@visactor/vrender 0.10.3 → 0.11.0-alpha.2

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 (120) hide show
  1. package/cjs/canvas/contributions/browser/context.js +2 -1
  2. package/cjs/canvas/contributions/browser/context.js.map +1 -1
  3. package/cjs/common/canvas-utils.js +6 -3
  4. package/cjs/common/canvas-utils.js.map +1 -1
  5. package/cjs/common/polygon.d.ts +1 -1
  6. package/cjs/common/polygon.js +2 -2
  7. package/cjs/common/polygon.js.map +1 -1
  8. package/cjs/common/shape/rect.d.ts +1 -1
  9. package/cjs/common/shape/rect.js +21 -21
  10. package/cjs/common/shape/rect.js.map +1 -1
  11. package/cjs/core/contributions/env/node-contribution.js +1 -1
  12. package/cjs/core/contributions/env/node-contribution.js.map +1 -1
  13. package/cjs/core/stage.js +16 -6
  14. package/cjs/core/stage.js.map +1 -1
  15. package/cjs/graphic/config.js +5 -5
  16. package/cjs/graphic/config.js.map +1 -1
  17. package/cjs/graphic/graphic.d.ts +1 -0
  18. package/cjs/graphic/graphic.js +5 -3
  19. package/cjs/graphic/graphic.js.map +1 -1
  20. package/cjs/graphic/polygon.js +1 -1
  21. package/cjs/graphic/polygon.js.map +1 -1
  22. package/cjs/graphic/rect.js +1 -1
  23. package/cjs/graphic/rect.js.map +1 -1
  24. package/cjs/index.d.ts +1 -1
  25. package/cjs/index.js +18 -18
  26. package/cjs/index.js.map +1 -1
  27. package/cjs/interface/graphic/glyph.d.ts +1 -1
  28. package/cjs/interface/graphic/glyph.js.map +1 -1
  29. package/cjs/interface/graphic/group.d.ts +1 -1
  30. package/cjs/interface/graphic/group.js.map +1 -1
  31. package/cjs/interface/graphic/polygon.d.ts +1 -1
  32. package/cjs/interface/graphic/polygon.js.map +1 -1
  33. package/cjs/interface/graphic/rect.d.ts +1 -1
  34. package/cjs/interface/graphic/rect.js.map +1 -1
  35. package/cjs/interface/stage.d.ts +1 -1
  36. package/cjs/interface/stage.js.map +1 -1
  37. package/cjs/picker/contributions/canvas-picker/rect-picker.js +3 -3
  38. package/cjs/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
  39. package/cjs/picker/contributions/math-picker/rect-picker.js +3 -3
  40. package/cjs/picker/contributions/math-picker/rect-picker.js.map +1 -1
  41. package/cjs/render/contributions/render/arc-render.js +3 -3
  42. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  43. package/cjs/render/contributions/render/area-render.js +4 -3
  44. package/cjs/render/contributions/render/area-render.js.map +1 -1
  45. package/cjs/render/contributions/render/circle-render.js +3 -3
  46. package/cjs/render/contributions/render/circle-render.js.map +1 -1
  47. package/cjs/render/contributions/render/contributions/rect-contribution-render.js +5 -5
  48. package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  49. package/cjs/render/contributions/render/group-render.js +3 -3
  50. package/cjs/render/contributions/render/group-render.js.map +1 -1
  51. package/cjs/render/contributions/render/line-render.js +3 -2
  52. package/cjs/render/contributions/render/line-render.js.map +1 -1
  53. package/cjs/render/contributions/render/polygon-render.js +5 -5
  54. package/cjs/render/contributions/render/polygon-render.js.map +1 -1
  55. package/cjs/render/contributions/render/rect-render.js +5 -5
  56. package/cjs/render/contributions/render/rect-render.js.map +1 -1
  57. package/cjs/render/contributions/render/text-render.js +5 -5
  58. package/cjs/render/contributions/render/text-render.js.map +1 -1
  59. package/dist/index.js +33877 -1
  60. package/dist/index.min.js +1 -1
  61. package/es/canvas/contributions/browser/context.js +3 -2
  62. package/es/canvas/contributions/browser/context.js.map +1 -1
  63. package/es/common/canvas-utils.js +6 -3
  64. package/es/common/canvas-utils.js.map +1 -1
  65. package/es/common/polygon.d.ts +1 -1
  66. package/es/common/polygon.js +2 -2
  67. package/es/common/polygon.js.map +1 -1
  68. package/es/common/shape/rect.d.ts +1 -1
  69. package/es/common/shape/rect.js +23 -21
  70. package/es/common/shape/rect.js.map +1 -1
  71. package/es/core/contributions/env/node-contribution.js +1 -1
  72. package/es/core/contributions/env/node-contribution.js.map +1 -1
  73. package/es/core/stage.js +16 -6
  74. package/es/core/stage.js.map +1 -1
  75. package/es/graphic/config.js +5 -5
  76. package/es/graphic/config.js.map +1 -1
  77. package/es/graphic/graphic.d.ts +1 -0
  78. package/es/graphic/graphic.js +5 -3
  79. package/es/graphic/graphic.js.map +1 -1
  80. package/es/graphic/polygon.js +1 -1
  81. package/es/graphic/polygon.js.map +1 -1
  82. package/es/graphic/rect.js +1 -1
  83. package/es/graphic/rect.js.map +1 -1
  84. package/es/index.d.ts +1 -1
  85. package/es/index.js +1 -1
  86. package/es/index.js.map +1 -1
  87. package/es/interface/graphic/glyph.d.ts +1 -1
  88. package/es/interface/graphic/glyph.js.map +1 -1
  89. package/es/interface/graphic/group.d.ts +1 -1
  90. package/es/interface/graphic/group.js.map +1 -1
  91. package/es/interface/graphic/polygon.d.ts +1 -1
  92. package/es/interface/graphic/polygon.js.map +1 -1
  93. package/es/interface/graphic/rect.d.ts +1 -1
  94. package/es/interface/graphic/rect.js.map +1 -1
  95. package/es/interface/stage.d.ts +1 -1
  96. package/es/interface/stage.js.map +1 -1
  97. package/es/picker/contributions/canvas-picker/rect-picker.js +2 -2
  98. package/es/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
  99. package/es/picker/contributions/math-picker/rect-picker.js +2 -2
  100. package/es/picker/contributions/math-picker/rect-picker.js.map +1 -1
  101. package/es/render/contributions/render/arc-render.js +3 -3
  102. package/es/render/contributions/render/arc-render.js.map +1 -1
  103. package/es/render/contributions/render/area-render.js +4 -3
  104. package/es/render/contributions/render/area-render.js.map +1 -1
