@visactor/vrender-core 1.0.6 → 1.0.8-alpha.1

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Files changed (38) hide show
  1. package/cjs/canvas/constants.js +1 -2
  2. package/cjs/color-string/index.js +2 -1
  3. package/cjs/core/stage.d.ts +4 -2
  4. package/cjs/core/stage.js +12 -6
  5. package/cjs/core/stage.js.map +1 -1
  6. package/cjs/event/event-target.js.map +1 -1
  7. package/cjs/graphic/graphic.js +2 -2
  8. package/cjs/graphic/graphic.js.map +1 -1
  9. package/cjs/graphic/group.js +1 -1
  10. package/cjs/graphic/group.js.map +1 -1
  11. package/cjs/interface/animation/animate.d.ts +1 -0
  12. package/cjs/interface/animation/animate.js.map +1 -1
  13. package/cjs/interface/graphic.d.ts +4 -0
  14. package/cjs/interface/graphic.js.map +1 -1
  15. package/cjs/interface/node-tree.d.ts +1 -0
  16. package/cjs/interface/node-tree.js.map +1 -1
  17. package/cjs/interface/stage.d.ts +6 -0
  18. package/cjs/interface/stage.js.map +1 -1
  19. package/dist/index.es.js +22 -7
  20. package/es/canvas/constants.js +1 -2
  21. package/es/color-string/index.js +2 -1
  22. package/es/core/stage.d.ts +4 -2
  23. package/es/core/stage.js +12 -6
  24. package/es/core/stage.js.map +1 -1
  25. package/es/event/event-target.js.map +1 -1
  26. package/es/graphic/graphic.js +2 -2
  27. package/es/graphic/graphic.js.map +1 -1
  28. package/es/graphic/group.js +1 -1
  29. package/es/graphic/group.js.map +1 -1
  30. package/es/interface/animation/animate.d.ts +1 -0
  31. package/es/interface/animation/animate.js.map +1 -1
  32. package/es/interface/graphic.d.ts +4 -0
  33. package/es/interface/graphic.js.map +1 -1
  34. package/es/interface/node-tree.d.ts +1 -0
  35. package/es/interface/node-tree.js.map +1 -1
  36. package/es/interface/stage.d.ts +6 -0
  37. package/es/interface/stage.js.map +1 -1
  38. package/package.json +1 -1
@@ -321,6 +321,10 @@ export interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphi
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  getNoWorkAnimateAttr: () => Record<string, number>;
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  getGraphicTheme: () => T;
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  getAttributes: (final?: boolean) => Partial<T>;
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+ pauseAnimation?: (deep?: boolean) => void;
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+ resumeAnimation?: (deep?: boolean) => void;
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+ stopAnimation?: (deep?: boolean) => void;
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+ reApplyAnimationState?: (state: string, deep?: boolean) => this;
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  }
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  export interface IRoot extends IGraphic {
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  pick: (x: number, y: number) => IGraphic;
@@ -1 +1 @@
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- {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget, 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\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 = '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"]}
@@ -40,4 +40,5 @@ export interface INode extends Releaseable, IEventElement {
40
40
  getElementsByName: (name: string) => INode[];
41
41
  findChildrenByName: (name: string) => INode[];
42
42
  getElementsByType: (type: string) => INode[];
43
+ [key: string]: any;
43
44
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/interface/node-tree.ts"],"names":[],"mappings":"","file":"node-tree.js","sourcesContent":["import type { IEventElement, Releaseable } from './common';\n\nexport interface INode extends Releaseable, IEventElement {\n _prev?: INode;\n _next?: INode;\n /**\n * 内部图形的唯一标识\n */\n _uid: number;\n\n /**\n * 用户配置的图形唯一标识\n */\n id?: number | string;\n /** 图形名称标识 */\n name?: string;\n /**\n * 图形类型\n */\n type?: string;\n parent: INode | null;\n // dirty: boolean; // 脏位,标记当前节点和子节点是否有修改\n count: number;\n childrenCount: number;\n firstChild: INode | null;\n lastChild: INode | null;\n /**\n * 获取子节点数组\n */\n getChildren: () => INode[];\n /**\n * 获取某个idx的节点\n */\n getChildAt: (idx: number) => INode | null;\n at: (idx: number) => INode | null;\n\n insertBefore: (newNode: INode, referenceNode: INode) => INode | null;\n insertAfter: (newNode: INode, referenceNode: INode) => INode | null;\n\n /**\n * 向某个位置插入\n */\n insertInto: (ele: INode, idx: number) => INode | null;\n\n insertIntoKeepIdx: (ele: INode, idx: number) => INode | null;\n /**\n * 遍历子节点\n * @param cb 返回true则停止遍历\n */\n forEachChildren: (cb: (n: INode, i: number) => void | boolean, reverse?: boolean) => void;\n forEachChildrenAsync: (\n cb: (n: INode, i: number) => Promise<void | boolean> | void | boolean,\n reverse?: boolean\n ) => Promise<void>;\n /**\n * 添加子节点\n * @param node\n * @param highPerformance 是否高性能模式(不检查是否合法)\n */\n appendChild: (node: INode, highPerformance?: boolean) => INode | null;\n /**\n * 添加子节点\n * @param node\n * @param highPerformance 是否高性能模式(不检查是否合法)\n */\n add: (node: INode, highPerformance?: boolean) => INode | null;\n /**\n * 从当前节点的父节点删除当前节点\n */\n delete: () => void;\n /**\n * 删除节点\n * @param node\n * @param highPerformance 是否高性能模式(不检查是否合法)\n */\n removeChild: (node: INode, highPerformance?: boolean) => INode | null;\n /**\n * 移除所有节点\n */\n removeAllChild: (deep?: boolean) => void;\n /**\n * 判断该节点是否是node的子节点\n * @param node\n */\n isChildOf: (node: INode) => boolean;\n /**\n * 判断该节点是否是node的父节点\n * @param node\n */\n isParentOf: (node: INode) => boolean;\n /**\n * 判断节点是否是node的后代节点\n * @param node\n */\n isDescendantsOf: (node: INode) => boolean;\n /**\n * 判断节点是否是node的祖先节点\n * @param node\n */\n isAncestorsOf: (node: INode) => boolean;\n\n // 事件相关的别名\n /**\n * Dispatches a synthetic event event to target and returns true if either event's cancelable attribute value is false or its preventDefault() method was not invoked, and false otherwise.\n * */\n dispatchEvent: (event: Event) => boolean;\n\n /**\n * 返回的是一个布尔值,来表示传入的节点是否为该节点的后代节点。\n * @param node 判断是否包含的节点\n */\n containNode: (node: INode) => boolean;\n\n /**\n * 设置该节点的所有后代节点某个属性\n * @param propsName 属性名\n * @param propsValue 属性值\n */\n setAllDescendantsProps: (propsName: string, propsValue: any) => any;\n\n // 查找相关的接口\n /**\n * 根据自定义逻辑查找元素,返回单一图形元素\n * @param callback 自定义查找过滤器\n * @param deep 是否进行深度查找,默认为 false\n * @returns 返回匹配的图形元素\n */\n find: (callback: (node: INode, index: number) => boolean, deep: boolean) => INode | null;\n /**\n * 根据自定义逻辑查找元素,返回匹配的元素集合\n * @param callback 自定义查找过滤器\n * @param deep 是否进行深度查找,默认为 false\n * @returns 返回匹配的图形元素集合\n */\n findAll: (callback: (node: INode, index: number) => boolean, deep: boolean) => INode[];\n /**\n * 通过用户设置的 id 查找对应的图形元素\n * @param id 子节点的 id\n */\n getElementById: (id: string | number) => INode | null;\n /**\n * @alias getElementById\n * 通过用户设置的 id 查找对应的图形元素\n * @param id 子节点的 id\n */\n findChildById: (id: string | number) => INode | null;\n /**\n * 通过内部生成的节点 id:_uid 查找对应的图形元素\n * @param id 子节点的key\n */\n findChildByUid: (uid: number) => INode | null;\n /**\n * 根据用户传入的 name 查找元素,返回匹配的元素集合\n * @param name 用户设置的图形名称\n * @returns 匹配 name 的元素集合\n */\n getElementsByName: (name: string) => INode[];\n /**\n * @alias getElementsByName\n * 根据用户传入的 name 查找元素,返回匹配的元素集合\n * @param name 用户设置的图形名称\n * @returns 匹配 name 的元素集合\n */\n findChildrenByName: (name: string) => INode[];\n /**\n * 根据用户传入的 name 查找元素,返回匹配的元素集合\n * @param name 用户设置的图形名称\n * @returns 匹配 name 的元素集合\n */\n getElementsByType: (type: string) => INode[];\n // 其他不常用\n}\n"]}
1
+ {"version":3,"sources":["../src/interface/node-tree.ts"],"names":[],"mappings":"","file":"node-tree.js","sourcesContent":["import type { IEventElement, Releaseable } from './common';\n\nexport interface INode extends Releaseable, IEventElement {\n _prev?: INode;\n _next?: INode;\n /**\n * 内部图形的唯一标识\n */\n _uid: number;\n\n /**\n * 用户配置的图形唯一标识\n */\n id?: number | string;\n /** 图形名称标识 */\n name?: string;\n /**\n * 图形类型\n */\n type?: string;\n parent: INode | null;\n // dirty: boolean; // 脏位,标记当前节点和子节点是否有修改\n count: number;\n childrenCount: number;\n firstChild: INode | null;\n lastChild: INode | null;\n /**\n * 获取子节点数组\n */\n getChildren: () => INode[];\n /**\n * 获取某个idx的节点\n */\n getChildAt: (idx: number) => INode | null;\n at: (idx: number) => INode | null;\n\n insertBefore: (newNode: INode, referenceNode: INode) => INode | null;\n insertAfter: (newNode: INode, referenceNode: INode) => INode | null;\n\n /**\n * 向某个位置插入\n */\n insertInto: (ele: INode, idx: number) => INode | null;\n\n insertIntoKeepIdx: (ele: INode, idx: number) => INode | null;\n /**\n * 遍历子节点\n * @param cb 返回true则停止遍历\n */\n forEachChildren: (cb: (n: INode, i: number) => void | boolean, reverse?: boolean) => void;\n