@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.
- package/cjs/canvas/contributions/browser/context.js +2 -1
- package/cjs/canvas/contributions/browser/context.js.map +1 -1
- package/cjs/common/canvas-utils.js +6 -3
- package/cjs/common/canvas-utils.js.map +1 -1
- package/cjs/common/polygon.d.ts +1 -1
- package/cjs/common/polygon.js +2 -2
- package/cjs/common/polygon.js.map +1 -1
- package/cjs/common/shape/rect.d.ts +1 -1
- package/cjs/common/shape/rect.js +21 -21
- package/cjs/common/shape/rect.js.map +1 -1
- package/cjs/core/contributions/env/node-contribution.js +1 -1
- package/cjs/core/contributions/env/node-contribution.js.map +1 -1
- package/cjs/core/stage.js +16 -6
- package/cjs/core/stage.js.map +1 -1
- package/cjs/graphic/config.js +5 -5
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +1 -0
- package/cjs/graphic/graphic.js +5 -3
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/polygon.js +1 -1
- package/cjs/graphic/polygon.js.map +1 -1
- package/cjs/graphic/rect.js +1 -1
- package/cjs/graphic/rect.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +18 -18
- package/cjs/index.js.map +1 -1
- package/cjs/interface/graphic/glyph.d.ts +1 -1
- package/cjs/interface/graphic/glyph.js.map +1 -1
- package/cjs/interface/graphic/group.d.ts +1 -1
- package/cjs/interface/graphic/group.js.map +1 -1
- package/cjs/interface/graphic/polygon.d.ts +1 -1
- package/cjs/interface/graphic/polygon.js.map +1 -1
- package/cjs/interface/graphic/rect.d.ts +1 -1
- package/cjs/interface/graphic/rect.js.map +1 -1
- package/cjs/interface/stage.d.ts +1 -1
- package/cjs/interface/stage.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/rect-picker.js +3 -3
- package/cjs/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/rect-picker.js +3 -3
- package/cjs/picker/contributions/math-picker/rect-picker.js.map +1 -1
- package/cjs/render/contributions/render/arc-render.js +3 -3
- package/cjs/render/contributions/render/arc-render.js.map +1 -1
- package/cjs/render/contributions/render/area-render.js +4 -3
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/circle-render.js +3 -3
- package/cjs/render/contributions/render/circle-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js +5 -5
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/group-render.js +3 -3
- package/cjs/render/contributions/render/group-render.js.map +1 -1
- package/cjs/render/contributions/render/line-render.js +3 -2
- package/cjs/render/contributions/render/line-render.js.map +1 -1
- package/cjs/render/contributions/render/polygon-render.js +5 -5
- package/cjs/render/contributions/render/polygon-render.js.map +1 -1
- package/cjs/render/contributions/render/rect-render.js +5 -5
- package/cjs/render/contributions/render/rect-render.js.map +1 -1
- package/cjs/render/contributions/render/text-render.js +5 -5
- package/cjs/render/contributions/render/text-render.js.map +1 -1
- package/dist/index.js +33877 -1
- package/dist/index.min.js +1 -1
- package/es/canvas/contributions/browser/context.js +3 -2
- package/es/canvas/contributions/browser/context.js.map +1 -1
- package/es/common/canvas-utils.js +6 -3
- package/es/common/canvas-utils.js.map +1 -1
- package/es/common/polygon.d.ts +1 -1
- package/es/common/polygon.js +2 -2
- package/es/common/polygon.js.map +1 -1
- package/es/common/shape/rect.d.ts +1 -1
- package/es/common/shape/rect.js +23 -21
- package/es/common/shape/rect.js.map +1 -1
- package/es/core/contributions/env/node-contribution.js +1 -1
- package/es/core/contributions/env/node-contribution.js.map +1 -1
- package/es/core/stage.js +16 -6
- package/es/core/stage.js.map +1 -1
- package/es/graphic/config.js +5 -5
- package/es/graphic/config.js.map +1 -1
- package/es/graphic/graphic.d.ts +1 -0
- package/es/graphic/graphic.js +5 -3
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/polygon.js +1 -1
- package/es/graphic/polygon.js.map +1 -1
- package/es/graphic/rect.js +1 -1
- package/es/graphic/rect.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/interface/graphic/glyph.d.ts +1 -1
- package/es/interface/graphic/glyph.js.map +1 -1