  105. package/es/render/contributions/render/circle-render.js +3 -3
  106. package/es/render/contributions/render/circle-render.js.map +1 -1
  107. package/es/render/contributions/render/contributions/rect-contribution-render.js +5 -5
  108. package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  109. package/es/render/contributions/render/group-render.js +3 -3
  110. package/es/render/contributions/render/group-render.js.map +1 -1
  111. package/es/render/contributions/render/line-render.js +3 -2
  112. package/es/render/contributions/render/line-render.js.map +1 -1
  113. package/es/render/contributions/render/polygon-render.js +4 -4
  114. package/es/render/contributions/render/polygon-render.js.map +1 -1
  115. package/es/render/contributions/render/rect-render.js +5 -5
  116. package/es/render/contributions/render/rect-render.js.map +1 -1
  117. package/es/render/contributions/render/text-render.js +5 -5
  118. package/es/render/contributions/render/text-render.js.map +1 -1
  119. package/es/tsconfig.tsbuildinfo +1 -1
  120. package/package.json +5 -5
@@ -1 +1 @@
1
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{ isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n BaseRenderContributionTime,\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution,\n IBaseRenderContribution\n} from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\n\nexport const RectRenderContribution = Symbol.for('RectRenderContribution');\n\nexport interface IRectRenderContribution extends IBaseRenderContribution {\n drawShape: (\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) => void;\n}\n\n@injectable()\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n borderRadius = rectAttribute.borderRadius,\n opacity = rectAttribute.opacity,\n outerBorder,\n innerBorder\n } = rect.attribute;\n\n if (outerBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (borderRadius === 0 || (isArray(borderRadius) && (<number[]>borderRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, borderRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, outerBorder, x, y, rectAttribute.outerBorder as any);\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (borderRadius === 0 || (isArray(borderRadius) && (<number[]>borderRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, borderRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, innerBorder, x, y, rectAttribute.innerBorder as any);\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class DefaultRectBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultRectTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = groupAttribute.width,\n height = groupAttribute.height,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n BaseRenderContributionTime,\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution,\n IBaseRenderContribution\n} from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\n\nexport const RectRenderContribution = Symbol.for('RectRenderContribution');\n\nexport interface IRectRenderContribution extends IBaseRenderContribution {\n drawShape: (\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) => void;\n}\n\n@injectable()\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n outerBorder,\n innerBorder\n } = rect.attribute;\n\n if (outerBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, outerBorder, x, y, rectAttribute.outerBorder as any);\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, innerBorder, x, y, rectAttribute.innerBorder as any);\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class DefaultRectBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultRectTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = groupAttribute.width,\n height = groupAttribute.height,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n"]}
@@ -35,7 +35,7 @@ let DefaultCanvasGroupRender = class {
35
35
  this.groupRenderContribitions = groupRenderContribitions, this.numberType = GROUP_NUMBER_TYPE;
36
36
  }
37
37
  drawShape(group, context, x, y, drawContext, params, fillCb, strokeCb) {
38
- const groupAttribute = getTheme(group, null == params ? void 0 : params.theme).group, {fill: fill = groupAttribute.fill, background: background, stroke: stroke = groupAttribute.stroke, opacity: opacity = groupAttribute.opacity, width: width = groupAttribute.width, height: height = groupAttribute.height, clip: clip = groupAttribute.clip, fillOpacity: fillOpacity = groupAttribute.fillOpacity, strokeOpacity: strokeOpacity = groupAttribute.strokeOpacity, borderRadius: borderRadius = groupAttribute.borderRadius, path: path = groupAttribute.path, lineWidth: lineWidth = groupAttribute.lineWidth, visible: visible = groupAttribute.visible} = group.attribute, fVisible = rectFillVisible(opacity, fillOpacity, width, height), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
38
+ const groupAttribute = getTheme(group, null == params ? void 0 : params.theme).group, {fill: fill = groupAttribute.fill, background: background, stroke: stroke = groupAttribute.stroke, opacity: opacity = groupAttribute.opacity, width: width = groupAttribute.width, height: height = groupAttribute.height, clip: clip = groupAttribute.clip, fillOpacity: fillOpacity = groupAttribute.fillOpacity, strokeOpacity: strokeOpacity = groupAttribute.strokeOpacity, cornerRadius: cornerRadius = groupAttribute.cornerRadius, path: path = groupAttribute.path, lineWidth: lineWidth = groupAttribute.lineWidth, visible: visible = groupAttribute.visible} = group.attribute, fVisible = rectFillVisible(opacity, fillOpacity, width, height), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
39
39
  if (!group.valid || !visible) return;
40
40
  if (!clip) {
41
41
  if (!(doFill || doStroke || background)) return;
@@ -47,8 +47,8 @@ let DefaultCanvasGroupRender = class {
47
47
