) {\n if (angle === 0) {\n return this;\n }\n const context = { type: AttributeUpdateType.ROTATE };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ angle, rotateCenter }, this.attribute, tempConstantAngleKey, context);\n if (params) {\n delete params.angle;\n this._setAttributes(params, false, context);\n // return this;\n }\n const attribute = this.attribute;\n if (!rotateCenter) {\n attribute.angle = (attribute.angle ?? DefaultTransform.angle) + angle;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).rotate(angle, rotateCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotateTo(angle: number) {\n const attribute = this.attribute;\n if (attribute.angle === angle) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.ROTATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate(angle, this.attribute, tempConstantAngleKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.angle = angle;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n skewTo(b: number, c: number) {\n return this;\n }\n\n onAttributeUpdate(context?: ISetAttributeContext) {\n if (context && context.skipUpdateCallback) {\n return;\n }\n this.getGraphicService().onAttributeUpdate(this);\n this._emitCustomEvent('afterAttributeUpdate', context);\n }\n\n // hasListener(event: string) {\n // const prefix = this.prefixed;\n // var evt = prefix ? prefix + event : event;\n // return this._events[evt];\n // }\n\n update(d?: { bounds: boolean; trans: boolean }) {\n if (d) {\n d.bounds && this.tryUpdateAABBBounds();\n d.trans && this.tryUpdateLocalTransMatrix();\n } else {\n this.tryUpdateAABBBounds();\n this.tryUpdateLocalTransMatrix();\n }\n }\n\n hasState(stateName?: string) {\n if (!this.currentStates || !this.currentStates.length) {\n return false;\n }\n\n if (!isNil(stateName)) {\n return this.currentStates.includes(stateName);\n }\n\n return true;\n }\n getState(stateName: string) {\n return this.states?.[stateName];\n }\n\n applyStateAttrs(attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) {\n // 应用状态的时候要停掉动画\n if (hasAnimation) {\n const keys = Object.keys(attrs);\n const noWorkAttrs = this.getNoWorkAnimateAttr();\n const animateAttrs: Partial<T> = {};\n let noAnimateAttrs: Partial<T> | undefined;\n\n keys.forEach(key => {\n if (!noWorkAttrs[key]) {\n (animateAttrs as any)[key] =\n isClear && (attrs as any)[key] === undefined ? this.getDefaultAttribute(key) : (attrs as any)[key];\n } else {\n if (!noAnimateAttrs) {\n noAnimateAttrs = {};\n }\n (noAnimateAttrs as any)[key] = (attrs as any)[key];\n }\n });\n\n const stateAnimateConfig =\n (this.context && this.context.stateAnimateConfig) ?? this.stateAnimateConfig ?? DefaultStateAnimateConfig;\n // 需要注册动画\n (this as any).applyAnimationState(\n ['state'],\n [\n {\n name: 'state',\n animation: {\n type: 'state',\n to: animateAttrs,\n duration: stateAnimateConfig.duration,\n easing: stateAnimateConfig.easing\n }\n }\n ]\n );\n // const animate = (this.animate as any)({ slience: true });\n // (animate as any).stateNames = stateNames;\n // animate.to(animateAttrs, stateAnimateConfig.duration, stateAnimateConfig.easing);\n noAnimateAttrs && this.setAttributesAndPreventAnimate(noAnimateAttrs, false, { type: AttributeUpdateType.STATE });\n // 应用状态的时候要更新 finalAttribute 也就是目标属性\n if ((this as any).finalAttribute) {\n Object.assign((this as any).finalAttribute, attrs);\n }\n } else {\n this.stopStateAnimates();\n this.setAttributesAndPreventAnimate(attrs, false, { type: AttributeUpdateType.STATE });\n if ((this as any).finalAttribute) {\n Object.assign((this as any).finalAttribute, attrs);\n }\n }\n\n this._emitCustomEvent('afterStateUpdate', { type: AttributeUpdateType.STATE });\n }\n\n updateNormalAttrs(stateAttrs: Partial<T>) {\n const newNormalAttrs = {};\n if (this.normalAttrs) {\n Object.keys(stateAttrs).forEach(key => {\n if (key in this.normalAttrs) {\n (newNormalAttrs as any)[key] = (this.normalAttrs as any)[key];\n delete (this.normalAttrs as any)[key];\n } else {\n (newNormalAttrs as any)[key] = this.getNormalAttribute(key);\n }\n });\n Object.keys(this.normalAttrs).forEach(key => {\n (stateAttrs as any)[key] = (this.normalAttrs as any)[key];\n });\n } else {\n Object.keys(stateAttrs).forEach(key => {\n (newNormalAttrs as any)[key] = this.getNormalAttribute(key);\n });\n }\n\n this.normalAttrs = newNormalAttrs;\n }\n\n protected stopStateAnimates(type: 'start' | 'end' = 'end') {\n if (this.animates) {\n this.animates.forEach(animate => {\n if ((animate as any).stateNames) {\n animate.stop(type);\n this.animates.delete(animate.id);\n }\n });\n }\n }\n\n private getNormalAttribute(key: string) {\n const value = (this.attribute as any)[key];\n\n if (this.animates && this.animates.size) {\n // this.animates.forEach(animate => {\n // if ((animate as any).stateNames) {\n // const endProps = animate.getEndProps();\n // if (has(endProps, key)) {\n // value = endProps[key];\n // }\n // }\n // });\n // console.log(this.finalAttrs);\n return (this as any).finalAttribute?.[key];\n }\n\n return value ?? (this as any).finalAttribute?.[key];\n }\n\n clearStates(hasAnimation?: boolean) {\n if (this.hasState() && this.normalAttrs) {\n this.currentStates = [];\n this.applyStateAttrs(this.normalAttrs, this.currentStates, hasAnimation, true);\n } else {\n this.currentStates = [];\n }\n this.normalAttrs = null;\n }\n\n removeState(stateName: string | string[], hasAnimation?: boolean) {\n if (this.currentStates) {\n const filter = isArray(stateName) ? (s: string) => !stateName.includes(s) : (s: string) => s !== stateName;\n const newStates = this.currentStates.filter(filter);\n\n if (newStates.length !== this.currentStates.length) {\n this.useStates(newStates, hasAnimation);\n }\n }\n }\n\n toggleState(stateName: string, hasAnimation?: boolean) {\n if (this.hasState(stateName)) {\n this.removeState(stateName, hasAnimation);\n } else {\n const index = this.currentStates ? this.currentStates.indexOf(stateName) : -1;\n if (index < 0) {\n const nextStates = this.currentStates ? this.currentStates.slice() : [];\n nextStates.push(stateName);\n this.useStates(nextStates, hasAnimation);\n }\n }\n }\n\n addState(stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) {\n if (\n this.currentStates &&\n this.currentStates.includes(stateName) &&\n (keepCurrentStates || this.currentStates.length === 1)\n ) {\n return;\n }\n\n const newStates =\n keepCurrentStates && this.currentStates?.length ? this.currentStates.concat([stateName]) : [stateName];\n\n this.useStates(newStates, hasAnimation);\n }\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!states.length) {\n this.clearStates(hasAnimation);\n return;\n }\n\n const isChange =\n this.currentStates?.length !== states.length ||\n states.some((stateName, index) => this.currentStates[index] !== stateName);\n\n if (!isChange) {\n return;\n }\n\n if (this.stateSort) {\n states = states.sort(this.stateSort);\n }\n const stateAttrs = {};\n // sort state\n states.forEach(stateName => {\n const attrs = this.stateProxy ? this.stateProxy(stateName, states) : this.states?.[stateName];\n\n if (attrs) {\n Object.assign(stateAttrs, attrs);\n }\n });\n\n this.updateNormalAttrs(stateAttrs);\n\n this.currentStates = states;\n this.applyStateAttrs(stateAttrs, states, hasAnimation);\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n addUpdateShapeTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE; // for shape\n }\n\n addUpdateShapeAndBoundsTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE_AND_BOUNDS; // for shape&bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n protected updateShapeAndBoundsTagSetted(): boolean {\n return (this._updateTag & UpdateTag.UPDATE_SHAPE_AND_BOUNDS) === UpdateTag.UPDATE_SHAPE_AND_BOUNDS;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_LOCAL_MATRIX;\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_MATRIX;\n }\n /**\n * 清除局部位置tag\n */\n protected clearUpdateLocalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_LOCAL_MATRIX;\n }\n /**\n * 清除全局位置tag\n */\n protected clearUpdateGlobalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_GLOBAL_MATRIX;\n }\n\n addUpdateLayoutTag() {\n this._updateTag |= UpdateTag.UPDATE_LAYOUT;\n }\n\n protected clearUpdateLayoutTag() {\n this._updateTag &= UpdateTag.CLEAR_LAYOUT;\n }\n\n protected needUpdateLayout(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LAYOUT);\n }\n\n protected getAnchor(anchor: [string | number, string | number], params: { b?: IAABBBounds }, resetScale?: boolean) {\n const _anchor: [number, number] = [0, 0];\n const getBounds = () => {\n if (params.b) {\n return params.b;\n }\n // 拷贝一份,避免计算bounds的过程中计算matrix,然后matrix又修改了bounds\n const graphic = this.clone();\n graphic.attribute.angle = 0;\n graphic.attribute.scaleCenter = null;\n if (resetScale) {\n graphic.attribute.scaleX = 1;\n graphic.attribute.scaleY = 1;\n }\n // @ts-ignore\n // this.setAttributes({ angle: 0, scaleCenter: null });\n params.b = graphic.AABBBounds;\n\n return params.b;\n };\n if (typeof anchor[0] === 'string') {\n const ratio = parseFloat(anchor[0]) / 100;\n const bounds = getBounds();\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor[0];\n }\n if (typeof anchor[1] === 'string') {\n const ratio = parseFloat(anchor[1]) / 100;\n const bounds = getBounds();\n _anchor[1] = bounds.y1 + (bounds.y2 - bounds.y1) * ratio;\n } else {\n _anchor[1] = anchor[1];\n }\n\n return _anchor;\n }\n\n /**\n * 更新局部matrix的具体函数\n */\n protected doUpdateLocalMatrix() {\n const {\n x = DefaultTransform.x,\n y = DefaultTransform.y,\n scaleX = DefaultTransform.scaleX,\n scaleY = DefaultTransform.scaleY,\n angle = DefaultTransform.angle,\n scaleCenter,\n anchor,\n postMatrix\n } = this.attribute;\n let _anchor: [number, number] = [0, 0];\n const params = {};\n if (anchor && angle) {\n _anchor = this.getAnchor(anchor, params);\n }\n if (scaleCenter && (scaleX !