- package/es/interface/graphic/group.d.ts +1 -1
- package/es/interface/graphic/group.js.map +1 -1
- package/es/interface/graphic/polygon.d.ts +1 -1
- package/es/interface/graphic/polygon.js.map +1 -1
- package/es/interface/graphic/rect.d.ts +1 -1
- package/es/interface/graphic/rect.js.map +1 -1
- package/es/interface/stage.d.ts +1 -1
- package/es/interface/stage.js.map +1 -1
- package/es/picker/contributions/canvas-picker/rect-picker.js +2 -2
- package/es/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
- package/es/picker/contributions/math-picker/rect-picker.js +2 -2
- package/es/picker/contributions/math-picker/rect-picker.js.map +1 -1
- package/es/render/contributions/render/arc-render.js +3 -3
- package/es/render/contributions/render/arc-render.js.map +1 -1
- package/es/render/contributions/render/area-render.js +4 -3
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/circle-render.js +3 -3
- package/es/render/contributions/render/circle-render.js.map +1 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.js +5 -5
- package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/es/render/contributions/render/group-render.js +3 -3
- package/es/render/contributions/render/group-render.js.map +1 -1
- package/es/render/contributions/render/line-render.js +3 -2
- package/es/render/contributions/render/line-render.js.map +1 -1
- package/es/render/contributions/render/polygon-render.js +4 -4
- package/es/render/contributions/render/polygon-render.js.map +1 -1
- package/es/render/contributions/render/rect-render.js +5 -5
- package/es/render/contributions/render/rect-render.js.map +1 -1
- package/es/render/contributions/render/text-render.js +5 -5
- package/es/render/contributions/render/text-render.js.map +1 -1
- package/es/tsconfig.tsbuildinfo +1 -1
- package/package.json +5 -5
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@@ -20,13 +20,13 @@ let DefaultRectRenderContribution = class {
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this.useStyle = !0, this.order = 0;
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}
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drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb) {
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const {width: width = rectAttribute.width, height: height = rectAttribute.height,
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const {width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = rect.attribute;
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if (outerBorder) {
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const {distance: distance = rectAttribute.outerBorder.distance} = outerBorder, d = (0,
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canvas_utils_1.getScaledStroke)(context, distance, context.dpr), nextX = x - d, nextY = y - d, dw = 2 * d;
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if (0 ===
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if (0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
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context.rect(nextX, nextY, width + dw, height + dw)) : (context.beginPath(), (0,
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rect_1.createRectPath)(context, nextX, nextY, width + dw, height + dw,
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rect_1.createRectPath)(context, nextX, nextY, width + dw, height + dw, cornerRadius)),
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context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
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strokeCb) strokeCb(context, outerBorder, rectAttribute.outerBorder); else if (sVisible) {
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const lastOpacity = rectAttribute.outerBorder.opacity;
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@@ -37,9 +37,9 @@ let DefaultRectRenderContribution = class {
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if (innerBorder) {
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const {distance: distance = rectAttribute.innerBorder.distance} = innerBorder, d = (0,