  path.forEach((g => {
48
48
  drawContext.drawContribution.getRenderContribution(g).draw(g, drawContext.renderService, drawContext, params);
49
49
  })), context.disableFill = disableFill, context.disableStroke = disableStroke, context.disableBeginPath = disableBeginPath;
50
- } else 0 === borderRadius || isArray(borderRadius) && borderRadius.every((num => 0 === num)) ? (context.beginPath(),
51
- context.rect(x, y, width, height)) : (context.beginPath(), createRectPath(context, x, y, width, height, borderRadius));
50
+ } else 0 === cornerRadius || isArray(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
51
+ context.rect(x, y, width, height)) : (context.beginPath(), createRectPath(context, x, y, width, height, cornerRadius));
52
52
  this._groupRenderContribitions || (this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || []);
53
53
  const doFillOrStroke = {
54
54
  doFill: doFill,
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from 'inversify';\nimport { IGraphicAttribute, IContext2d, IGroup, IMarkAttribute, IThemeAttribute, mat4 } from '../../../interface';\nimport { getModelMatrix, getTheme, multiplyMat4Mat4 } from '../../../graphic';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { isArray } from '@visactor/vutils';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution, IGroupRenderContribution } from './contributions/group-contribution-render';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: ContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n borderRadius = groupAttribute.borderRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (borderRadius === 0 || (isArray(borderRadius) && (<number[]>borderRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, borderRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(group, context, x, y, doFill, doStroke, fVisible, sVisible, groupAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
1
+ 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{ inject, injectable, named } from 'inversify';\nimport { IGraphicAttribute, IContext2d, IGroup, IMarkAttribute, IThemeAttribute, mat4 } from '../../../interface';\nimport { getModelMatrix, getTheme, multiplyMat4Mat4 } from '../../../graphic';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { isArray } from '@visactor/vutils';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution, IGroupRenderContribution } from './contributions/group-contribution-render';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: ContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(group, context, x, y, doFill, doStroke, fVisible, sVisible, groupAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
@@ -44,8 +44,9 @@ let DefaultCanvasLineRender = class extends BaseRender {
44
44
  offsetZ: z
45
45
  }), line.cache && !isArray(line.cache) && line.attribute.curveType && line.attribute.curveType.includes("Closed") && context.closePath(),
46
46
  context.setShadowStyle && context.setShadowStyle(line, attribute, defaultAttribute);
47
- return !1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(line, attribute, offsetX, offsetY, defaultAttribute),
48
- context.fill())), !1 !== stroke && (strokeCb ? strokeCb(context, attribute, defaultAttribute) : strokeOpacity && (context.setStrokeStyle(line, attribute, offsetX, offsetY, defaultAttribute),
47
+ const {x: originX = 0, x: originY = 0} = attribute;
48
+ return !1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
49
+ context.fill())), !1 !== stroke && (strokeCb ? strokeCb(context, attribute, defaultAttribute) : strokeOpacity && (context.setStrokeStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
49
50
  context.stroke())), !1;
50
51
  }
51
52
  drawShape(line, context, x, y, drawContext, params, fillCb, strokeCb) {
@@ -1 +1 @@
1
- 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{ min, IPointLike, isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport {\n IContext2d,\n ILine,\n ILineGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IClipRangeByDimensionType,\n ISegPath2D\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { LINE_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { drawSegments } from '../../../common/render-curve';\nimport { calcLineCache } from '../../../common/segment';\n\n/**\n * 默认的基于canvas的line渲染器\n * 单例\n */\n@injectable()\nexport class DefaultCanvasLineRender extends BaseRender<ILine> implements IGraphicRender {\n type: 'line';\n numberType: number = LINE_NUMBER_TYPE;\n declare z: number;\n\n draw(line: ILine, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n\n context.highPerformanceSave();\n\n // const lineAttribute = graphicService.themeService.getCurrentTheme().lineAttribute;\n const lineAttribute = getTheme(line, params?.theme).line;\n const data = this.transform(line, lineAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n\n if (drawPathProxy(line, context, x, y, drawContext)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(line, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: ISegPath2D,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n attribute: Partial<ILineGraphicAttribute>,\n defaultAttribute: Required<ILineGraphicAttribute> | Partial<ILineGraphicAttribute>[],\n clipRange: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n offsetX: number,\n offsetY: number,\n line: ILine,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n context.beginPath();\n\n const z = this.z ?? 