forEachChildrenAsync: (\n cb: (n: INode, i: number) => Promise<void | boolean> | void | boolean,\n reverse?: boolean\n ) => Promise<void>;\n /**\n * 添加子节点\n * @param node\n * @param highPerformance 是否高性能模式(不检查是否合法)\n */\n appendChild: (node: INode, highPerformance?: boolean) => INode | null;\n /**\n * 添加子节点\n * @param node\n * @param highPerformance 是否高性能模式(不检查是否合法)\n */\n add: (node: INode, highPerformance?: boolean) => INode | null;\n /**\n * 从当前节点的父节点删除当前节点\n */\n delete: () => void;\n /**\n * 删除节点\n * @param node\n * @param highPerformance 是否高性能模式(不检查是否合法)\n */\n removeChild: (node: INode, highPerformance?: boolean) => INode | null;\n /**\n * 移除所有节点\n */\n removeAllChild: (deep?: boolean) => void;\n /**\n * 判断该节点是否是node的子节点\n * @param node\n */\n isChildOf: (node: INode) => boolean;\n /**\n * 判断该节点是否是node的父节点\n * @param node\n */\n isParentOf: (node: INode) => boolean;\n /**\n * 判断节点是否是node的后代节点\n * @param node\n */\n isDescendantsOf: (node: INode) => boolean;\n /**\n * 判断节点是否是node的祖先节点\n * @param node\n */\n isAncestorsOf: (node: INode) => boolean;\n\n // 事件相关的别名\n /**\n * Dispatches a synthetic event event to target and returns true if either event's cancelable attribute value is false or its preventDefault() method was not invoked, and false otherwise.\n * */\n dispatchEvent: (event: Event) => boolean;\n\n /**\n * 返回的是一个布尔值,来表示传入的节点是否为该节点的后代节点。\n * @param node 判断是否包含的节点\n */\n containNode: (node: INode) => boolean;\n\n /**\n * 设置该节点的所有后代节点某个属性\n * @param propsName 属性名\n * @param propsValue 属性值\n */\n setAllDescendantsProps: (propsName: string, propsValue: any) => any;\n\n // 查找相关的接口\n /**\n * 根据自定义逻辑查找元素,返回单一图形元素\n * @param callback 自定义查找过滤器\n * @param deep 是否进行深度查找,默认为 false\n * @returns 返回匹配的图形元素\n */\n find: (callback: (node: INode, index: number) => boolean, deep: boolean) => INode | null;\n /**\n * 根据自定义逻辑查找元素,返回匹配的元素集合\n * @param callback 自定义查找过滤器\n * @param deep 是否进行深度查找,默认为 false\n * @returns 返回匹配的图形元素集合\n */\n findAll: (callback: (node: INode, index: number) => boolean, deep: boolean) => INode[];\n /**\n * 通过用户设置的 id 查找对应的图形元素\n * @param id 子节点的 id\n */\n getElementById: (id: string | number) => INode | null;\n /**\n * @alias getElementById\n * 通过用户设置的 id 查找对应的图形元素\n * @param id 子节点的 id\n */\n findChildById: (id: string | number) => INode | null;\n /**\n * 通过内部生成的节点 id:_uid 查找对应的图形元素\n * @param id 子节点的key\n */\n findChildByUid: (uid: number) => INode | null;\n /**\n * 根据用户传入的 name 查找元素,返回匹配的元素集合\n * @param name 用户设置的图形名称\n * @returns 匹配 name 的元素集合\n */\n getElementsByName: (name: string) => INode[];\n /**\n * @alias getElementsByName\n * 根据用户传入的 name 查找元素,返回匹配的元素集合\n * @param name 用户设置的图形名称\n * @returns 匹配 name 的元素集合\n */\n findChildrenByName: (name: string) => INode[];\n /**\n * 根据用户传入的 name 查找元素,返回匹配的元素集合\n * @param name 用户设置的图形名称\n * @returns 匹配 name 的元素集合\n */\n getElementsByType: (type: string) => INode[];\n // 其他不常用\n\n [key: string]: any;\n}\n"]}
@@ -142,7 +142,9 @@ export interface IStage extends INode {
142
142
  renderToNewWindow: (fullImage?: boolean) => IWindow;
143
143
  toCanvas: (fullImage?: boolean, viewBox?: IAABBBounds) => HTMLCanvasElement | null;
144
144
  setBeforeRender: (cb: (stage: IStage) => void) => void;
145
+ removeBeforeRender: (cb: (stage: IStage) => void) => void;
145
146
  setAfterRender: (cb: (stage: IStage) => void) => void;
147
+ removeAfterRender: (cb: (stage: IStage) => void) => void;
146
148
  afterNextRender: (cb: (stage: IStage) => void) => void;
147
149
  enableAutoRender: () => void;
148
150
  disableAutoRender: () => void;
@@ -166,6 +168,10 @@ export interface IStage extends INode {
166
168
  };
167
169
  pauseTriggerEvent: () => void;
168
170
  resumeTriggerEvent: () => void;
171
+ pauseAnimation?: (deep?: boolean) => void;
172
+ resumeAnimation?: (deep?: boolean) => void;
173
+ stopAnimation?: (deep?: boolean) => void;
174
+ reApplyAnimationState?: (state: string, deep?: boolean) => this;
169
175
  }
170
176
  export declare function combineStage(srages: IStage[], params: {
171
177