== 1 || scaleY !== 1)) {\n const m = this._transMatrix;\n m.reset();\n m.translate(_anchor[0], _anchor[1]);\n m.rotate(angle);\n m.translate(-_anchor[0], -_anchor[1]);\n\n m.translate(x, y);\n // m.translate(scaleCenter[0] * scaleX, scaleCenter[1] * scaleY);\n // 计算bounds\n _anchor = this.getAnchor(scaleCenter, params, true);\n application.transformUtil.fromMatrix(m, m).scale(scaleX, scaleY, { x: _anchor[0], y: _anchor[1] });\n // m.translate(-scaleCenter[0], -scaleCenter[1]);\n } else {\n normalTransform(this._transMatrix, this._transMatrix.reset(), x, y, scaleX, scaleY, angle, anchor && _anchor);\n }\n const p = this.getOffsetXY(DefaultTransform);\n this._transMatrix.e += p.x;\n this._transMatrix.f += p.y;\n\n if (postMatrix) {\n const m1 = tempMatrix.setValue(\n postMatrix.a,\n postMatrix.b,\n postMatrix.c,\n postMatrix.d,\n postMatrix.e,\n postMatrix.f\n );\n const m2 = this._transMatrix;\n m1.multiply(m2.a, m2.b, m2.c, m2.d, m2.e, m2.f);\n m2.setValue(m1.a, m1.b, m1.c, m1.d, m1.e, m1.f);\n }\n }\n /**\n * 更新全局matrix的具体函数\n */\n protected doUpdateGlobalMatrix() {\n // 基于parent的matrix修改\n if (this.parent) {\n this._globalTransMatrix.multiply(\n this.transMatrix.a,\n this.transMatrix.b,\n this.transMatrix.c,\n this.transMatrix.d,\n this.transMatrix.e,\n this.transMatrix.f\n );\n const { scrollX = 0, scrollY = 0 } = this.parent.attribute;\n this._globalTransMatrix.translate(scrollX, scrollY);\n }\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n if (this.animates && this.animates.size) {\n // 设置timeline为所属的stage上的timeline,但如果timeline并不是默认的timeline,就不用覆盖\n const timeline = stage.getTimeline();\n this.animates.forEach(a => {\n if (a.timeline.isGlobal) {\n a.setTimeline(timeline);\n timeline.addAnimate(a);\n }\n });\n }\n this._onSetStage && this._onSetStage(this, stage, layer);\n this.getGraphicService().onSetStage(this, stage);\n }\n }\n\n setStageToShadowRoot(stage?: IStage, layer?: ILayer) {\n if (this.shadowRoot) {\n this.shadowRoot.setStage(stage, layer);\n }\n }\n\n onAddStep(step: IStep) {\n return;\n }\n onStop(props?: Partial<T>): void {\n if (props) {\n this.setAttributes(props, false, { type: AttributeUpdateType.ANIMATE_END });\n }\n }\n\n getDefaultAttribute(name: string) {\n return (this.getGraphicTheme() as any)[name];\n }\n\n // 获取属性\n getComputedAttribute(name: string) {\n return (this.attribute as any)[name] ?? this.getDefaultAttribute(name);\n }\n /**\n * 添加onSetStage钩子\n * @param cb 回调函数\n * @param immediate 是否立刻执行,如果在回调添加之前stage就已经绑定,那么如果第二个参数为true就立刻执行回调\n */\n onSetStage(cb: (g: IGraphic, stage: IStage) => void, immediate: boolean = false) {\n this._onSetStage = cb;\n if (immediate && this.stage) {\n cb(this, this.stage);\n }\n }\n\n /******************** shadow graphic *********************/\n attachShadow(shadowRoot?: IShadowRoot) {\n if (shadowRoot) {\n shadowRoot.shadowHost = this;\n }\n\n this.shadowRoot = shadowRoot ?? application.graphicService.creator.shadowRoot(this);\n this.addUpdateBoundTag();\n this.shadowRoot.setStage(this.stage, this.layer);\n return this.shadowRoot;\n }\n\n detachShadow() {\n if (this.shadowRoot) {\n this.addUpdateBoundTag();\n this.shadowRoot.release(true);\n this.shadowRoot = null;\n }\n }\n\n toJson(): IGraphicJson {\n return {\n attribute: this.attribute,\n _uid: this._uid,\n type: this.type,\n name: this.name,\n children: this.children.map((item: IGraphic) => item.toJson())\n };\n }\n\n createPathProxy(path?: string) {\n if (isString(path, true)) {\n this.pathProxy = new CustomPath2D().fromString(path as string);\n } else {\n this.pathProxy = new CustomPath2D();\n }\n\n return this.pathProxy;\n }\n\n loadImage(image: any, background: boolean = false) {\n if (!image || (background && backgroundNotImage(image))) {\n return;\n }\n const url = image;\n if (!this.resources) {\n this.resources = new Map();\n }\n const cache: {\n state: 'loading' | 'success' | 'init' | 'fail';\n data: any;\n } = {\n data: 'init',\n state: null\n };\n this.resources.set(url, cache);\n if (typeof image === 'string') {\n cache.state = 'loading';\n if (image.startsWith('<svg')) {\n // TODO 封装isSvg到@visactor/vutils\n ResourceLoader.GetSvg(image, this);\n this.backgroundImg = this.backgroundImg || background;\n } else if (isValidUrl(image) || image.includes('/') || isBase64(image)) {\n ResourceLoader.GetImage(image, this);\n this.backgroundImg = this.backgroundImg || background;\n }\n } else if (isObject(image)) {\n (cache.state = 'success'), (cache.data = image);\n this.backgroundImg = this.backgroundImg || background;\n } else {\n cache.state = 'fail';\n }\n }\n\n setShadowGraphic(graphic: IGraphic) {\n if (!graphic) {\n this.detachShadow();\n } else {\n const root = this.attachShadow();\n root.add(graphic);\n }\n }\n\n imageLoadSuccess(url: string, image: HTMLImageElement, cb?: () => void) {\n // 更新属性\n // this.resourceState = 'success';\n // this.resource = image;\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'success';\n res.data = image;\n\n cb && cb();\n\n // 触发重绘\n // 暂时全量,TODO 启动局部重绘\n // this.stage.enableDirtyBounds();\n // this.stage.dirty(this.AABBBounds);\n this.addUpdateBoundTag(); // 添加bounds更新tag重绘才会绘制这个mark\n this.stage && this.stage.renderNextFrame();\n }\n\n imageLoadFail(url: string, cb?: () => void) {\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'fail';\n\n cb && cb();\n }\n\n private _stopAnimates(animates: Map<string | number, IAnimate>) {\n if (animates) {\n animates.forEach(animate => {\n animate.stop();\n });\n }\n }\n\n stopAnimates(stopChildren: boolean = false) {\n this._stopAnimates(this.animates);\n\n if (this.shadowRoot) {\n // 停止所有影子节点的动画\n this.shadowRoot.stopAnimates(true);\n }\n if (this.isContainer && stopChildren) {\n this.forEachChildren((c: IGraphic) => {\n c.stopAnimates(stopChildren);\n });\n }\n }\n\n release(): void {\n this.releaseStatus = 'released';\n this.stopAnimates();\n application.graphicService.onRelease(this);\n super.release();\n }\n\n protected _emitCustomEvent(type: string, context?: any) {\n if (this._events && type in this._events) {\n const changeEvent = new CustomEvent(type, context);\n changeEvent.bubbles = false;\n\n (changeEvent as any).manager = (this.stage as any)?.eventSystem?.manager;\n this.dispatchEvent(changeEvent);\n }\n }\n\n abstract getNoWorkAnimateAttr(): Record<string, number>;\n\n abstract clone(): IGraphic<any>;\n\n toCustomPath(): ICustomPath2D {\n // throw new Error('暂不支持');\n const renderer = (this.stage?.renderService || application.renderService)?.drawContribution?.getRenderContribution(\n this\n );\n if (renderer) {\n const context = new EmptyContext2d(null, 1);\n renderer.drawShape(this, context, 0, 0, {} as any, {});\n return context.path;\n }\n return null;\n }\n}\n\nGraphic.mixin(EventTarget);\n\nfunction backgroundNotImage(image: any) {\n if (image.fill || image.stroke) {\n return true;\n }\n return false;\n}\n"]}
1
+ 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type { ICustomPath2D } from './../interface/path';\nimport type { Dict, IPointLike, IAABBBounds, IOBBBounds } from '@visactor/vutils';\nimport { isArray, max, OBBBounds } from '@visactor/vutils';\nimport {\n AABBBounds,\n Matrix,\n normalTransform,\n Point,\n isNil,\n has,\n isString,\n isValidUrl,\n isBase64,\n isObject\n} from '@visactor/vutils';\nimport type {\n GraphicType,\n IAnimateConfig,\n IGraphicAttribute,\n IGraphic,\n IGraphicAnimateParams,\n IGraphicJson,\n ISetAttributeContext,\n ITransform,\n GraphicReleaseStatus\n} from '../interface/graphic';\nimport { Node } from './node-tree';\nimport type {\n IAnimate,\n IAnimateTarget,\n IGlyphGraphicAttribute,\n IGroup,\n ILayer,\n IPickerService,\n IShadowRoot,\n IStage,\n IStep,\n ISymbolClass\n} from '../interface';\nimport { EventTarget, CustomEvent } from '../event';\nimport { DefaultTransform } from './config';\nimport { application } from '../application';\nimport { interpolateColor } from '../color-string/interpolate';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { ResourceLoader } from '../resource-loader/loader';\nimport { AttributeUpdateType, IContainPointMode, UpdateTag } from '../common/enums';\nimport { BoundsContext } from '../common/bounds-context';\nimport { renderCommandList } from '../common/render-command-list';\nimport { parsePadding } from '../common/utils';\nimport { builtinSymbolsMap, builtInSymbolStrMap, CustomSymbolClass } from './builtin-symbol';\nimport { isSvg, XMLParser } from '../common/xml';\nimport { SVG_PARSE_ATTRIBUTE_MAP, SVG_PARSE_ATTRIBUTE_MAP_KEYS } from './constants';\nimport { DefaultStateAnimateConfig } from '../animate/config';\nimport { EmptyContext2d } from '../canvas';\n\nconst _tempBounds = new AABBBounds();\n/**\n * pathProxy参考自zrender\n * BSD 3-Clause License\n\n Copyright (c) 2017, Baidu Inc.