0;\n\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z\n });\n\n // 如果是一根线,且是Closed,需要close\n if (line.cache && !isArray(line.cache) && line.attribute.curveType && line.attribute.curveType.includes('Closed')) {\n context.closePath();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(line, attribute, defaultAttribute);\n\n const ret: boolean = false;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, attribute, offsetX, offsetY, defaultAttribute);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, attribute, offsetX, offsetY, defaultAttribute);\n context.stroke();\n }\n }\n return !!ret;\n }\n\n drawShape(\n line: ILine,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const lineAttribute = graphicService.themeService.getCurrentTheme().lineAttribute;\n const lineAttribute = getTheme(line, params?.theme).line;\n\n const {\n fill = lineAttribute.fill,\n stroke = lineAttribute.stroke,\n opacity = lineAttribute.opacity,\n fillOpacity = lineAttribute.fillOpacity,\n strokeOpacity = lineAttribute.strokeOpacity,\n lineWidth = lineAttribute.lineWidth,\n visible = lineAttribute.visible\n } = line.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(line.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return;\n }\n\n // 更新cache\n if (line.shouldUpdateShape()) {\n const { points, segments, curveType = lineAttribute.curveType } = line.attribute;\n const _points = points;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastSeg: ISegPath2D;\n line.cache = segments.map((seg, index) => {\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = {\n x: lastSeg.endX,\n y: lastSeg.endY,\n defined: lastSeg.curves[lastSeg.curves.length - 1].defined\n };\n } else if (index > 1) {\n startPoint.x = lastSeg.endX;\n startPoint.y = lastSeg.endY;\n startPoint.defined = lastSeg.curves[lastSeg.curves.length - 1].defined;\n }\n lastSeg = calcLineCache(seg.points, curveType, {\n startPoint\n });\n return lastSeg;\n });\n } else if (points && points.length) {\n line.cache = calcLineCache(_points, curveType);\n } else {\n line.cache = null;\n line.clearUpdateShapeTag();\n return;\n }\n line.clearUpdateShapeTag();\n }\n\n const { clipRange = lineAttribute.clipRange, clipRangeByDimension = lineAttribute.clipRangeByDimension } =\n line.attribute;\n\n if (Array.isArray(line.cache)) {\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute.segments[index],\n [lineAttribute, line.attribute],\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = line.cache.reduce((l, c) => l + c.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute.segments[index],\n [lineAttribute, line.attribute],\n min(_cr, 1),\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n line.cache as ISegPath2D,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute,\n lineAttribute,\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n }\n}\n"]}
1
+ 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{ min, IPointLike, isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport {\n IContext2d,\n ILine,\n ILineGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IClipRangeByDimensionType,\n ISegPath2D\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { LINE_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { drawSegments } from '../../../common/render-curve';\nimport { calcLineCache } from '../../../common/segment';\n\n/**\n * 默认的基于canvas的line渲染器\n * 单例\n */\n@injectable()\nexport class DefaultCanvasLineRender extends BaseRender<ILine> implements IGraphicRender {\n type: 'line';\n numberType: number = LINE_NUMBER_TYPE;\n declare z: number;\n\n draw(line: ILine, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n\n context.highPerformanceSave();\n\n // const lineAttribute = graphicService.themeService.getCurrentTheme().lineAttribute;\n const lineAttribute = getTheme(line, params?.theme).line;\n const data = this.transform(line, lineAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n\n if (drawPathProxy(line, context, x, y, drawContext)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(line, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: ISegPath2D,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n attribute: Partial<ILineGraphicAttribute>,\n defaultAttribute: Required<ILineGraphicAttribute> | Partial<ILineGraphicAttribute>[],\n clipRange: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n offsetX: number,\n offsetY: number,\n line: ILine,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n context.beginPath();\n\n const z = this.z ?? 0;\n\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z\n });\n\n // 如果是一根线,且是Closed,需要close\n if (line.cache && !isArray(line.cache) && line.attribute.curveType && line.attribute.curveType.includes('Closed')) {\n context.closePath();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(line, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n const ret: boolean = false;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.stroke();\n }\n }\n return !!ret;\n }\n\n drawShape(\n line: ILine,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const lineAttribute = graphicService.themeService.getCurrentTheme().lineAttribute;\n const lineAttribute = getTheme(line, params?.theme).line;\n\n const {\n fill = lineAttribute.fill,\n stroke = lineAttribute.stroke,\n opacity = lineAttribute.opacity,\n fillOpacity = lineAttribute.fillOpacity,\n strokeOpacity = lineAttribute.strokeOpacity,\n lineWidth = lineAttribute.lineWidth,\n visible = lineAttribute.visible\n } = line.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(line.