  canvas: string | HTMLCanvasElement;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/interface/stage.ts"],"names":[],"mappings":"","file":"stage.js","sourcesContent":["import type { INode } from './node-tree';\nimport type { ILayer, LayerMode } from './layer';\nimport type { IColor } from './color';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport type { ICamera } from './camera';\nimport type { vec3 } from './matrix';\nimport type { IDirectionLight } from './light';\nimport type { ISyncHook } from './sync-hook';\nimport type { IDrawContext, IRenderService } from './render';\nimport type { ITicker, ITimeline } from './animation';\nimport type { IPickerService, PickResult } from './picker';\nimport type { IPlugin, IPluginService } from './plugin';\nimport type { IWindow } from './window';\nimport type { ILayerService } from './core';\nimport type { IFullThemeSpec } from './graphic/theme';\nimport type { IGraphicService } from './graphic-service';\n\nexport type IExportType = 'canvas' | 'imageData';\n\nexport type IStageCreateContext = {\n appName?: 'vchart' | 'vgrammar' | 'vtable' | string;\n};\nexport interface IStageParams {\n // x: number;\n // y: number;\n // // 视口的宽高\n // viewWidth: number;\n // viewHeight: number;\n\n // 视口的宽高\n viewBox: IBoundsLike;\n // 总的宽高\n width: number;\n height: number;\n dpr: number;\n // stage的背景\n background: string | IColor;\n // 外部的canvas\n canvas: string | HTMLCanvasElement;\n // canvas的container容器,如果不传入canvas,那就会在容器中创建canvas\n container: string | HTMLElement;\n // 是否是受控制的canvas,如果不是的话,不会进行resize等操作,也不会修改canvas的样式\n canvasControled: boolean;\n title: string;\n // 是否开启自动渲染\n autoRender: boolean;\n // 是否开启自动刷新\n autoRefresh: boolean;\n // 是否开启布局支持\n enableLayout: boolean;\n // 是否关闭脏矩形检测\n disableDirtyBounds: boolean;\n // 是否支持interactiveLayer,默认为true\n interactiveLayer: boolean;\n // 是否支持HTML属性\n enableHtmlAttribute: string | boolean | HTMLElement;\n // 是否支持react-dom(传入ReactDOM)\n ReactDOM: any;\n // 是否支持滚动条\n enableScroll: boolean;\n poptip: boolean;\n // 绘制之前的钩子函数\n beforeRender: (stage: IStage) => void;\n // 绘制之后的钩子函数\n afterRender: (stage: IStage) => void;\n renderStyle?: string;\n ticker?: ITicker;\n pluginList?: string[];\n // 优化配置\n optimize?: IOptimizeType;\n /**\n * 事件系统相关配置\n */\n event?: EventConfig;\n\n /**\n * @since 0.17.15\n * 是否支持touch事件,不支持就不监听touch事件\n */\n supportsTouchEvents?: boolean;\n\n /**\n * @since 0.17.15\n * 是否支持pointer事件,不支持就监听mouse事件\n */\n supportsPointerEvents?: boolean;\n\n context?: IStageCreateContext;\n\n // 被分配的rafId,用于renderNextFrame,避免使用大量原生的RAF\n rafId?: number;\n}\n\nexport type EventConfig = {\n /** 是否自动阻止事件 */\n autoPreventDefault?: boolean;\n /**\n * 多次点击之间的最大时间,默认为 200 ms\n * @default 200\n */\n clickInterval?: number;\n [key: string]: any;\n};\n\nexport type IOptimizeType = {\n // 视口不在可视区,跳过渲染,默认为true\n skipRenderWithOutRange?: boolean;\n // 跳过图元在区间外的判断\n // 不存在dirtyBounds的时候,根据该配置判断是否关闭图元的超出边界判定\n // 如果有dirtyBounds那么该配置不生效\n disableCheckGraphicWidthOutRange?: boolean;\n // tick渲染模式,effect会在tick之后立刻执行render,保证动画效果正常。performance模式中tick和render均是RAF,属性可能会被篡改\n // 是否开启高性能动画,默认开启\n // 开启后不会执行某些安全校验,比如跳帧处理\n // 开启后会自动降帧,最高60fps\n tickRenderMode?: 'effect' | 'performance';\n};\n\nexport interface IOption3D {\n enableView3dTransform?: boolean; // 是否开启view3d自动旋转\n alpha?: number; // x轴的转角\n beta?: number; // y轴的转角\n gama?: number; // z轴的转角\n center?: { x?: number; y?: number; z?: number; dx?: number; dy?: number; dz?: number }; // 中心位置\n fieldRatio?: number; // 透视的视域缩放比例\n fieldDepth?: number;\n light?: {\n dir?: vec3;\n color?: string;\n ambient?: number;\n };\n // 配置相机后,alpha、beta、gamma配置会失效\n camera?: any; // 相机配置\n}\n\n// TODO 命名方式\nexport interface IStage extends INode {\n stage?: IStage;\n parent: IStage | null;\n // rootNode: IStage;\n x: number;\n y: number;\n\n params: Partial<IStageParams>;\n\n window: IWindow;\n\n width: number;\n height: number;\n viewWidth: number;\n viewHeight: number;\n defaultLayer: ILayer;\n dirtyBounds: IBounds | null;\n\n autoRender: boolean;\n renderCount: number;\n\n hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n option3d?: IOption3D;\n\n set3dOptions: (options: IOption3D) => void;\n light?: IDirectionLight;\n camera?: ICamera;\n\n dpr: number;\n\n viewBox: IBoundsLike;\n background: string | IColor;\n ticker: ITicker;\n increaseAutoRender: boolean;\n readonly renderService: IRenderService;\n readonly graphicService: IGraphicService;\n getPickerService: () => IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer: (canvasId?: string, layerMode?: LayerMode) => ILayer;\n getLayer: (name: string) => ILayer;\n sortLayer: (cb: (layer1: ILayer, layer2: ILayer) => number) => void;\n removeLayer: (layerId: number) => ILayer | false;\n\n getTimeline: () => ITimeline;\n\n render: (layers?: ILayer[], params?: Partial<IDrawContext>) => void;\n /**\n * 下一帧渲染\n * @param layers 渲染的图层\n * @param force 是否强行下一帧渲染,不采取优化方案\n * @returns\n */\n renderNextFrame: (layers?: ILayer[], force?: boolean) => void;\n tryInitInteractiveLayer: () => void;\n\n // 画布操作\n resize: (w: number, h: number, rerender?: boolean) => void;\n resizeWindow: (w: number, h: number, rerender?: boolean) => void;\n resizeView: (w: number, h: number, rerender?: boolean) => void;\n setViewBox:\n | ((viewBox: IBoundsLike, rerender: boolean) => void)\n | ((x: number, y: number, w: number, h: number, rerender: boolean) => void)\n | ((x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean) => void);\n setDpr: (dpr: number, rerender?: boolean) => void;\n setOrigin: (x: number, y: number) => void;\n export: (type: IExportType) => HTMLCanvasElement | ImageData;\n pick: (x: number, y: number) => PickResult | false;\n\n // 动画相关\n startAnimate: (t: number) => void;\n setToFrame: (t: number) => void;\n dirty: (b: IBounds, matrix?: IMatrix) => void;\n // 考虑操作回放\n\n renderTo: (window: IWindow, params: { x: number; y: number; width: number; height: number }) => void;\n\n renderToNewWindow: (fullImage?: boolean) => IWindow;\n\n toCanvas: (fullImage?: boolean, viewBox?: IAABBBounds) => HTMLCanvasElement | null;\n\n setBeforeRender: (cb: (stage: IStage) => void) => void;\n\n setAfterRender: (cb: (stage: IStage) => void) => void;\n\n afterNextRender: (cb: (stage: IStage) => void) => void;\n enableAutoRender: () => void;\n disableAutoRender: () => void;\n enableIncrementalAutoRender: () => void;\n disableIncrementalAutoRender: () => void;\n enableDirtyBounds: () => void;\n disableDirtyBounds: () => void;\n enableView3dTransform: () => void;\n disableView3dTranform: () => void;\n getPluginsByName: (name: string) => IPlugin[];\n clearViewBox: (color?: string) => void;\n release: () => void;\n setStage: (stage?: IStage) => void;\n\n pauseRender: (sk?: number) => void;\n resumeRender: () => void;\n\n setCursor: (mode?: string) => void;\n\n getTheme: () => IFullThemeSpec;\n eventPointTransform: (e: PointerEvent | WheelEvent | TouchEvent) => { x: number; y: number };\n pauseTriggerEvent: () => void;\n resumeTriggerEvent: () => void;\n}\n\nexport declare function combineStage(srages: IStage[], params: { canvas: string | HTMLCanvasElement }): IStage;\n"]}
1
+ {"version":3,"sources":["../src/interface/stage.ts"],"names":[],"mappings":"","file":"stage.js","sourcesContent":["import type { INode } from './node-tree';\nimport type { ILayer, LayerMode } from './layer';\nimport type { IColor } from './color';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport type { ICamera } from './camera';\nimport type { vec3 } from './matrix';\nimport type { IDirectionLight } from './light';\nimport type { ISyncHook } from './sync-hook';\nimport type { IDrawContext, IRenderService } from './render';\nimport type { ITicker, ITimeline } from './animation';\nimport type { IPickerService, PickResult } from './picker';\nimport type { IPlugin, IPluginService } from './plugin';\nimport type { IWindow } from './window';\nimport type { ILayerService } from './core';\nimport type { IFullThemeSpec } from './graphic/theme';\nimport type { IGraphicService } from './graphic-service';\n\nexport type IExportType = 'canvas' | 'imageData';\n\nexport type IStageCreateContext = {\n appName?: 'vchart' | 'vgrammar' | 'vtable' | string;\n};\nexport interface IStageParams {\n // x: number;\n // y: number;\n // // 视口的宽高\n // viewWidth: number;\n // viewHeight: number;\n\n // 视口的宽高\n viewBox: IBoundsLike;\n // 总的宽高\n width: number;\n height: number;\n dpr: number;\n // stage的背景\n background: string | IColor;\n // 外部的canvas\n canvas: string | HTMLCanvasElement;\n // canvas的container容器,如果不传入canvas,那就会在容器中创建canvas\n container: string | HTMLElement;\n // 是否是受控制的canvas,如果不是的话,不会进行resize等操作,也不会修改canvas的样式\n canvasControled: boolean;\n title: string;\n // 是否开启自动渲染\n autoRender: boolean;\n // 是否开启自动刷新\n autoRefresh: boolean;\n // 是否开启布局支持\n enableLayout: boolean;\n // 是否关闭脏矩形检测\n disableDirtyBounds: boolean;\n // 是否支持interactiveLayer,默认为true\n interactiveLayer: boolean;\n // 是否支持HTML属性\n enableHtmlAttribute: string | boolean | HTMLElement;\n // 是否支持react-dom(传入ReactDOM)\n ReactDOM: any;\n // 是否支持滚动条\n enableScroll: boolean;\n poptip: boolean;\n // 绘制之前的钩子函数\n beforeRender: (stage: IStage) => void;\n // 绘制之后的钩子函数\n