\n All rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n * Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n * Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\n FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\nconst tempMatrix = new Matrix();\nconst tempBounds = new AABBBounds();\n\nexport const PURE_STYLE_KEY = [\n 'stroke',\n 'opacity',\n 'strokeOpacity',\n 'lineDash',\n 'lineDashOffset',\n 'lineCap',\n 'lineJoin',\n 'miterLimit',\n 'fill',\n 'fillOpacity'\n];\n\nexport const GRAPHIC_UPDATE_TAG_KEY = [\n 'lineWidth',\n // 'lineCap',\n // 'lineJoin',\n // 'miterLimit',\n 'scaleX',\n 'scaleY',\n 'angle',\n 'anchor',\n 'visible'\n];\n\nconst tempConstantXYKey = ['x', 'y'];\nconst tempConstantScaleXYKey = ['scaleX', 'scaleY'];\nconst tempConstantAngleKey = ['angle'];\nconst builtinTextureTypes = new Set([\n 'circle',\n 'diamond',\n 'rect',\n 'vertical-line',\n 'horizontal-line',\n 'bias-lr',\n 'bias-rl',\n 'grid',\n 'wave'\n]);\n\nconst point = new Point();\n\nexport const NOWORK_ANIMATE_ATTR = {\n strokeSeg: 1,\n boundsPadding: 2,\n pickMode: 1,\n boundsMode: 1,\n customPickShape: 1,\n pickable: 1,\n childrenPickable: 1,\n visible: 1,\n zIndex: 1,\n layout: 1,\n keepDirIn3d: 1,\n globalZIndex: 1,\n\n outerBorder: 1,\n innerBorder: 1,\n lineDash: 1,\n lineCap: 1,\n lineJoin: 1,\n miterLimit: 2,\n strokeBoundsBuffer: 2,\n\n scaleCenter: 1,\n anchor: 1,\n anchor3d: 1,\n postMatrix: 1,\n\n backgroundMode: 2,\n background: 1,\n texture: 1,\n cursor: 1,\n html: 1\n};\n\n// function createTrackableObject(obj: any) {\n// // const accessedProperties = new Set(); // 记录被读取的属性\n// // const modifiedProperties = new Set(); // 记录被设置/修改的属性\n\n// const handler = {\n// get(target: any, property: any) {\n// // accessedProperties.add(property); // 记录读取操作\n// return Reflect.get(target, property);\n// },\n// set(target: any, property: any, value: any) {\n// if (property === 'size' && !isFinite(value)) {\n// console.log('set', property, value);\n// }\n// // modifiedProperties.add(property); // 记录设置/修改操作\n// return Reflect.set(target, property, value);\n// }\n// };\n\n// const proxy = new Proxy(obj, handler);\n\n// // 提供方法获取被追踪的属性\n// // proxy.getAccessedProperties = () => [...accessedProperties];\n// // proxy.getModifiedProperties = () => [...modifiedProperties];\n\n// return proxy;\n// }\n\n/**\n * globalTransMatrix更新逻辑\n * 1. group的transform修改,会下发到所有下层group,将所有下层的tag修改\n * 2. 叶子graphic每次获取globalTransMatrix都重新计算\n * 3. 所有节点的transform修改,或者globalTransform修改,都会下发到自己的shadowRoot上\n */\n\nexport abstract class Graphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends Node\n implements IGraphic<T>, IAnimateTarget\n{\n /**\n * Mixes all enumerable properties and methods from a source object to Element.\n * @param source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict<any>): void {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(Element.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i) {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n Graphic.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName) as PropertyDecorator\n );\n }\n }\n\n declare _events?: any;\n\n // 保存语法上下文\n declare context?: Record<string, any>;\n\n static userSymbolMap: Record<string, ISymbolClass> = {};\n\n declare onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n declare parent: any;\n\n declare resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n declare backgroundImg?: boolean;\n\n declare type: GraphicType;\n declare prefixed: string;\n declare numberType: number;\n declare isContainer?: boolean;\n declare valid: boolean;\n declare stage?: IStage;\n declare layer?: ILayer;\n declare incremental?: number;\n declare glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n declare _onSetStage?: (g: IGraphic, stage: IStage, layer: ILayer) => void;\n // declare _beforeAttributeUpdate?: (key: string | string, value: any) => void;\n // 标记是否是在3d模式下\n declare in3dMode?: boolean;\n\n // 不考虑transform的宽高,特殊情况下会使用到\n declare widthWithoutTransform?: number;\n declare heightWithoutTransform?: number;\n declare x1WithoutTransform?: number;\n declare y1WithoutTransform?: number;\n\n // aabbBounds,所有图形都需要有,所以初始化即赋值\n declare protected _AABBBounds: IAABBBounds;\n get AABBBounds(): IAABBBounds {\n return this.tryUpdateAABBBounds();\n }\n // 具有旋转的包围盒,部分图元需要,动态初始化\n declare protected _OBBBounds?: IOBBBounds;\n get OBBBounds(): IOBBBounds {\n return this.tryUpdateOBBBounds();\n }\n declare protected _globalAABBBounds: IAABBBounds;\n // 全局包围盒,部分图元需要,动态初始化,建议使用AABBBounds\n get globalAABBBounds(): IAABBBounds {\n return this.tryUpdateGlobalAABBBounds();\n }\n declare protected _transMatrix: Matrix;\n get transMatrix(): Matrix {\n return this.tryUpdateLocalTransMatrix(true);\n }\n declare protected _globalTransMatrix: Matrix;\n get globalTransMatrix(): Matrix {\n return this.tryUpdateGlobalTransMatrix(true);\n }\n declare protected _updateTag: number;\n\n // 上次更新的stamp\n declare stamp?: number;\n\n declare attribute: T;\n\n declare shadowRoot?: IShadowRoot;\n\n declare releaseStatus?: GraphicReleaseStatus;\n\n /** 记录state对应的图形属性 */\n declare states?: Record<string, Partial<T>>;\n /** 当前state值 */\n declare currentStates?: string[];\n /** TODO: state更新对应的动画配置 */\n declare stateAnimateConfig?: IAnimateConfig;\n /** 记录应用state之前,attribute对应的原始图形属性 */\n declare normalAttrs?: Partial<T>;\n /** 获取state图形属性的方法 */\n declare stateProxy?: (stateName: string, targetStates?: string[]) => T;\n declare animates: Map<string | number, IAnimate>;\n\n declare animate?: () => IAnimate;\n\n // declare nextAttrs?: T;\n // declare prevAttrs?: T;\n // declare finalAttrs?: T;\n\n declare pathProxy?: ICustomPath2D;\n // 依附于某个theme,如果该节点不存在parent,那么这个Theme就作为节点的Theme,避免添加到节点前计算属性\n declare attachedThemeGraphic?: IGraphic;\n protected updateAABBBoundsStamp: number;\n protected updateOBBBoundsStamp?: number;\n declare clipPathMap?: Map<string, ISymbolClass>;\n\n // 外部设置,用于选择所使用的textMeasureId\n declare textMeasureId?: string;\n\n // state 排序方法\n protected stateSort?: (stateA: string, stateB: string) => number;\n\n constructor(params: T = {} as T) {\n super();\n this._AABBBounds = new AABBBounds();\n this._updateTag = UpdateTag.INIT;\n this.attribute = params;\n this.valid = this.isValid();\n this.updateAABBBoundsStamp = 0;\n if (params.background) {\n this.loadImage((params.background as any).background ?? params.background, true);\n }\n if (isExternalTexture(params.texture)) {\n this.loadImage(params.texture, false);\n } else if (params.shadowGraphic) {\n this.setShadowGraphic(params.shadowGraphic);\n }\n // this.attribute = createTrackableObject(this.attribute);\n }\n\n getGraphicService() {\n return this.stage?.graphicService ?? application.graphicService;\n }\n\n getAttributes(): T {\n return this.attribute;\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n }\n set2dMode() {\n this.in3dMode = false;\n }\n getOffsetXY(attr?: ITransform, includeScroll: boolean = false) {\n const { dx = attr.dx, dy = attr.dy } = this.attribute;\n if (includeScroll && this.parent) {\n // const groupTheme = getTheme(this.parent).group;\n const attribute = this.parent.attribute;\n point.x = dx + (attribute.scrollX ?? 0);\n point.y = dy + (attribute.scrollY ?? 0);\n } else {\n point.x = dx;\n point.y = dy;\n }\n return point;\n }\n\n onAnimateBind(animate: IAnimate) {\n this._emitCustomEvent('animate-bind', animate);\n }\n\n protected tryUpdateAABBBounds(): IAABBBounds {\n const full = this.attribute.boundsMode === 'imprecise';\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n if (!this.valid) {\n this._AABBBounds.clear();\n return this._AABBBounds;\n }\n\n this.getGraphicService().beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const bounds = this.doUpdateAABBBounds(full);\n // this.addUpdateLayoutTag();\n this.getGraphicService().afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, true);\n\n // 直接返回空Bounds,但是前面的流程还是要走\n if (this.attribute.boundsMode === 'empty') {\n bounds.clear();\n }\n return bounds;\n }\n\n protected tryUpdateOBBBounds(): IOBBBounds {\n if (!this._OBBBounds) {\n this._OBBBounds = new OBBBounds();\n }\n // 尝试更新AABBBounds\n this.tryUpdateAABBBounds();\n // 如果AABBBounds和OBBBounds不一致,则重新计算OBBBounds\n if (this.updateOBBBoundsStamp === this.updateAABBBoundsStamp) {\n return this._OBBBounds;\n }\n this.updateOBBBoundsStamp = this.updateAABBBoundsStamp;\n if (!this.valid) {\n this._OBBBounds.clear();\n return this._OBBBounds;\n }\n\n const bounds = this.doUpdateOBBBounds();\n return bounds;\n }\n\n protected combindShadowAABBBounds(bounds: IAABBBounds) {\n // 合并shadowRoot的Bounds\n if (this.shadowRoot) {\n const b = this.shadowRoot.AABBBounds.clone();\n bounds.union(b);\n }\n }\n\n abstract getGraphicTheme(): T;\n\n protected doUpdateOBBBounds(): IOBBBounds {\n return this._OBBBounds;\n }\n\n protected abstract updateAABBBounds(\n attribute: T,\n symbolTheme: Required<T>,\n aabbBounds: IAABBBounds,\n full?: boolean\n ): IAABBBounds;\n\n getClipPath() {\n const { clipConfig } = this.attribute;\n if (!clipConfig) {\n return null;\n }\n if (!this.clipPathMap) {\n this.clipPathMap = new Map();\n }\n\n const { shape } = clipConfig;\n let path = this.clipPathMap.get(shape) || null;\n if (!path) {\n // 即使清理,避免内存溢出\n if (this.clipPathMap.size > 10) {\n this.clipPathMap.clear();\n }\n path = this.parsePath(shape);\n path && this.clipPathMap.set(shape, path);\n }\n return path;\n }\n\n parsePath(symbolType: string) {\n if (!symbolType) {\n return null;\n }\n let path = builtinSymbolsMap[symbolType];\n if (path) {\n return path;\n }\n path = Graphic.userSymbolMap[symbolType];\n if (path) {\n return path;\n }\n const _symbolType = builtInSymbolStrMap[symbolType];\n symbolType = _symbolType || symbolType;\n const valid = isSvg(symbolType);\n if (valid === true) {\n const parser = new XMLParser();\n const { svg } = parser.parse(symbolType);\n if (!svg) {\n return null;\n }\n const path = isArray(svg.path) ? svg.path : [svg.path];\n _tempBounds.clear();\n const cacheList: { path: CustomPath2D; attribute: Record<string, any> }[] = [];\n path.forEach((item: any) => {\n const cache = new CustomPath2D().fromString(item.d);\n const attribute: any = {};\n SVG_PARSE_ATTRIBUTE_MAP_KEYS.forEach(k => {\n if (item[k]) {\n (attribute as any)[(SVG_PARSE_ATTRIBUTE_MAP as any)[k]] = item[k];\n }\n });\n // 查找\n cacheList.push({\n path: cache,\n attribute\n });\n _tempBounds.union(cache.bounds);\n });\n const width = _tempBounds.width();\n const height = _tempBounds.height();\n // 规范化到1\n const maxWH = max(width, height);\n const scale = 1 / maxWH;\n