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return;\n }\n\n // 更新cache\n if (line.shouldUpdateShape()) {\n const { points, segments, curveType = lineAttribute.curveType } = line.attribute;\n const _points = points;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastSeg: ISegPath2D;\n line.cache = segments.map((seg, index) => {\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = {\n x: lastSeg.endX,\n y: lastSeg.endY,\n defined: lastSeg.curves[lastSeg.curves.length - 1].defined\n };\n } else if (index > 1) {\n startPoint.x = lastSeg.endX;\n startPoint.y = lastSeg.endY;\n startPoint.defined = lastSeg.curves[lastSeg.curves.length - 1].defined;\n }\n lastSeg = calcLineCache(seg.points, curveType, {\n startPoint\n });\n return lastSeg;\n });\n } else if (points && points.length) {\n line.cache = calcLineCache(_points, curveType);\n } else {\n line.cache = null;\n line.clearUpdateShapeTag();\n return;\n }\n line.clearUpdateShapeTag();\n }\n\n const { clipRange = lineAttribute.clipRange, clipRangeByDimension = lineAttribute.clipRangeByDimension } =\n line.attribute;\n\n if (Array.isArray(line.cache)) {\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute.segments[index],\n [lineAttribute, line.attribute],\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = line.cache.reduce((l, c) => l + c.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute.segments[index],\n [lineAttribute, line.attribute],\n min(_cr, 1),\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n line.cache as ISegPath2D,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute,\n lineAttribute,\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n }\n}\n"]}
@@ -33,15 +33,15 @@ let DefaultCanvasPolygonRender = class {
33
33
  this.polygonRenderContribitions = polygonRenderContribitions, this.numberType = POLYGON_NUMBER_TYPE;
34
34
  }
35
35
  drawShape(polygon, context, x, y, drawContext, params, fillCb, strokeCb) {
36
- const polygonAttribute = getTheme(polygon, null == params ? void 0 : params.theme).polygon, {points: points = polygonAttribute.points, fill: fill = polygonAttribute.fill, stroke: stroke = polygonAttribute.stroke, borderRadius: borderRadius = polygonAttribute.borderRadius, fillOpacity: fillOpacity = polygonAttribute.fillOpacity, background: background, strokeOpacity: strokeOpacity = polygonAttribute.strokeOpacity, lineWidth: lineWidth = polygonAttribute.lineWidth, opacity: opacity = polygonAttribute.opacity, visible: visible = polygonAttribute.visible} = polygon.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
36
+ const polygonAttribute = getTheme(polygon, null == params ? void 0 : params.theme).polygon, {points: points = polygonAttribute.points, fill: fill = polygonAttribute.fill, stroke: stroke = polygonAttribute.stroke, cornerRadius: cornerRadius = polygonAttribute.cornerRadius, fillOpacity: fillOpacity = polygonAttribute.fillOpacity, background: background, strokeOpacity: strokeOpacity = polygonAttribute.strokeOpacity, lineWidth: lineWidth = polygonAttribute.lineWidth, opacity: opacity = polygonAttribute.opacity, visible: visible = polygonAttribute.visible, x: originX = polygonAttribute.x, y: originY = polygonAttribute.y} = polygon.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
37
37
  polygon.valid && visible && (doFill || doStroke || background) && (fVisible || sVisible || fillCb || strokeCb || background) && (context.beginPath(),
38
- borderRadius <= 0 || isArray(borderRadius) && borderRadius.every((num => 0 === num)) ? drawPolygon(context.camera ? context : context.nativeContext, points, x, y) : drawRoundedPolygon(context.camera ? context : context.nativeContext, points, x, y, borderRadius),
38
+ cornerRadius <= 0 || isArray(cornerRadius) && cornerRadius.every((num => 0 === num)) ? drawPolygon(context.camera ? context : context.nativeContext, points, x, y) : drawRoundedPolygon(context.camera ? context : context.nativeContext, points, x, y, cornerRadius),
39
39
  context.closePath(), this._polygonRenderContribitions || (this._polygonRenderContribitions = this.polygonRenderContribitions.getContributions() || [],
40
40
  this._polygonRenderContribitions.sort(((a, b) => b.order - a.order))), this._polygonRenderContribitions.forEach((c => {
41
41
  c.time === BaseRenderContributionTime.beforeFillStroke && c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);
42
42
  })), context.setShadowStyle && context.setShadowStyle(polygon, polygon.attribute, polygonAttribute),
43
- doFill && (fillCb ? fillCb(context, polygon.attribute, polygonAttribute) : fillOpacity && (context.setCommonStyle(polygon, polygon.attribute, x, y, polygonAttribute),
44
- context.fill())), doStroke && (strokeCb ? strokeCb(context, polygon.attribute, polygonAttribute) : strokeOpacity && (context.setStrokeStyle(polygon, polygon.attribute, x, y, polygonAttribute),
43
+ doFill && (fillCb ? fillCb(context, polygon.attribute, polygonAttribute) : fillOpacity && (context.setCommonStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute),
44
+ context.fill())), doStroke && (strokeCb ? strokeCb(context, polygon.attribute, polygonAttribute) : strokeOpacity && (context.setStrokeStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute),
45
45
  context.stroke())), this._polygonRenderContribitions.forEach((c => {
46
46
  c.time === BaseRenderContributionTime.afterFillStroke && c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);
47
47
  })));
@@ -1 +1 @@
1
- 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{ isArray, isNumber } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { POLYGON_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IPolygon, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPolygon, drawRoundedPolygon } from '../../../common/polygon';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { IPolygonRenderContribution, PolygonRenderContribution } from './contributions/polygon-contribution-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasPolygonRender implements IGraphicRender {\n type: 'polygon';\n numberType: number = POLYGON_NUMBER_TYPE;\n\n protected _polygonRenderContribitions: IPolygonRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(PolygonRenderContribution)\n protected readonly polygonRenderContribitions: ContributionProvider<IPolygonRenderContribution>\n ) {}\n\n drawShape(\n polygon: IPolygon,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const polygonAttribute = graphicService.themeService.getCurrentTheme().polygonAttribute;\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n const {\n points = polygonAttribute.points,\n fill = polygonAttribute.fill,\n stroke = polygonAttribute.stroke,\n borderRadius = polygonAttribute.borderRadius,\n fillOpacity = polygonAttribute.fillOpacity,\n background,\n strokeOpacity = polygonAttribute.strokeOpacity,\n lineWidth = polygonAttribute.lineWidth,\n opacity = polygonAttribute.opacity,\n visible = polygonAttribute.visible\n } = polygon.