afterRender: (stage: IStage) => void;\n renderStyle?: string;\n ticker?: ITicker;\n pluginList?: string[];\n // 优化配置\n optimize?: IOptimizeType;\n /**\n * 事件系统相关配置\n */\n event?: EventConfig;\n\n /**\n * @since 0.17.15\n * 是否支持touch事件,不支持就不监听touch事件\n */\n supportsTouchEvents?: boolean;\n\n /**\n * @since 0.17.15\n * 是否支持pointer事件,不支持就监听mouse事件\n */\n supportsPointerEvents?: boolean;\n\n context?: IStageCreateContext;\n\n // 被分配的rafId,用于renderNextFrame,避免使用大量原生的RAF\n rafId?: number;\n}\n\nexport type EventConfig = {\n /** 是否自动阻止事件 */\n autoPreventDefault?: boolean;\n /**\n * 多次点击之间的最大时间,默认为 200 ms\n * @default 200\n */\n clickInterval?: number;\n [key: string]: any;\n};\n\nexport type IOptimizeType = {\n // 视口不在可视区,跳过渲染,默认为true\n skipRenderWithOutRange?: boolean;\n // 跳过图元在区间外的判断\n // 不存在dirtyBounds的时候,根据该配置判断是否关闭图元的超出边界判定\n // 如果有dirtyBounds那么该配置不生效\n disableCheckGraphicWidthOutRange?: boolean;\n // tick渲染模式,effect会在tick之后立刻执行render,保证动画效果正常。performance模式中tick和render均是RAF,属性可能会被篡改\n // 是否开启高性能动画,默认开启\n // 开启后不会执行某些安全校验,比如跳帧处理\n // 开启后会自动降帧,最高60fps\n tickRenderMode?: 'effect' | 'performance';\n};\n\nexport interface IOption3D {\n enableView3dTransform?: boolean; // 是否开启view3d自动旋转\n alpha?: number; // x轴的转角\n beta?: number; // y轴的转角\n gama?: number; // z轴的转角\n center?: { x?: number; y?: number; z?: number; dx?: number; dy?: number; dz?: number }; // 中心位置\n fieldRatio?: number; // 透视的视域缩放比例\n fieldDepth?: number;\n light?: {\n dir?: vec3;\n color?: string;\n ambient?: number;\n };\n // 配置相机后,alpha、beta、gamma配置会失效\n camera?: any; // 相机配置\n}\n\n// TODO 命名方式\nexport interface IStage extends INode {\n stage?: IStage;\n parent: IStage | null;\n // rootNode: IStage;\n x: number;\n y: number;\n\n params: Partial<IStageParams>;\n\n window: IWindow;\n\n width: number;\n height: number;\n viewWidth: number;\n viewHeight: number;\n defaultLayer: ILayer;\n dirtyBounds: IBounds | null;\n\n autoRender: boolean;\n renderCount: number;\n\n hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n option3d?: IOption3D;\n\n set3dOptions: (options: IOption3D) => void;\n light?: IDirectionLight;\n camera?: ICamera;\n\n dpr: number;\n\n viewBox: IBoundsLike;\n background: string | IColor;\n ticker: ITicker;\n increaseAutoRender: boolean;\n readonly renderService: IRenderService;\n readonly graphicService: IGraphicService;\n getPickerService: () => IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer: (canvasId?: string, layerMode?: LayerMode) => ILayer;\n getLayer: (name: string) => ILayer;\n sortLayer: (cb: (layer1: ILayer, layer2: ILayer) => number) => void;\n removeLayer: (layerId: number) => ILayer | false;\n\n getTimeline: () => ITimeline;\n\n render: (layers?: ILayer[], params?: Partial<IDrawContext>) => void;\n /**\n * 下一帧渲染\n * @param layers 渲染的图层\n * @param force 是否强行下一帧渲染,不采取优化方案\n * @returns\n */\n renderNextFrame: (layers?: ILayer[], force?: boolean) => void;\n tryInitInteractiveLayer: () => void;\n\n // 画布操作\n resize: (w: number, h: number, rerender?: boolean) => void;\n resizeWindow: (w: number, h: number, rerender?: boolean) => void;\n resizeView: (w: number, h: number, rerender?: boolean) => void;\n setViewBox:\n | ((viewBox: IBoundsLike, rerender: boolean) => void)\n | ((x: number, y: number, w: number, h: number, rerender: boolean) => void)\n | ((x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean) => void);\n setDpr: (dpr: number, rerender?: boolean) => void;\n setOrigin: (x: number, y: number) => void;\n export: (type: IExportType) => HTMLCanvasElement | ImageData;\n pick: (x: number, y: number) => PickResult | false;\n\n // 动画相关\n startAnimate: (t: number) => void;\n setToFrame: (t: number) => void;\n dirty: (b: IBounds, matrix?: IMatrix) => void;\n // 考虑操作回放\n\n renderTo: (window: IWindow, params: { x: number; y: number; width: number; height: number }) => void;\n\n renderToNewWindow: (fullImage?: boolean) => IWindow;\n\n toCanvas: (fullImage?: boolean, viewBox?: IAABBBounds) => HTMLCanvasElement | null;\n\n setBeforeRender: (cb: (stage: IStage) => void) => void;\n removeBeforeRender: (cb: (stage: IStage) => void) => void;\n setAfterRender: (cb: (stage: IStage) => void) => void;\n removeAfterRender: (cb: (stage: IStage) => void) => void;\n afterNextRender: (cb: (stage: IStage) => void) => void;\n enableAutoRender: () => void;\n disableAutoRender: () => void;\n enableIncrementalAutoRender: () => void;\n