cacheList.forEach(cache => cache.path.transform(0, 0, scale, scale));\n\n const _parsedPath = new CustomSymbolClass(symbolType, cacheList, true);\n Graphic.userSymbolMap[symbolType] = _parsedPath;\n return _parsedPath;\n }\n\n const cache = new CustomPath2D().fromString(symbolType);\n const width = cache.bounds.width();\n const height = cache.bounds.height();\n // 规范化到1\n const maxWH = max(width, height);\n const scale = 1 / maxWH;\n cache.transform(0, 0, scale, scale);\n const _parsedPath = new CustomSymbolClass(symbolType, cache);\n Graphic.userSymbolMap[symbolType] = _parsedPath;\n return _parsedPath;\n }\n\n protected doUpdateAABBBounds(full?: boolean): IAABBBounds {\n this.updateAABBBoundsStamp++;\n const graphicTheme = this.getGraphicTheme();\n this._AABBBounds.clear();\n const attribute = this.attribute;\n const bounds = this.updateAABBBounds(attribute, graphicTheme as Required<T>, this._AABBBounds, full) as AABBBounds;\n\n const { boundsPadding = graphicTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n\n this.clearUpdateBoundTag();\n return bounds;\n }\n\n updatePathProxyAABBBounds(aabbBounds: IAABBBounds): boolean {\n const path = typeof this.pathProxy === 'function' ? (this.pathProxy as any)(this.attribute) : this.pathProxy;\n if (!path) {\n return false;\n }\n const boundsContext = new BoundsContext(aabbBounds);\n renderCommandList(path.commandList, boundsContext, 0, 0);\n return true;\n }\n\n protected tryUpdateGlobalAABBBounds(): IAABBBounds {\n const b = this.AABBBounds;\n if (!this._globalAABBBounds) {\n this._globalAABBBounds = b.clone();\n } else {\n this._globalAABBBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n if (this._globalAABBBounds.empty()) {\n return this._globalAABBBounds;\n }\n // 使用parent的grloalAABBBounds\n // todo: 考虑是否需要性能优化\n if (this.parent) {\n this._globalAABBBounds.transformWithMatrix((this.parent as IGroup).globalTransMatrix);\n }\n return this._globalAABBBounds;\n }\n\n /**\n * 这里都是叶子节点的UpdateGlobalTransMatrix函数,只要走进来就直接计算\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n if (this.shouldUpdateGlobalMatrix()) {\n this.doUpdateGlobalMatrix();\n }\n return this._globalTransMatrix;\n }\n\n shouldUpdateGlobalMatrix(): boolean {\n return true;\n }\n\n protected tryUpdateLocalTransMatrix(clearTag: boolean = true) {\n if (!this._transMatrix) {\n this._transMatrix = new Matrix();\n }\n if (this.shouldUpdateLocalMatrix()) {\n this.doUpdateLocalMatrix();\n clearTag && this.clearUpdateLocalPositionTag();\n }\n return this._transMatrix;\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return (\n (!!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds()) &&\n this.getGraphicService().validCheck(\n this.attribute,\n this.getGraphicTheme() as Required<T>,\n this._AABBBounds,\n this\n )\n );\n }\n return (\n !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) &&\n this.getGraphicService().validCheck(this.attribute, this.getGraphicTheme() as Required<T>, this._AABBBounds, this)\n );\n }\n\n // 自身变化导致的AABBBounds的变化\n shouldSelfChangeUpdateAABBBounds(): boolean {\n // 如果存在shadowRoot,那么判断shadowRoot是否需要更新\n if (this.shadowRoot) {\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds();\n }\n return !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);\n }\n\n protected shouldUpdateLocalMatrix(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LOCAL_MATRIX);\n }\n\n isValid(): boolean {\n const attribute = this.attribute;\n return Number.isFinite((attribute.x ?? 0) + (attribute.y ?? 0));\n }\n\n protected _validNumber(num?: number) {\n return num == null || Number.isFinite(num);\n }\n\n shouldUpdateShape(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_SHAPE);\n }\n clearUpdateShapeTag() {\n this._updateTag &= UpdateTag.CLEAR_SHAPE;\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode, picker?: IPickerService): boolean {\n if (!picker) {\n return false;\n }\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n x = point.x;\n y = point.y;\n }\n return picker.containsPoint(this, { x, y });\n }\n\n protected setWidthHeightWithoutTransform(aabbBounds: IAABBBounds) {\n this.widthWithoutTransform = aabbBounds.x2 - aabbBounds.x1;\n this.heightWithoutTransform = aabbBounds.y2 - aabbBounds.y1;\n }\n setAttributesAndPreventAnimate(\n params: Partial<T>,\n forceUpdateTag: boolean = false,\n context?: ISetAttributeContext,\n ignorePriority?: boolean\n ) {\n this.setAttributes(params, forceUpdateTag, context);\n this.animates &&\n this.animates.forEach(animate => {\n // 优先级最高的动画(一般是循环动画),不屏蔽\n if (animate.priority === Infinity && !ignorePriority) {\n return;\n }\n Object.keys(params).forEach(key => {\n animate.preventAttr(key);\n });\n });\n }\n\n setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n if (!params) {\n return;\n }\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n\n if (params.background) {\n this.loadImage(params.background, true);\n }\n if (isExternalTexture(params.texture)) {\n this.loadImage(params.texture, false);\n } else if (params.shadowGraphic) {\n this.setShadowGraphic(params.shadowGraphic);\n }\n this._setAttributes(params, forceUpdateTag, context);\n }\n\n _setAttributes(params: Partial<T>, forceUpdateTag: boolean = false, context?: ISetAttributeContext) {\n const keys = Object.keys(params);\n for (let i = 0; i < keys.length; i++) {\n const key = keys[i];\n\n (this.attribute as any)[key] = (params as any)[key];\n }\n this.valid = this.isValid();\n // 没有设置shape&bounds的tag\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTags(keys))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n\n setAttribute(key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) {\n const params =\n this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate({ [key]: value }, this.attribute, key, context);\n if (!params) {\n if (!isNil((this.normalAttrs as any)?.[key])) {\n (this.normalAttrs as any)[key] = value;\n } else {\n (this.attribute as any)[key] = value;\n this.valid = this.isValid();\n if (!this.updateShapeAndBoundsTagSetted() && (forceUpdateTag || this.needUpdateTag(key))) {\n this.addUpdateShapeAndBoundsTag();\n } else {\n this.addUpdateBoundTag();\n }\n this.addUpdatePositionTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n }\n } else {\n this._setAttributes(params, forceUpdateTag, context);\n }\n if (key === 'background') {\n this.loadImage(value, true);\n } else if (key === 'texture' && isExternalTexture(value)) {\n this.loadImage(value, false);\n } else if (key === 'shadowGraphic') {\n this.setShadowGraphic(value);\n }\n }\n\n protected needUpdateTags(keys: string[], k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (keys.indexOf(attrKey) !== -1) {\n return true;\n }\n }\n return false;\n }\n\n protected needUpdateTag(key: string, k: string[] = GRAPHIC_UPDATE_TAG_KEY): boolean {\n for (let i = 0; i < k.length; i++) {\n const attrKey = k[i];\n if (key === attrKey) {\n return true;\n }\n }\n return false;\n }\n\n initAttributes(params: T) {\n // this.setAttributes(params, true);\n const context = { type: AttributeUpdateType.INIT };\n params =\n (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;\n this.attribute = params;\n if (params.background) {\n this.loadImage(params.background, true);\n }\n if (isExternalTexture(params.texture)) {\n this.loadImage(params.texture, false);\n } else if (params.shadowGraphic) {\n this.setShadowGraphic(params.shadowGraphic);\n }\n this._updateTag = UpdateTag.INIT;\n this.valid = this.isValid();\n this.onAttributeUpdate(context);\n }\n\n translate(x: number, y: number) {\n if (x === 0 && y === 0) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n x = params.x;\n y = params.y;\n delete params.x;\n delete params.y;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n const postMatrix = attribute.postMatrix;\n if (!postMatrix) {\n attribute.x = (attribute.x ?? DefaultTransform.x) + x;\n attribute.y = (attribute.y ?? DefaultTransform.y) + y;\n } else {\n application.transformUtil.fromMatrix(postMatrix, postMatrix).translate(x, y);\n }\n\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n translateTo(x: number, y: number) {\n const attribute = this.attribute;\n if (attribute.x === x && attribute.y === y) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.TRANSLATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ x, y }, this.attribute, tempConstantXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.x = x;\n attribute.y = y;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scale(scaleX: number, scaleY: number, scaleCenter?: IPointLike) {\n if (scaleX === 1 && scaleY === 1) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY, scaleCenter }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n scaleX = params.scaleX;\n scaleY = params.scaleY;\n delete params.scaleX;\n delete params.scaleY;\n this._setAttributes(params);\n }\n const attribute = this.attribute;\n if (!scaleCenter) {\n attribute.scaleX = (attribute.scaleX ?? DefaultTransform.scaleX) * scaleX;\n attribute.scaleY = (attribute.scaleY ?? DefaultTransform.scaleY) * scaleY;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).scale(scaleX, scaleY, scaleCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n scaleTo(scaleX: number, scaleY: number) {\n const attribute = this.attribute;\n if (attribute.scaleX === scaleX && attribute.scaleY === scaleY) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.SCALE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ scaleX, scaleY }, this.attribute, tempConstantScaleXYKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.scaleX = scaleX;\n attribute.scaleY = scaleY;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotate(angle: number, rotateCenter?: IPointLike) {\n if (angle === 0) {\n return this;\n }\n const context = { type: AttributeUpdateType.ROTATE };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate({ angle, rotateCenter }, this.attribute, tempConstantAngleKey, context);\n if (params) {\n delete params.angle;\n this._setAttributes(params, false, context);\n // return this;\n }\n const attribute = this.attribute;\n if (!rotateCenter) {\n attribute.angle = (attribute.angle ?? DefaultTransform.angle) + angle;\n } else {\n let { postMatrix } = this.attribute;\n if (!postMatrix) {\n postMatrix = new Matrix();\n attribute.postMatrix = postMatrix;\n }\n application.transformUtil.fromMatrix(postMatrix, postMatrix).rotate(angle, rotateCenter);\n }\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n rotateTo(angle: number) {\n const attribute = this.attribute;\n if (attribute.angle === angle) {\n return this;\n }\n const context = {\n type: AttributeUpdateType.ROTATE_TO\n };\n const params =\n this.onBeforeAttributeUpdate &&\n this.onBeforeAttributeUpdate(angle, this.attribute, tempConstantAngleKey, context);\n if (params) {\n this._setAttributes(params, false, context);\n return this;\n }\n attribute.angle = angle;\n this.addUpdatePositionTag();\n this.addUpdateBoundTag();\n this.addUpdateLayoutTag();\n this.onAttributeUpdate(context);\n return this;\n }\n\n skewTo(b: number, c: number) {\n return this;\n }\n\n onAttributeUpdate(context?: ISetAttributeContext) {\n if (context && context.skipUpdateCallback) {\n return;\n }\n this.getGraphicService().onAttributeUpdate(this);\n this._emitCustomEvent('afterAttributeUpdate', context);\n }\n\n // hasListener(event: string) {\n // const prefix = this.prefixed;\n // var evt = prefix ? prefix + event : event;\n // return this._events[evt];\n // }\n\n update(d?: { bounds: boolean; trans: boolean }) {\n if (d) {\n d.bounds && this.tryUpdateAABBBounds();\n d.trans && this.tryUpdateLocalTransMatrix();\n } else {\n this.tryUpdateAABBBounds();\n this.tryUpdateLocalTransMatrix();\n }\n }\n\n hasState(stateName?: string) {\n if (!this.currentStates || !this.currentStates.length) {\n return false;\n }\n\n if (!isNil(stateName)) {\n return this.currentStates.includes(stateName);\n }\n\n return true;\n }\n getState(stateName: string) {\n return this.states?.[stateName];\n }\n\n applyStateAttrs(attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) {\n // 应用状态的时候要停掉动画\n if (hasAnimation) {\n const keys = Object.keys(attrs);\n const noWorkAttrs = this.getNoWorkAnimateAttr();\n const animateAttrs: Partial<T> = {};\n let noAnimateAttrs: Partial<T> | undefined;\n\n keys.forEach(key => {\n if (!noWorkAttrs[key]) {\n (animateAttrs as any)[key] =\n isClear && (attrs as any)[key] === undefined ? this.getDefaultAttribute(key) : (attrs as any)[key];\n } else {\n if (!noAnimateAttrs) {\n noAnimateAttrs = {};\n }\n (noAnimateAttrs as any)[key] = (attrs as any)[key];\n }\n });\n\n const stateAnimateConfig =\n (this.context && this.context.stateAnimateConfig) ?? this.stateAnimateConfig ?? DefaultStateAnimateConfig;\n // 需要注册动画\n (this as any).applyAnimationState(\n ['state'],\n [\n {\n name: 'state',\n animation: {\n type: 'state',\n to: animateAttrs,\n duration: stateAnimateConfig.duration,\n easing: stateAnimateConfig.easing\n }\n }\n ]\n );\n // const animate = (this.animate as any)({ slience: true });\n // (animate as any).stateNames = stateNames;\n // animate.to(animateAttrs, stateAnimateConfig.duration, stateAnimateConfig.easing);\n noAnimateAttrs && this.setAttributesAndPreventAnimate(noAnimateAttrs, false, { type: AttributeUpdateType.STATE });\n // 应用状态的时候要更新 finalAttribute 也就是目标属性\n if ((this as any).finalAttribute) {\n Object.assign((this as any).finalAttribute, attrs);\n }\n } else {\n this.stopStateAnimates();\n this.setAttributesAndPreventAnimate(attrs, false, { type: AttributeUpdateType.STATE });\n if ((this as any).finalAttribute) {\n Object.assign((this as any).finalAttribute, attrs);\n }\n }\n\n this._emitCustomEvent('afterStateUpdate', { type: AttributeUpdateType.STATE });\n }\n\n updateNormalAttrs(stateAttrs: Partial<T>) {\n const newNormalAttrs = {};\n if (this.normalAttrs) {\n Object.keys(stateAttrs).forEach(key => {\n if (key in this.normalAttrs) {\n (newNormalAttrs as any)[key] = (this.normalAttrs as any)[key];\n delete (this.normalAttrs as any)[key];\n } else {\n (newNormalAttrs as any)[key] = this.getNormalAttribute(key);\n }\n });\n Object.keys(this.normalAttrs).forEach(key => {\n (stateAttrs as any)[key] = (this.normalAttrs as any)[key];\n });\n } else {\n Object.keys(stateAttrs).forEach(key => {\n (newNormalAttrs as any)[key] = this.getNormalAttribute(key);\n });\n }\n\n this.normalAttrs = newNormalAttrs;\n }\n\n protected stopStateAnimates(type: 'start' | 'end' = 'end') {\n if (this.animates) {\n this.animates.forEach(animate => {\n if ((animate as any).stateNames) {\n animate.stop(type);\n this.animates.delete(animate.id);\n }\n });\n }\n }\n\n private getNormalAttribute(key: string) {\n const value = (this.attribute as any)[key];\n\n if (this.animates && this.animates.size) {\n // this.animates.forEach(animate => {\n // if ((animate as any).stateNames) {\n // const endProps = animate.getEndProps();\n // if (has(endProps, key)) {\n // value = endProps[key];\n // }\n // }\n // });\n // console.log(this.finalAttrs);\n return (this as any).finalAttribute?.[key];\n }\n\n return value ?? (this as any).finalAttribute?.[key];\n }\n\n clearStates(hasAnimation?: boolean) {\n if (this.hasState() && this.normalAttrs) {\n this.currentStates = [];\n this.applyStateAttrs(this.normalAttrs, this.currentStates, hasAnimation, true);\n } else {\n this.currentStates = [];\n }\n this.normalAttrs = null;\n }\n\n removeState(stateName: string | string[], hasAnimation?: boolean) {\n if (this.currentStates) {\n const filter = isArray(stateName) ? (s: string) => !stateName.includes(s) : (s: string) => s !== stateName;\n const newStates = this.currentStates.filter(filter);\n\n if (newStates.length !== this.currentStates.length) {\n this.useStates(newStates, hasAnimation);\n }\n }\n }\n\n toggleState(stateName: string, hasAnimation?: boolean) {\n if (this.hasState(stateName)) {\n this.removeState(stateName, hasAnimation);\n } else {\n const index = this.currentStates ? this.currentStates.indexOf(stateName) : -1;\n if (index < 0) {\n const nextStates = this.currentStates ? this.currentStates.slice() : [];\n nextStates.push(stateName);\n this.useStates(nextStates, hasAnimation);\n }\n }\n }\n\n addState(stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) {\n if (\n this.currentStates &&\n this.currentStates.includes(stateName) &&\n (keepCurrentStates || this.currentStates.length === 1)\n ) {\n return;\n }\n\n const newStates =\n keepCurrentStates && this.currentStates?.length ? this.currentStates.concat([stateName]) : [stateName];\n\n this.useStates(newStates, hasAnimation);\n }\n\n useStates(states: string[], hasAnimation?: boolean) {\n if (!states.length) {\n this.clearStates(hasAnimation);\n return;\n }\n\n const isChange =\n this.currentStates?.length !== states.length ||\n states.some((stateName, index) => this.currentStates[index] !== stateName);\n\n if (!isChange) {\n return;\n }\n\n if (this.stateSort) {\n states = states.sort(this.stateSort);\n }\n const stateAttrs = {};\n // sort state\n states.forEach(stateName => {\n const attrs = this.stateProxy ? this.stateProxy(stateName, states) : this.states?.[stateName];\n\n if (attrs) {\n Object.assign(stateAttrs, attrs);\n }\n });\n\n this.updateNormalAttrs(stateAttrs);\n\n this.currentStates = states;\n this.applyStateAttrs(stateAttrs, states, hasAnimation);\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n addUpdateShapeTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE; // for shape\n }\n\n addUpdateShapeAndBoundsTag() {\n this._updateTag |= UpdateTag.UPDATE_SHAPE_AND_BOUNDS; // for shape&bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n if (this.glyphHost) {\n this.glyphHost.addUpdateBoundTag();\n }\n }\n\n protected updateShapeAndBoundsTagSetted(): boolean {\n return (this._updateTag & UpdateTag.UPDATE_SHAPE_AND_BOUNDS) === UpdateTag.UPDATE_SHAPE_AND_BOUNDS;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_LOCAL_MATRIX;\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n // 更新shadowRoot的全局位置\n this.shadowRoot && this.shadowRoot.addUpdateGlobalPositionTag();\n this._updateTag |= UpdateTag.UPDATE_GLOBAL_MATRIX;\n }\n /**\n * 清除局部位置tag\n */\n protected clearUpdateLocalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_LOCAL_MATRIX;\n }\n /**\n * 清除全局位置tag\n */\n protected clearUpdateGlobalPositionTag() {\n this._updateTag &= UpdateTag.CLEAR_GLOBAL_MATRIX;\n }\n\n addUpdateLayoutTag() {\n this._updateTag |= UpdateTag.UPDATE_LAYOUT;\n }\n\n protected clearUpdateLayoutTag() {\n this._updateTag &= UpdateTag.CLEAR_LAYOUT;\n }\n\n protected needUpdateLayout(): boolean {\n return !!(this._updateTag & UpdateTag.UPDATE_LAYOUT);\n }\n\n protected getAnchor(anchor: [string | number, string | number], params: { b?: IAABBBounds }, resetScale?: boolean) {\n const _anchor: [number, number] = [0, 0];\n const getBounds = () => {\n if (params.b) {\n return params.b;\n }\n // 拷贝一份,避免计算bounds的过程中计算matrix,然后matrix又修改了bounds\n const graphic = this.clone();\n graphic.attribute.angle = 0;\n graphic.attribute.scaleCenter = null;\n if (resetScale) {\n graphic.attribute.scaleX = 1;\n graphic.attribute.scaleY = 1;\n }\n // @ts-ignore\n // this.setAttributes({ angle: 0, scaleCenter: null });\n params.b = graphic.AABBBounds;\n\n return params.b;\n };\n if (typeof anchor[0] === 'string') {\n const ratio = parseFloat(anchor[0]) / 100;\n const bounds = getBounds();\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor[0];\n }\n if (typeof anchor[1] === 'string') {\n const ratio = parseFloat(anchor[1]) / 100;\n const bounds = getBounds();\n _anchor[1] = bounds.y1 + (bounds.y2 - bounds.y1) * ratio;\n } else {\n _anchor[1] = anchor[1];\n }\n\n return _anchor;\n }\n\n /**\n * 更新局部matrix的具体函数\n */\n protected doUpdateLocalMatrix() {\n const {\n x = DefaultTransform.x,\n y = DefaultTransform.y,\n scaleX = DefaultTransform.scaleX,\n scaleY = DefaultTransform.scaleY,\n angle = DefaultTransform.angle,\n scaleCenter,\n anchor,\n postMatrix\n } = this.attribute;\n let _anchor: [number, number] = [0, 0];\n const params = {};\n if (anchor && angle) {\n _anchor = this.getAnchor(anchor, params);\n }\n if (scaleCenter && (scaleX !