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(polygon.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n context.beginPath();\n\n if ((borderRadius as number) <= 0 || (isArray(borderRadius) && (<number[]>borderRadius).every(num => num === 0))) {\n drawPolygon(context.camera ? context : context.nativeContext, points, x, y);\n } else {\n // FIXME: type\n drawRoundedPolygon(context.camera ? context : context.nativeContext, points, x, y, borderRadius);\n }\n // polygon 默认闭合\n context.closePath();\n\n if (!this._polygonRenderContribitions) {\n this._polygonRenderContribitions = this.polygonRenderContribitions.getContributions() || [];\n this._polygonRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._polygonRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(polygon, polygon.attribute, polygonAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, polygon.attribute, polygonAttribute);\n } else if (fillOpacity) {\n // 存在fill\n context.setCommonStyle(polygon, polygon.attribute, x, y, polygonAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, polygon.attribute, polygonAttribute);\n } else if (strokeOpacity) {\n // 存在stroke\n context.setStrokeStyle(polygon, polygon.attribute, x, y, polygonAttribute);\n context.stroke();\n }\n }\n\n this._polygonRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(polygon: IPolygon, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const polygonAttribute = graphicService.themeService.getCurrentTheme().polygonAttribute;\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n let { x = polygonAttribute.x, y = polygonAttribute.y } = polygon.attribute;\n\n if (!polygon.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(polygon.transMatrix, true);\n } else {\n const point = polygon.getOffsetXY(polygonAttribute);\n x += point.x;\n y += point.y;\n context.setTransformForCurrent();\n }\n if (drawPathProxy(polygon, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(polygon, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
+ 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{ isArray, isNumber } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { POLYGON_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IPolygon, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPolygon, drawRoundedPolygon } from '../../../common/polygon';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { IPolygonRenderContribution, PolygonRenderContribution } from './contributions/polygon-contribution-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasPolygonRender implements IGraphicRender {\n type: 'polygon';\n numberType: number = POLYGON_NUMBER_TYPE;\n\n protected _polygonRenderContribitions: IPolygonRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(PolygonRenderContribution)\n protected readonly polygonRenderContribitions: ContributionProvider<IPolygonRenderContribution>\n ) {}\n\n drawShape(\n polygon: IPolygon,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const polygonAttribute = graphicService.themeService.getCurrentTheme().polygonAttribute;\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n const {\n points = polygonAttribute.points,\n fill = polygonAttribute.fill,\n stroke = polygonAttribute.stroke,\n cornerRadius = polygonAttribute.cornerRadius,\n fillOpacity = polygonAttribute.fillOpacity,\n background,\n strokeOpacity = polygonAttribute.strokeOpacity,\n lineWidth = polygonAttribute.lineWidth,\n opacity = polygonAttribute.opacity,\n visible = polygonAttribute.visible,\n x: originX = polygonAttribute.x,\n y: originY = polygonAttribute.y\n } = polygon.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(polygon.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n context.beginPath();\n\n if ((cornerRadius as number) <= 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n drawPolygon(context.camera ? context : context.nativeContext, points, x, y);\n } else {\n // FIXME: type\n drawRoundedPolygon(context.camera ? context : context.nativeContext, points, x, y, cornerRadius);\n }\n // polygon 默认闭合\n context.closePath();\n\n if (!this._polygonRenderContribitions) {\n this._polygonRenderContribitions = this.polygonRenderContribitions.getContributions() || [];\n this._polygonRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._polygonRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(polygon, polygon.attribute, polygonAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, polygon.attribute, polygonAttribute);\n } else if (fillOpacity) {\n // 存在fill\n context.setCommonStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, polygon.attribute, polygonAttribute);\n } else if (strokeOpacity) {\n // 存在stroke\n context.setStrokeStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute);\n context.stroke();\n }\n }\n\n this._polygonRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(polygon: IPolygon, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const polygonAttribute = graphicService.themeService.getCurrentTheme().polygonAttribute;\n const polygonAttribute = getTheme(polygon, params?.theme).polygon;\n let { x = polygonAttribute.x, y = polygonAttribute.y } = polygon.attribute;\n\n if (!polygon.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(polygon.transMatrix, true);\n } else {\n const point = polygon.getOffsetXY(polygonAttribute);\n x += point.x;\n y += point.y;\n context.setTransformForCurrent();\n }\n if (drawPathProxy(polygon, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(polygon, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -33,12 +33,12 @@ let DefaultCanvasRectRender = class {