disableIncrementalAutoRender: () => void;\n enableDirtyBounds: () => void;\n disableDirtyBounds: () => void;\n enableView3dTransform: () => void;\n disableView3dTranform: () => void;\n getPluginsByName: (name: string) => IPlugin[];\n clearViewBox: (color?: string) => void;\n release: () => void;\n setStage: (stage?: IStage) => void;\n\n pauseRender: (sk?: number) => void;\n resumeRender: () => void;\n\n setCursor: (mode?: string) => void;\n\n getTheme: () => IFullThemeSpec;\n eventPointTransform: (e: PointerEvent | WheelEvent | TouchEvent) => { x: number; y: number };\n pauseTriggerEvent: () => void;\n resumeTriggerEvent: () => void;\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 declare function combineStage(srages: IStage[], params: { canvas: string | HTMLCanvasElement }): IStage;\n"]}
package/dist/index.es.js CHANGED
@@ -11300,6 +11300,9 @@ class Graphic extends Node {
11300
11300
  });
11301
11301
  }
11302
11302
  setAttributes(params, forceUpdateTag = false, context) {
11303
+ if (!params) {
11304
+ return;
11305
+ }
11303
11306
  params =
11304
11307
  (this.onBeforeAttributeUpdate && this.onBeforeAttributeUpdate(params, this.attribute, null, context)) || params;
11305
11308
  if (params.background) {
@@ -12240,8 +12243,8 @@ class Group extends Graphic {
12240
12243
  }
12241
12244
  removeChild(child) {
12242
12245
  const data = super.removeChild(child);
12243
- child.stage = null;
12244
12246
  this.getGraphicService().onRemove(child);
12247
+ child.stage = null;
12245
12248
  this.addUpdateBoundTag();
12246
12249
  return data;
12247
12250
  }
@@ -22665,11 +22668,11 @@ class Stage extends Group {
22665
22668
  }
22666
22669
  };
22667
22670
  this.beforeRender = (stage) => {
22668
- this._beforeRender && this._beforeRender(stage);
22671
+ this._beforeRenderList.forEach(cb => cb(stage));
22669
22672
  };
22670
22673
  this.afterRender = (stage) => {
22671
22674
  this.renderCount++;
22672
- this._afterRender && this._afterRender(stage);
22675
+ this._afterRenderList.forEach(cb => cb(stage));
22673
22676
  this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));
22674
22677
  this._afterNextRenderCbs = null;
22675
22678
  this.tickedBeforeRender = false;
@@ -22694,6 +22697,8 @@ class Stage extends Group {
22694
22697
  this.layerService = container.get(LayerService);
22695
22698
  this.graphicService = container.get(GraphicService);
22696
22699
  this.pluginService.active(this, params);
22700
+ this._beforeRenderList = [];
22701
+ this._afterRenderList = [];
22697
22702
  this.window.create({
22698
22703
  width: params.width,
22699
22704
  height: params.height,
@@ -22731,8 +22736,12 @@ class Stage extends Group {
22731
22736
  params.enableLayout && this.enableLayout();
22732
22737
  this.hooks.beforeRender.tap('constructor', this.beforeRender);
22733
22738
  this.hooks.afterRender.tap('constructor', this.afterRender);
22734
- this._beforeRender = params.beforeRender;
22735
- this._afterRender = params.afterRender;
22739
+ if (params.beforeRender) {
22740
+ this._beforeRenderList.push(params.beforeRender);
22741
+ }
22742
+ if (params.afterRender) {
22743
+ this._afterRenderList.push(params.afterRender);
22744
+ }
22736
22745
  this.supportInteractiveLayer = params.interactiveLayer !== false;
22737
22746
  if (!params.optimize) {
22738
22747
  params.optimize = {
@@ -22863,10 +22872,16 @@ class Stage extends Group {
22863
22872
  }
22864
22873
  }
22865
22874
  setBeforeRender(cb) {
22866
- this._beforeRender = cb;
22875
+ this._beforeRenderList.push(cb);
22876
+ }
22877
+ removeBeforeRender(cb) {
22878
+ this._beforeRenderList = this._beforeRenderList.filter(c => c !== cb);
22867
22879
  }
22868
22880
  setAfterRender(cb) {
22869
- this._afterRender = cb;
22881
+ this._afterRenderList.push(cb);
22882
+ }
22883
+ removeAfterRender(cb) {
22884
+ this._afterRenderList = this._afterRenderList.filter(c => c !== cb);
22870
22885
  }
22871
22886
  afterNextRender(cb) {
22872
22887
  if (!this._afterNextRenderCbs) {
@@ -1,4 +1,3 @@
1
1
  export const CanvasFactory = Symbol.for("CanvasFactory");
2
2
 
3
- export const Context2dFactory = Symbol.for("Context2dFactory");
4
- //# sourceMappingURL=constants.js.map
3
+ export const Context2dFactory = Symbol.for("Context2dFactory");
@@ -2,4 +2,5 @@ export * from "./interpolate";
2
2
 
3
3
  export * from "./store";
4
4
 
5
- export * from "./colorName";
5
+ export * from "./colorName";