== 1 || scaleY !== 1)) {\n const m = this._transMatrix;\n m.reset();\n m.translate(_anchor[0], _anchor[1]);\n m.rotate(angle);\n m.translate(-_anchor[0], -_anchor[1]);\n\n m.translate(x, y);\n // m.translate(scaleCenter[0] * scaleX, scaleCenter[1] * scaleY);\n // 计算bounds\n _anchor = this.getAnchor(scaleCenter, params, true);\n application.transformUtil.fromMatrix(m, m).scale(scaleX, scaleY, { x: _anchor[0], y: _anchor[1] });\n // m.translate(-scaleCenter[0], -scaleCenter[1]);\n } else {\n normalTransform(this._transMatrix, this._transMatrix.reset(), x, y, scaleX, scaleY, angle, anchor && _anchor);\n }\n const p = this.getOffsetXY(DefaultTransform);\n this._transMatrix.e += p.x;\n this._transMatrix.f += p.y;\n\n if (postMatrix) {\n const m1 = tempMatrix.setValue(\n postMatrix.a,\n postMatrix.b,\n postMatrix.c,\n postMatrix.d,\n postMatrix.e,\n postMatrix.f\n );\n const m2 = this._transMatrix;\n m1.multiply(m2.a, m2.b, m2.c, m2.d, m2.e, m2.f);\n m2.setValue(m1.a, m1.b, m1.c, m1.d, m1.e, m1.f);\n }\n }\n /**\n * 更新全局matrix的具体函数\n */\n protected doUpdateGlobalMatrix() {\n // 基于parent的matrix修改\n if (this.parent) {\n this._globalTransMatrix.multiply(\n this.transMatrix.a,\n this.transMatrix.b,\n this.transMatrix.c,\n this.transMatrix.d,\n this.transMatrix.e,\n this.transMatrix.f\n );\n const { scrollX = 0, scrollY = 0 } = this.parent.attribute;\n this._globalTransMatrix.translate(scrollX, scrollY);\n }\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n if (this.animates && this.animates.size) {\n // 设置timeline为所属的stage上的timeline,但如果timeline并不是默认的timeline,就不用覆盖\n const timeline = stage.getTimeline();\n this.animates.forEach(a => {\n if (a.timeline.isGlobal) {\n a.setTimeline(timeline);\n timeline.addAnimate(a);\n }\n });\n }\n this._onSetStage && this._onSetStage(this, stage, layer);\n this.getGraphicService().onSetStage(this, stage);\n }\n }\n\n setStageToShadowRoot(stage?: IStage, layer?: ILayer) {\n if (this.shadowRoot) {\n this.shadowRoot.setStage(stage, layer);\n }\n }\n\n onAddStep(step: IStep) {\n return;\n }\n onStop(props?: Partial<T>): void {\n if (props) {\n this.setAttributes(props, false, { type: AttributeUpdateType.ANIMATE_END });\n }\n }\n\n getDefaultAttribute(name: string) {\n return (this.getGraphicTheme() as any)[name];\n }\n\n // 获取属性\n getComputedAttribute(name: string) {\n return (this.attribute as any)[name] ?? this.getDefaultAttribute(name);\n }\n /**\n * 添加onSetStage钩子\n * @param cb 回调函数\n * @param immediate 是否立刻执行,如果在回调添加之前stage就已经绑定,那么如果第二个参数为true就立刻执行回调\n */\n onSetStage(cb: (g: IGraphic, stage: IStage) => void, immediate: boolean = false) {\n this._onSetStage = cb;\n if (immediate && this.stage) {\n cb(this, this.stage);\n }\n }\n\n /******************** shadow graphic *********************/\n attachShadow(shadowRoot?: IShadowRoot) {\n if (shadowRoot) {\n shadowRoot.shadowHost = this;\n }\n\n this.shadowRoot = shadowRoot ?? application.graphicService.creator.shadowRoot(this);\n this.addUpdateBoundTag();\n this.shadowRoot.setStage(this.stage, this.layer);\n return this.shadowRoot;\n }\n\n detachShadow() {\n if (this.shadowRoot) {\n this.addUpdateBoundTag();\n this.shadowRoot.release(true);\n this.shadowRoot = null;\n }\n }\n\n toJson(): IGraphicJson {\n return {\n attribute: this.attribute,\n _uid: this._uid,\n type: this.type,\n name: this.name,\n children: this.children.map((item: IGraphic) => item.toJson())\n };\n }\n\n createPathProxy(path?: string) {\n if (isString(path, true)) {\n this.pathProxy = new CustomPath2D().fromString(path as string);\n } else {\n this.pathProxy = new CustomPath2D();\n }\n\n return this.pathProxy;\n }\n\n loadImage(image: any, background: boolean = false) {\n if (!image || (background && backgroundNotImage(image))) {\n return;\n }\n const url = image;\n if (!this.resources) {\n this.resources = new Map();\n }\n const cache: {\n state: 'loading' | 'success' | 'init' | 'fail';\n data: any;\n } = {\n data: 'init',\n state: null\n };\n this.resources.set(url, cache);\n if (typeof image === 'string') {\n cache.state = 'loading';\n if (image.startsWith('<svg')) {\n // TODO 封装isSvg到@visactor/vutils\n ResourceLoader.GetSvg(image, this);\n this.backgroundImg = this.backgroundImg || background;\n } else if (isValidUrl(image) || image.includes('/') || isBase64(image)) {\n ResourceLoader.GetImage(image, this);\n this.backgroundImg = this.backgroundImg || background;\n }\n } else if (isObject(image)) {\n (cache.state = 'success'), (cache.data = image);\n this.backgroundImg = this.backgroundImg || background;\n } else {\n cache.state = 'fail';\n }\n }\n\n setShadowGraphic(graphic: IGraphic) {\n if (!graphic) {\n this.detachShadow();\n } else {\n const root = this.attachShadow();\n root.add(graphic);\n }\n }\n\n imageLoadSuccess(url: string, image: HTMLImageElement, cb?: () => void) {\n // 更新属性\n // this.resourceState = 'success';\n // this.resource = image;\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'success';\n res.data = image;\n\n cb && cb();\n\n // 触发重绘\n // 暂时全量,TODO 启动局部重绘\n // this.stage.enableDirtyBounds();\n // this.stage.dirty(this.AABBBounds);\n this.addUpdateBoundTag(); // 添加bounds更新tag重绘才会绘制这个mark\n this.stage && this.stage.renderNextFrame();\n }\n\n imageLoadFail(url: string, cb?: () => void) {\n if (!this.resources) {\n return;\n }\n const res = this.resources.get(url);\n if (!res) {\n return;\n }\n res.state = 'fail';\n\n cb && cb();\n }\n\n private _stopAnimates(animates: Map<string | number, IAnimate>) {\n if (animates) {\n animates.forEach(animate => {\n animate.stop();\n });\n }\n }\n\n stopAnimates(stopChildren: boolean = false) {\n this._stopAnimates(this.animates);\n\n if (this.shadowRoot) {\n // 停止所有影子节点的动画\n this.shadowRoot.stopAnimates(true);\n }\n if (this.isContainer && stopChildren) {\n this.forEachChildren((c: IGraphic) => {\n c.stopAnimates(stopChildren);\n });\n }\n }\n\n release(): void {\n this.releaseStatus = 'released';\n this.stopAnimates();\n application.graphicService.onRelease(this);\n super.release();\n }\n\n protected _emitCustomEvent(type: string, context?: any) {\n if (this._events && type in this._events) {\n const changeEvent = new CustomEvent(type, context);\n changeEvent.bubbles = false;\n\n (changeEvent as any).manager = (this.stage as any)?.eventSystem?.manager;\n this.dispatchEvent(changeEvent);\n }\n }\n\n abstract getNoWorkAnimateAttr(): Record<string, number>;\n\n abstract clone(): IGraphic<any>;\n\n toCustomPath(): ICustomPath2D {\n // throw new Error('暂不支持');\n const renderer = (this.stage?.renderService || application.renderService)?.drawContribution?.getRenderContribution(\n this\n );\n if (renderer) {\n const context = new EmptyContext2d(null, 1);\n renderer.drawShape(this, context, 0, 0, {} as any, {});\n return context.path;\n }\n return null;\n }\n}\n\nGraphic.mixin(EventTarget);\n\nfunction backgroundNotImage(image: any) {\n if (image.fill || image.stroke) {\n return true;\n }\n return false;\n}\n\nfunction isExternalTexture(texture: any) {\n if (!texture) {\n return false;\n }\n if (typeof texture === 'string') {\n if (builtinTextureTypes.has(texture)) {\n return false;\n }\n return texture.startsWith('<svg') || isValidUrl(texture) || texture.includes('/') || isBase64(texture);\n }\n return isObject(texture);\n}\n"]}
@@ -69,7 +69,8 @@ export type IStrokeStyle = {
69
69
  strokeBoundsBuffer: number;
70
70
  stroke: IStrokeType[] | IStrokeType;
71
71
  };
72
- type TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';
72
+ type TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid' | 'wave';
73
+ type ITextureSource = string | HTMLImageElement | HTMLCanvasElement;
73
74
  export type IConnectedStyle = {
74
75
  connectedType: 'connect' | 'none';
75
76
  connectedStyle: {
@@ -144,7 +145,7 @@ export type IGraphicStyle = ILayout & IFillStyle & IStrokeStyle & IPickStyle & {
144
145
  x?: number;
145
146
  y?: number;
146
147
  } | null;
147
- texture: TextureType | string;
148
+ texture: TextureType | ITextureSource;
148
149
  textureColor: string;
149
150
  textureSize: number;
150
151