33
33
  this.rectRenderContribitions = rectRenderContribitions, this.type = "rect", this.numberType = RECT_NUMBER_TYPE;
34
34
  }
35
35
  drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
36
- const rectAttribute = getTheme(rect, null == params ? void 0 : params.theme).rect, {fill: fill = rectAttribute.fill, background: background, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, borderRadius: borderRadius = rectAttribute.borderRadius, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute, fVisible = rectFillVisible(opacity, fillOpacity, width, height), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
36
+ const rectAttribute = getTheme(rect, null == params ? void 0 : params.theme).rect, {fill: fill = rectAttribute.fill, background: background, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible, x: originX = rectAttribute.x, y: originY = rectAttribute.y} = rect.attribute, fVisible = rectFillVisible(opacity, fillOpacity, width, height), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
37
37
  if (!rect.valid || !visible) return;
38
38
  if (!(doFill || doStroke || background)) return;
39
39
  if (!(fVisible || sVisible || fillCb || strokeCb || background)) return;
40
- 0 === borderRadius || isArray(borderRadius) && borderRadius.every((num => 0 === num)) ? (context.beginPath(),
41
- context.rect(x, y, width, height)) : (context.beginPath(), createRectPath(context, x, y, width, height, borderRadius)),
40
+ 0 === cornerRadius || isArray(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
41
+ context.rect(x, y, width, height)) : (context.beginPath(), createRectPath(context, x, y, width, height, cornerRadius)),
42
42
  this._rectRenderContribitions || (this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [],
43
43
  this._rectRenderContribitions.sort(((a, b) => b.order - a.order)));
44
44
  const doFillOrStroke = {
@@ -48,8 +48,8 @@ let DefaultCanvasRectRender = class {
48
48
  this._rectRenderContribitions.forEach((c => {
49
49
  c.time === BaseRenderContributionTime.beforeFillStroke && c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb, doFillOrStroke);
50
50
  })), context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
51
- doFillOrStroke.doFill && (fillCb ? fillCb(context, rect.attribute, rectAttribute) : fVisible && (context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute),
52
- context.fill())), doFillOrStroke.doStroke && (strokeCb ? strokeCb(context, rect.attribute, rectAttribute) : sVisible && (context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute),
51
+ doFillOrStroke.doFill && (fillCb ? fillCb(context, rect.attribute, rectAttribute) : fVisible && (context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute),
52
+ context.fill())), doFillOrStroke.doStroke && (strokeCb ? strokeCb(context, rect.attribute, rectAttribute) : sVisible && (context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute),
53
53
  context.stroke())), this._rectRenderContribitions.forEach((c => {
54
54
  c.time === BaseRenderContributionTime.afterFillStroke && c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb);
55
55
  }));
@@ -1 +1 @@
1
- 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IRect, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { IRectRenderContribution, RectRenderContribution } from './contributions/rect-contribution-render';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: ContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n borderRadius = rectAttribute.borderRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (borderRadius === 0 || (isArray(borderRadius) && (<number[]>borderRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, borderRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IRect, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { IRectRenderContribution, RectRenderContribution } from './contributions/rect-contribution-render';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: ContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -21,7 +21,7 @@ let DefaultCanvasTextRender = class extends BaseRender {
21
21
  super(...arguments), this.numberType = TEXT_NUMBER_TYPE;
22
22
  }
23
23
  drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
24
- const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {text: str, fill: fill = textAttribute.fill, stroke: stroke = textAttribute.stroke, fillOpacity: fillOpacity = textAttribute.fillOpacity, strokeOpacity: strokeOpacity = textAttribute.strokeOpacity, opacity: opacity = textAttribute.opacity, lineWidth: lineWidth = textAttribute.lineWidth, visible: visible = textAttribute.visible, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d} = text.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
24
+ const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {text: str, fill: fill = textAttribute.fill, stroke: stroke = textAttribute.stroke, fillOpacity: fillOpacity = textAttribute.fillOpacity, strokeOpacity: strokeOpacity = textAttribute.strokeOpacity, opacity: opacity = textAttribute.opacity, lineWidth: lineWidth = textAttribute.lineWidth, visible: visible = textAttribute.visible, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d, x: originX = textAttribute.x, y: originY = textAttribute.y} = text.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
25
25
  if (!text.valid || !visible) return;
26
26
  if (!(doFill || doStroke || fVisible || sVisible)) return;
27
27