6
+ //# sourceMappingURL=index.js.map
@@ -56,8 +56,8 @@ export declare class Stage extends Group implements IStage {
56
56
  readonly graphicService: IGraphicService;
57
57
  private _eventSystem?;
58
58
  private get eventSystem();
59
- protected _beforeRender?: (stage: IStage) => void;
60
- protected _afterRender?: (stage: IStage) => void;
59
+ protected _beforeRenderList: Array<(stage: IStage) => void>;
60
+ protected _afterRenderList: Array<(stage: IStage) => void>;
61
61
  protected _skipRender?: number;
62
62
  protected _afterNextRenderCbs?: ((stage: IStage) => void)[];
63
63
  protected lastRenderparams?: Partial<IDrawContext>;
@@ -107,7 +107,9 @@ export declare class Stage extends Group implements IStage {
107
107
  protected afterRender: (stage: IStage) => void;
108
108
  protected afterTickCb: () => void;
109
109
  setBeforeRender(cb: (stage: IStage) => void): void;
110
+ removeBeforeRender(cb: (stage: IStage) => void): void;
110
111
  setAfterRender(cb: (stage: IStage) => void): void;
112
+ removeAfterRender(cb: (stage: IStage) => void): void;
111
113
  afterNextRender(cb: (stage: IStage) => void): void;
112
114
  enableView3dTransform(): void;
113
115
  disableView3dTranform(): void;
package/es/core/stage.js CHANGED
@@ -126,9 +126,9 @@ export class Stage extends Group {
126
126
  this._skipRender > 1 && this.renderNextFrame(), this._skipRender = 0;
127
127
  } else this._skipRender = 1;
128
128
  }, this.beforeRender = stage => {
129
- this._beforeRender && this._beforeRender(stage);
129
+ this._beforeRenderList.forEach((cb => cb(stage)));
130
130
  }, this.afterRender = stage => {
131
- this.renderCount++, this._afterRender && this._afterRender(stage), this._afterNextRenderCbs && this._afterNextRenderCbs.forEach((cb => cb(stage))),
131
+ this.renderCount++, this._afterRenderList.forEach((cb => cb(stage))), this._afterNextRenderCbs && this._afterNextRenderCbs.forEach((cb => cb(stage))),
132
132
  this._afterNextRenderCbs = null, this.tickedBeforeRender = !1;
133
133
  }, this.afterTickCb = () => {
134
134
  this.tickedBeforeRender = !0, "rendering" !== this.state && this.renderNextFrame();
@@ -139,7 +139,7 @@ export class Stage extends Group {
139
139
  this.window = container.get(VWindow), this.renderService = container.get(RenderService),
140
140
  this.pluginService = container.get(PluginService), this.layerService = container.get(LayerService),
141
141
  this.graphicService = container.get(GraphicService), this.pluginService.active(this, params),
142
- this.window.create({
142
+ this._beforeRenderList = [], this._afterRenderList = [], this.window.create({
143
143
  width: params.width,
144
144
  height: params.height,
145
145
  viewBox: params.viewBox,
@@ -157,7 +157,7 @@ export class Stage extends Group {
157
157
  params.enableHtmlAttribute && this.enableHtmlAttribute(params.enableHtmlAttribute),
158
158
  params.ReactDOM && this.enableReactAttribute(params.ReactDOM), params.enableLayout && this.enableLayout(),
159
159
  this.hooks.beforeRender.tap("constructor", this.beforeRender), this.hooks.afterRender.tap("constructor", this.afterRender),
160
- this._beforeRender = params.beforeRender, this._afterRender = params.afterRender,
160
+ params.beforeRender && this._beforeRenderList.push(params.beforeRender), params.afterRender && this._afterRenderList.push(params.afterRender),
161
161
  this.supportInteractiveLayer = !1 !== params.interactiveLayer, params.optimize || (params.optimize = {
162
162
  tickRenderMode: "effect"
163
163
  }), this.optmize(params.optimize), params.background && isString(this._background) && this._background.includes("/") && this.setAttributes({
@@ -251,10 +251,16 @@ export class Stage extends Group {
251
251
  options.enableView3dTransform && this.enableView3dTransform();
252
252
  }
253
253
  setBeforeRender(cb) {
254
- this._beforeRender = cb;
254
+ this._beforeRenderList.push(cb);
255
+ }
256
+ removeBeforeRender(cb) {
257
+ this._beforeRenderList = this._beforeRenderList.filter((c => c !== cb));
255
258
  }
256
259
  setAfterRender(cb) {
257
- this._afterRender = cb;
260
+ this._afterRenderList.push(cb);
261
+ }
262
+ removeAfterRender(cb) {
263
+ this._afterRenderList = this._afterRenderList.filter((c => c !== cb));
258
264
  }
259
265
  afterNextRender(cb) {
260
266
  this._afterNextRenderCbs || (this._afterNextRenderCbs = []), this._afterNextRenderCbs.push(cb);