  texturePadding: number;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget, ITimeline } from './animation';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\nimport type { ISymbolClass } from './graphic/symbol';\n\ntype IStrokeSeg = {\n /**\n * 百分比\n */\n start: number;\n /**\n * 百分比\n * end和length二选一\n */\n end: number;\n /**\n * 像素长度\n */\n length: number;\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph'\n | string;\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n /**\n * x坐标\n */\n x: number;\n /**\n * y坐标\n */\n y: number;\n /**\n * z坐标\n */\n z: number;\n /**\n * x方向偏移量\n */\n dx: number;\n /**\n * y方向偏移量\n */\n dy: number;\n /**\n * z方向偏移量\n */\n dz: number;\n /**\n * x方向的滚动值\n */\n scrollX: number;\n /**\n * y方向的滚动值\n */\n scrollY: number;\n /**\n * x方向的缩放值\n */\n scaleX: number;\n /**\n * y方向的缩放值\n */\n scaleY: number;\n /**\n * z方向的缩放值\n */\n scaleZ: number;\n /**\n * 绕z轴的转角,即xy平面上的旋转角度\n */\n angle: number;\n /**\n * 绕x轴的转角\n */\n alpha: number;\n /**\n * 绕y轴的转角\n */\n beta: number;\n /**\n * 应用缩放的中心\n */\n scaleCenter: [number | string, number | string];\n /**\n * 基于AABB的锚点位置,用于简单的定位某些path\n */\n anchor: [number | string, number | string];\n /**\n * 3d的锚点位置\n */\n anchor3d: [number | string, number | string, number] | [number | string, number | string];\n /**\n * 处理矩阵,在正常计算完变换矩阵之后,会将该矩阵乘到变换矩阵上得到最终的变换矩阵\n */\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n /**\n * 图形的填充透明度\n */\n fillOpacity: number;\n /**\n * 图形模糊效果程度\n */\n shadowBlur: number;\n /**\n * 图形的阴影颜色\n */\n shadowColor: string;\n /**\n * 阴影水平偏移距离\n */\n shadowOffsetX: number;\n /**\n * 阴影垂直偏移距离\n */\n shadowOffsetY: number;\n /**\n * 图形的填充颜色\n */\n fill: IFillType;\n};\n\nexport type ILayout = {\n /**\n * 设置对齐方式\n */\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n /**\n * 边距离边缘的距离\n */\n distance: number | string;\n /**\n * 是否显示边框,默认是不显示的\n */\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n /**\n * 外部边框的样式配置,默认不展示外部边框\n */\n outerBorder: Partial<IBorderStyle>;\n /**\n * 内部边框的样式配置\n */\n innerBorder: Partial<IBorderStyle>;\n /**\n * 描边的透明度\n */\n strokeOpacity: number;\n /**\n * 设置线条虚线样式的属性,它通过定义实线和空白的交替长度来创建虚线效果\n */\n lineDash: number[];\n\n /**\n * 设置虚线样式的起始偏移量\n */\n lineDashOffset: number;\n\n /**\n * 设置线条的宽度\n */\n lineWidth: number;\n\n /**\n * 设置线条末端的样式\n */\n lineCap: CanvasLineCap;\n\n /**\n * 设置线条拐角的样式\n */\n lineJoin: CanvasLineJoin;\n\n /**\n * 设置线条拐角处的斜接限制\n */\n miterLimit: number;\n /**\n * 描边的boundsBuffer,用于控制bounds的buffer\n */\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n /**\n * 连接,取零或者断开\n */\n connectedType: 'connect' | 'none';\n /**\n * 连接线的样式配置\n */\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport interface SimpleDomStyleOptions {\n /**\n * 容器的宽度\n */\n width: number;\n /**\n * 容器的高度\n */\n height: number;\n /**\n * 容器的样式设置\n */\n style?:\n | string\n | Record<string, any>\n | ((\n pos: { top: number; left: number; width: number; height: number },\n graphic: IGraphic,\n wrapContainer: HTMLElement\n ) => Record<string, any>); // 容器的样式\n}\n\nexport interface CommonDomOptions {\n /**\n * 全局唯一的id\n */\n id?: string;\n /**\n * 容器元素的id或者dom元素\n */\n container: string | HTMLElement | null;\n /**\n * 是否显示\n */\n visible?: boolean;\n /**\n * 是否支持事件冒泡\n */\n pointerEvents?: boolean | string;\n /**\n * 可穿透的事件列表\n * @since 0.21.2\n */\n penetrateEventList?: string[];\n /**\n * 定位类型\n * 'position' - 根据挂载图形节点的坐标也就是x,y进行定位\n * 'boundsLeftTop' - 定位到挂载图形节点bounds的左上角\n * 'left' - 定位到挂载图形节点bounds 的左侧\n * 'right' - 定位到挂载图形节点bounds 的右侧\n * 'bottom' - 定位到挂载图形节点bounds 的底部\n * 'top' - 定位到挂载图形节点bounds 的顶部\n * 'center' - 定位到挂载图形节点bounds 的中心\n * 'top-left' - 定位到挂载图形节点bounds 的左上角\n * 'top-right' - 定位到挂载图形节点bounds 的右上角\n * 'bottom-left' - 定位到挂载图形节点bounds 的左下角\n * 'bottom-right' - 定位到挂载图形节点bounds 的右下角\n */\n anchorType?: 'position' | 'boundsLeftTop' | BoundsAnchorType;\n}\n\nexport type IRoughStyle = {\n fillStyle: 'hachure' | 'solid' | 'zigzag' | 'cross-hatch' | 'dots' | 'sunburst' | 'dashed' | 'zigzag-line';\n roughness: number;\n bowing: number;\n};\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n /**\n * 强制设置的bounds宽度,主要用于使用html或者react展示图形的时候,设置一个固定的宽度\n */\n forceBoundsWidth: number | (() => number) | undefined;\n /**\n * 强制设置的bounds高度,主要用于使用html或者react展示图形的时候,设置一个固定的高度\n */\n forceBoundsHeight: number | (() => number) | undefined;\n /**\n * 透明度,会同时影响填充和描边\n */\n opacity: number;\n /**\n * 影子节点\n */\n shadowGraphic?: IGraphic | undefined;\n /**\n * 背景填充模式(与具体图元有关)\n */\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat';\n /**\n * 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n */\n backgroundFit: boolean;\n /**\n * 是否保持背景图的宽高比\n */\n backgroundKeepAspectRatio: boolean;\n /**\n * 背景图缩放,只在no-repeat的时候生效\n */\n backgroundScale: number;\n /**\n * 背景图偏移,只在no-repeat的时候生效\n */\n backgroundOffsetX: number;\n /**\n * 背景图偏移,只在no-repeat的时候生效\n */\n backgroundOffsetY: number;\n /**\n * 背景图是否裁切,是否调用clip避免绘制到图元外部\n */\n backgroundClip: boolean;\n /**\n * 背景圆角半径\n */\n backgroundCornerRadius: number | number[];\n /**\n * 背景透明度\n */\n backgroundOpacity: number;\n /**\n * 背景,支持颜色字符串、html image元素、html canvas元素\n */\n // 纹理是否自动做动画\n autoAnimateTexture: boolean;\n // 如果做动画的话,这里代表ratio\n textureRatio: number;\n textureOptions: any;\n background:\n | IBackgroundType\n | {\n /**\n * 背景,支持颜色字符串、html image元素、html canvas元素\n */\n background: IBackgroundType;\n /**\n * 背景的x方向偏移量\n */\n dx?: number;\n /**\n * 背景的y方向偏移量\n */\n dy?: number;\n /**\n * 背景宽度\n */\n width?: number;\n /**\n * 背景高度\n */\n height?: number;\n /**\n * 背景的x坐标\n */\n x?: number;\n /**\n * 背景的y坐标\n */\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n /**\n * 纹理的类型\n */\n texture: TextureType | string;\n /**\n * 纹理的颜色\n */\n textureColor: string;\n /**\n * 纹理的大小\n */\n textureSize: number;\n /**\n * 纹理的间隙\n */\n texturePadding: number;\n\n blur: number;\n /**\n * 设置图形对应的鼠标样式\n */\n cursor: Cursor | null;\n // @deprecated 用处少废弃,后续考虑新设计API\n filter: string;\n renderStyle?: 'default' | 'rough' | any;\n roughStyle?: IRoughStyle | null;\n /**\n * HTML的dom或者string\n */\n html:\n | ({\n /**\n * dom字符串或者dom\n */\n dom: string | HTMLElement;\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n /**\n * 使用react元素渲染内容\n */\n react:\n | ({\n /**\n * react场景节点\n */\n element: any;\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n /**\n * 使用vue组件渲染内容\n */\n vue:\n | ({\n /**\n * vue 虚拟节点\n */\n element: any;\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n };\n\nexport type IPickStyle = {\n /**\n * 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n */\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n /**\n * 包围盒的padding\n */\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise' | 'empty';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n /**\n * 分组下的层级,层级越小越先绘制\n */\n zIndex: number;\n layout: any;\n /**\n * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n shadowPickMode?: 'full' | 'graphic';\n /**\n * 全局范围的层级,设置了这个属性的图形,会提取到交互层进行渲染\n */\n globalZIndex: number;\n /**\n * canvas 的合成方式\n */\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n /**\n * 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n */\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n /**\n * 绘制fill和stroke的顺序,为0表示fill先绘制,1表示stroke先绘制\n */\n fillStrokeOrder: number;\n /**\n * @since 0.20.15\n * 保持stroke的scale,默认为false,为true的话stroke显示的宽度会随着scale变化\n */\n keepStrokeScale: boolean;\n\n /**\n * @since 0.22.2\n * 裁剪路径,用于裁剪图形,用于普通图元的裁剪\n * 由于一般情况下普通图元只需要一个形状即可,所以这里不需要配置具体的位置和大小,强制中心在图元中心,宽高和图元Bounds宽高一致\n * 不考虑其他复杂情况,否则配置项就非常多了,比如多路径,或者配置位置大小等,如果配置大小那还得用户自己去拿图元的大小,目前没有这种需求\n */\n clipConfig: {\n shape: string;\n } | null;\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n slience?: boolean;\n id?: number | string;\n timeline?: ITimeline;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n /**\n * 保存语法上下文\n */\n context?: Record<string, any>;\n bindDom?: Map<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 不考虑transform的宽高,特殊情况下会使用到\n widthWithoutTransform?: number;\n heightWithoutTransform?: number;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string | string[], hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n getClipPath: () => ISymbolClass | null;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate?: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n getGraphicTheme: () => T;\n\n getAttributes: (final?: boolean) => Partial<T>;\n\n pauseAnimation?: (deep?: boolean) => void;\n resumeAnimation?: (deep?: boolean) => void;\n stopAnimation?: (deep?: boolean) => void;\n reApplyAnimationState?: (state: string, deep?: boolean) => this;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
1
+ {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget, ITimeline } from './animation';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\nimport type { ISymbolClass } from './graphic/symbol';\n\ntype IStrokeSeg = {\n /**\n * 百分比\n */\n start: number;\n /**\n * 百分比\n * end和length二选一\n */\n end: number;\n /**\n * 像素长度\n */\n length: number;\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph'\n | string;\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n /**\n * x坐标\n */\n x: number;\n /**\n * y坐标\n */\n y: number;\n /**\n * z坐标\n */\n z: number;\n /**\n * x方向偏移量\n */\n dx: number;\n /**\n * y方向偏移量\n */\n dy: number;\n /**\n * z方向偏移量\n */\n dz: number;\n /**\n * x方向的滚动值\n */\n scrollX: number;\n /**\n * y方向的滚动值\n */\n scrollY: number;\n /**\n * x方向的缩放值\n */\n scaleX: number;\n /**\n * y方向的缩放值\n */\n scaleY: number;\n /**\n * z方向的缩放值\n */\n scaleZ: number;\n /**\n * 绕z轴的转角,即xy平面上的旋转角度\n */\n angle: number;\n /**\n * 绕x轴的转角\n */\n alpha: number;\n /**\n * 绕y轴的转角\n */\n beta: number;\n /**\n * 应用缩放的中心\n */\n scaleCenter: [number | string, number | string];\n /**\n * 基于AABB的锚点位置,用于简单的定位某些path\n */\n anchor: [number | string, number | string];\n /**\n * 3d的锚点位置\n */\n anchor3d: [number | string, number | string, number] | [number | string, number | string];\n /**\n * 处理矩阵,在正常计算完变换矩阵之后,会将该矩阵乘到变换矩阵上得到最终的变换矩阵\n */\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n /**\n * 图形的填充透明度\n */\n fillOpacity: number;\n /**\n * 图形模糊效果程度\n */\n shadowBlur: number;\n /**\n * 图形的阴影颜色\n */\n shadowColor: string;\n /**\n * 阴影水平偏移距离\n */\n shadowOffsetX: number;\n /**\n * 阴影垂直偏移距离\n */\n shadowOffsetY: number;\n /**\n * 图形的填充颜色\n */\n fill: IFillType;\n};\n\nexport type ILayout = {\n /**\n * 设置对齐方式\n */\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n /**\n * 边距离边缘的距离\n */\n distance: number | string;\n /**\n * 是否显示边框,默认是不显示的\n */\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n /**\n * 外部边框的样式配置,默认不展示外部边框\n */\n outerBorder: Partial<IBorderStyle>;\n /**\n * 内部边框的样式配置\n */\n innerBorder: Partial<IBorderStyle>;\n /**\n * 描边的透明度\n */\n strokeOpacity: number;\n /**\n * 