  const transform3dMatrixToContextMatrix = !keepDirIn3d, z = this.z || 0;
@@ -32,10 +32,10 @@ let DefaultCanvasTextRender = class extends BaseRender {
32
32
  const {multilineLayout: multilineLayout} = text;
33
33
  if (!multilineLayout) return void context.highPerformanceRestore();
34
34
  const {xOffset: xOffset, yOffset: yOffset} = multilineLayout.bbox;
35
- doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, x, y, textAttribute),
35
+ doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
36
36
  multilineLayout.lines.forEach((line => {
37
37
  context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);
38
- })))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, x, y, textAttribute),
38
+ })))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
39
39
  multilineLayout.lines.forEach((line => {
40
40
  context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z),
41
41
  this.drawMultiUnderLine(underline, lineThrough, text, (line.leftOffset || 0) + x, (line.topOffset || 0) + yOffset + y, z, line.width, textAttribute, context);
@@ -43,8 +43,8 @@ let DefaultCanvasTextRender = class extends BaseRender {
43
43
  } else {
44
44
  context.setTextStyle(text.attribute, textAttribute, z);
45
45
  const t = text.clipedText;
46
- doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, x, y, textAttribute),
47
- context.strokeText(t, x, y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, x, y, textAttribute),
46
+ doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
47
+ context.strokeText(t, x, y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
48
48
  context.fillText(t, x, y, z), this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context)));
49
49
  }
50
50
  transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IThemeAttribute } from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n z: number;\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n fill = textAttribute.fill,\n stroke = textAttribute.stroke,\n fillOpacity = textAttribute.fillOpacity,\n strokeOpacity = textAttribute.strokeOpacity,\n opacity = textAttribute.opacity,\n lineWidth = textAttribute.lineWidth,\n visible = textAttribute.visible,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d\n } = text.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(text.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || fVisible || sVisible)) {\n return;\n }\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, x, y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, x, y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawMultiUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + x, // 中下划线都是从文字左侧开始,因此不需要+xOffset\n (line.topOffset || 0) + yOffset + y,\n z,\n line.width,\n textAttribute,\n context\n );\n });\n }\n }\n } else {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, x, y, textAttribute);\n context.strokeText(t, x, y, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, x, y, textAttribute);\n context.fillText(t, x, y, z);\n this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const textAttribute = getTheme(text, params?.theme).text;\n\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n const data = this.transform(text, textAttribute, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(text, context, x, y, drawContext, params);\n this.z = 0;\n\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const w = text.clipedWidth;\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(textBaseline, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n\n drawMultiUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n w: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY('alphabetic', fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = -3;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n deltaY = -1;\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}
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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IThemeAttribute } from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n z: number;\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n fill = textAttribute.fill,\n stroke = textAttribute.stroke,\n fillOpacity = textAttribute.fillOpacity,\n strokeOpacity = textAttribute.strokeOpacity,\n opacity = textAttribute.opacity,\n lineWidth = textAttribute.lineWidth,\n visible = textAttribute.visible,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(text.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || fVisible || sVisible)) {\n return;\n }\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawMultiUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + x, // 中下划线都是从文字左侧开始,因此不需要+xOffset\n (line.topOffset || 0) + yOffset + y,\n z,\n line.width,\n textAttribute,\n context\n );\n });\n }\n }\n } else {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.strokeText(t, x, y, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.fillText(t, x, y, z);\n this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const textAttribute = getTheme(text, params?.theme).text;\n\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n const data = this.transform(text, textAttribute, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(text, context, x, y, drawContext, params);\n this.z = 0;\n\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const w = text.clipedWidth;\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(textBaseline, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n\n drawMultiUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n w: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY('alphabetic', fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = -3;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n deltaY = -1;\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}