设置线条虚线样式的属性,它通过定义实线和空白的交替长度来创建虚线效果\n */\n lineDash: number[];\n\n /**\n * 设置虚线样式的起始偏移量\n */\n lineDashOffset: number;\n\n /**\n * 设置线条的宽度\n */\n lineWidth: number;\n\n /**\n * 设置线条末端的样式\n */\n lineCap: CanvasLineCap;\n\n /**\n * 设置线条拐角的样式\n */\n lineJoin: CanvasLineJoin;\n\n /**\n * 设置线条拐角处的斜接限制\n */\n miterLimit: number;\n /**\n * 描边的boundsBuffer,用于控制bounds的buffer\n */\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType =\n | 'circle'\n | 'diamond'\n | 'rect'\n | 'vertical-line'\n | 'horizontal-line'\n | 'bias-lr'\n | 'bias-rl'\n | 'grid'\n | 'wave';\n\ntype ITextureSource = string | HTMLImageElement | HTMLCanvasElement;\n\nexport type IConnectedStyle = {\n /**\n * 连接,取零或者断开\n */\n connectedType: 'connect' | 'none';\n /**\n * 连接线的样式配置\n */\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport interface SimpleDomStyleOptions {\n /**\n * 容器的宽度\n */\n width: number;\n /**\n * 容器的高度\n */\n height: number;\n /**\n * 容器的样式设置\n */\n style?:\n | string\n | Record<string, any>\n | ((\n pos: { top: number; left: number; width: number; height: number },\n graphic: IGraphic,\n wrapContainer: HTMLElement\n ) => Record<string, any>); // 容器的样式\n}\n\nexport interface CommonDomOptions {\n /**\n * 全局唯一的id\n */\n id?: string;\n /**\n * 容器元素的id或者dom元素\n */\n container: string | HTMLElement | null;\n /**\n * 是否显示\n */\n visible?: boolean;\n /**\n * 是否支持事件冒泡\n */\n pointerEvents?: boolean | string;\n /**\n * 可穿透的事件列表\n * @since 0.21.2\n */\n penetrateEventList?: string[];\n /**\n * 定位类型\n * 'position' - 根据挂载图形节点的坐标也就是x,y进行定位\n * 'boundsLeftTop' - 定位到挂载图形节点bounds的左上角\n * 'left' - 定位到挂载图形节点bounds 的左侧\n * 'right' - 定位到挂载图形节点bounds 的右侧\n * 'bottom' - 定位到挂载图形节点bounds 的底部\n * 'top' - 定位到挂载图形节点bounds 的顶部\n * 'center' - 定位到挂载图形节点bounds 的中心\n * 'top-left' - 定位到挂载图形节点bounds 的左上角\n * 'top-right' - 定位到挂载图形节点bounds 的右上角\n * 'bottom-left' - 定位到挂载图形节点bounds 的左下角\n * 'bottom-right' - 定位到挂载图形节点bounds 的右下角\n */\n anchorType?: 'position' | 'boundsLeftTop' | BoundsAnchorType;\n}\n\nexport type IRoughStyle = {\n fillStyle: 'hachure' | 'solid' | 'zigzag' | 'cross-hatch' | 'dots' | 'sunburst' | 'dashed' | 'zigzag-line';\n roughness: number;\n bowing: number;\n};\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n /**\n * 强制设置的bounds宽度,主要用于使用html或者react展示图形的时候,设置一个固定的宽度\n */\n forceBoundsWidth: number | (() => number) | undefined;\n /**\n * 强制设置的bounds高度,主要用于使用html或者react展示图形的时候,设置一个固定的高度\n */\n forceBoundsHeight: number | (() => number) | undefined;\n /**\n * 透明度,会同时影响填充和描边\n */\n opacity: number;\n /**\n * 影子节点\n */\n shadowGraphic?: IGraphic | undefined;\n /**\n * 背景填充模式(与具体图元有关)\n */\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat';\n /**\n * 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n */\n backgroundFit: boolean;\n /**\n * 是否保持背景图的宽高比\n */\n backgroundKeepAspectRatio: boolean;\n /**\n * 背景图缩放,只在no-repeat的时候生效\n */\n backgroundScale: number;\n /**\n * 背景图偏移,只在no-repeat的时候生效\n */\n backgroundOffsetX: number;\n /**\n * 背景图偏移,只在no-repeat的时候生效\n */\n backgroundOffsetY: number;\n /**\n * 背景图是否裁切,是否调用clip避免绘制到图元外部\n */\n backgroundClip: boolean;\n /**\n * 背景圆角半径\n */\n backgroundCornerRadius: number | number[];\n /**\n * 背景透明度\n */\n backgroundOpacity: number;\n /**\n * 背景,支持颜色字符串、html image元素、html canvas元素\n */\n // 纹理是否自动做动画\n autoAnimateTexture: boolean;\n // 如果做动画的话,这里代表ratio\n textureRatio: number;\n textureOptions: any;\n background:\n | IBackgroundType\n | {\n /**\n * 背景,支持颜色字符串、html image元素、html canvas元素\n */\n background: IBackgroundType;\n /**\n * 背景的x方向偏移量\n */\n dx?: number;\n /**\n * 背景的y方向偏移量\n */\n dy?: number;\n /**\n * 背景宽度\n */\n width?: number;\n /**\n * 背景高度\n */\n height?: number;\n /**\n * 背景的x坐标\n */\n x?: number;\n /**\n * 背景的y坐标\n */\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n /**\n * 纹理的类型\n */\n texture: TextureType | ITextureSource;\n /**\n * 纹理的颜色\n */\n textureColor: string;\n /**\n * 纹理的大小\n */\n textureSize: number;\n /**\n * 纹理的间隙\n */\n texturePadding: number;\n\n blur: number;\n /**\n * 设置图形对应的鼠标样式\n */\n cursor: Cursor | null;\n // @deprecated 用处少废弃,后续考虑新设计API\n filter: string;\n renderStyle?: 'default' | 'rough' | any;\n roughStyle?: IRoughStyle | null;\n /**\n * HTML的dom或者string\n */\n html:\n | ({\n /**\n * dom字符串或者dom\n */\n dom: string | HTMLElement;\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n /**\n * 使用react元素渲染内容\n */\n react:\n | ({\n /**\n * react场景节点\n */\n element: any;\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n /**\n * 使用vue组件渲染内容\n */\n vue:\n | ({\n /**\n * vue 虚拟节点\n */\n element: any;\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n };\n\nexport type IPickStyle = {\n /**\n * 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n */\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n /**\n * 包围盒的padding\n */\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise' | 'empty';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n /**\n * 分组下的层级,层级越小越先绘制\n */\n zIndex: number;\n layout: any;\n /**\n * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n shadowPickMode?: 'full' | 'graphic';\n /**\n * 全局范围的层级,设置了这个属性的图形,会提取到交互层进行渲染\n */\n globalZIndex: number;\n /**\n * canvas 的合成方式\n */\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n /**\n * 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n */\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n /**\n * 绘制fill和stroke的顺序,为0表示fill先绘制,1表示stroke先绘制\n */\n fillStrokeOrder: number;\n /**\n * @since 0.20.15\n * 保持stroke的scale,默认为false,为true的话stroke显示的宽度会随着scale变化\n */\n keepStrokeScale: boolean;\n\n /**\n * @since 0.22.2\n * 裁剪路径,用于裁剪图形,用于普通图元的裁剪\n * 由于一般情况下普通图元只需要一个形状即可,所以这里不需要配置具体的位置和大小,强制中心在图元中心,宽高和图元Bounds宽高一致\n * 不考虑其他复杂情况,否则配置项就非常多了,比如多路径,或者配置位置大小等,如果配置大小那还得用户自己去拿图元的大小,目前没有这种需求\n */\n clipConfig: {\n shape: string;\n } | null;\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n slience?: boolean;\n id?: number | string;\n timeline?: ITimeline;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n /**\n * 保存语法上下文\n */\n context?: Record<string, any>;\n bindDom?: Map<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 不考虑transform的宽高,特殊情况下会使用到\n widthWithoutTransform?: number;\n heightWithoutTransform?: number;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string | string[], hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n getClipPath: () => ISymbolClass | null;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate?: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n getGraphicTheme: () => T;\n\n getAttributes: (final?: boolean) => Partial<T>;\n\n pauseAnimation?: (deep?: boolean) => void;\n resumeAnimation?: (deep?: boolean) => void;\n stopAnimation?: (deep?: boolean) => void;\n reApplyAnimationState?: (state: string, deep?: boolean) => this;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
@@ -3,7 +3,7 @@ import type { IBaseRenderContribution, IContext2d, IDrawContext, IGraphic, IGrap
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  export declare class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {
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  time: BaseRenderContributionTime;
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  useStyle: boolean;
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- textureMap?: Map<string, CanvasPattern>;
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+ textureMap?: Map<string | HTMLImageElement | HTMLCanvasElement, CanvasPattern>;
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  order: number;
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  _tempSymbolGraphic: ISymbol | null;
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  createCommonPattern(size: number, padding: number, color: string, targetContext: IContext2d, cb: (r: number, targetContext: IContext2d) => void): CanvasPattern;
@@ -17,6 +17,8 @@ export declare class DefaultBaseTextureRenderContribution implements IBaseRender
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  createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d): CanvasPattern;
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  initTextureMap(ctx: IContext2d, stage: IStage): void;
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  drawShape(graphic: IGraphic, context: IContext2d, x: number, y: number, doFill: boolean, doStroke: boolean, fVisible: boolean, sVisible: boolean, graphicAttribute: Required<IGraphicAttribute>, drawContext: IDrawContext, fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, options?: any): void;
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- protected drawTexture(texture: string, graphic: IGraphic, context: IContext2d, x: number, y: number, graphicAttribute: Required<IGraphicAttribute>, textureColor: string, textureSize: number, texturePadding: number): void;
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+ protected drawTexture(texture: string | HTMLImageElement | HTMLCanvasElement, graphic: IGraphic, context: IContext2d, x: number, y: number, graphicAttribute: Required<IGraphicAttribute>, textureColor: string, textureSize: number, texturePadding: number): void;
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+ protected getPatternCacheKey(texture: string | HTMLImageElement | HTMLCanvasElement, textureSize: number, texturePadding: number, textureColor: string, dpr: number): string | HTMLImageElement | HTMLCanvasElement;
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+ protected createResourcePattern(texture: string | HTMLImageElement | HTMLCanvasElement, graphic: IGraphic, context: IContext2d): CanvasPattern;
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  }
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  export declare const defaultBaseTextureRenderContribution: DefaultBaseTextureRenderContribution;