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canvas_utils_1.getScaledStroke)(context, distance, context.dpr), nextX = x + d, nextY = y + d, dw = 2 * d;
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if (0 ===
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if (0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
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context.rect(nextX, nextY, width - dw, height - dw)) : (context.beginPath(), (0,
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rect_1.createRectPath)(context, nextX, nextY, width - dw, height - dw,
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rect_1.createRectPath)(context, nextX, nextY, width - dw, height - dw, cornerRadius)),
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context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
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strokeCb) strokeCb(context, innerBorder, rectAttribute.innerBorder); else if (sVisible) {
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const lastOpacity = rectAttribute.innerBorder.opacity;
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@@ -1 +1 @@
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1
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-
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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"]}
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+
{"version":3,"sources":["../../src/render/contributions/render/contributions/rect-contribution-render.ts"],"names":[],"mappings":";;;;;;;;;AAAA,6CAA2C;AAC3C,yCAAuC;AASvC,kEAAkE;AAClE,yEAKoC;AACpC,wDAA+D;AAElD,QAAA,sBAAsB,GAAG,MAAM,CAAC,GAAG,CAAC,wBAAwB,CAAC,CAAC;AA4BpE,IAAM,6BAA6B,GAAnC,MAAM,6BAA6B;IAAnC;QACL,SAAI,GAA+B,qDAA0B,CAAC,eAAe,CAAC;QAC9E,aAAQ,GAAY,IAAI,CAAC;QACzB,UAAK,GAAW,CAAC,CAAC;IA+FpB,CAAC;IA9FC,SAAS,CACP,IAAW,EACX,OAAmB,EACnB,CAAS,EACT,CAAS,EACT,MAAe,EACf,QAAiB,EACjB,QAAiB,EACjB,QAAiB,EACjB,aAA8C,EAC9C,MAIY,EACZ,QAIY;QAEZ,MAAM,EACJ,KAAK,GAAG,aAAa,CAAC,KAAK,EAC3B,MAAM,GAAG,aAAa,CAAC,MAAM,EAC7B,YAAY,GAAG,aAAa,CAAC,YAAY,EACzC,OAAO,GAAG,aAAa,CAAC,OAAO,EAC/B,WAAW,EACX,WAAW,EACZ,GAAG,IAAI,CAAC,SAAS,CAAC;QAEnB,IAAI,WAAW,EAAE;YACf,MAAM,EAAE,QAAQ,GAAG,aAAa,CAAC,WAAW,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;YACtE,MAAM,CAAC,GAAG,IAAA,8BAAe,EAAC,OAAO,EAAE,QAAkB,EAAE,OAAO,CAAC,GAAG,CAAC,CAAC;YACpE,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;YACpB,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;YACpB,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;YACjB,IAAI,YAAY,KAAK,CAAC,IAAI,CAAC,IAAA,gBAAO,EAAC,YAAY,CAAC,IAAe,YAAa,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,EAAE;gBAErG,OAAO,CAAC,SAAS,EAAE,CAAC;gBACpB,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,CAAC,CAAC;aACrD;iBAAM;gBACL,OAAO,CAAC,SAAS,EAAE,CAAC;gBAGpB,IAAA,qBAAc,EAAC,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,EAAE,YAAY,CAAC,CAAC;aAC9E;YAGD,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,aAAa,CAAC,CAAC;YAEtF,IAAI,QAAQ,EAAE;gBACZ,QAAQ,CAAC,OAAO,EAAE,WAAW,EAAE,aAAa,CAAC,WAAW,CAAC,CAAC;aAC3D;iBAAM,IAAI,QAAQ,EAAE;gBAEnB,MAAM,WAAW,GAAI,aAAa,CAAC,WAAmB,CAAC,OAAO,CAAC;gBAC9D,aAAa,CAAC,WAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;gBACrD,OAAO,CAAC,cAAc,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,CAAC,WAAkB,CAAC,CAAC;gBACjF,aAAa,CAAC,WAAmB,CAAC,OAAO,GAAG,WAAW,CAAC;gBACzD,OAAO,CAAC,MAAM,EAAE,CAAC;aAClB;SACF;QAED,IAAI,WAAW,EAAE;YACf,MAAM,EAAE,QAAQ,GAAG,aAAa,CAAC,WAAW,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;YACtE,MAAM,CAAC,GAAG,IAAA,8BAAe,EAAC,OAAO,EAAE,QAAkB,EAAE,OAAO,CAAC,GAAG,CAAC,CAAC;YACpE,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;YACpB,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;YACpB,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;YACjB,IAAI,YAAY,KAAK,CAAC,IAAI,CAAC,IAAA,gBAAO,EAAC,YAAY,CAAC,IAAe,YAAa,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,EAAE;gBAErG,OAAO,CAAC,SAAS,EAAE,CAAC;gBACpB,OAAO,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,CAAC,CAAC;aACrD;iBAAM;gBACL,OAAO,CAAC,SAAS,EAAE,CAAC;gBAGpB,IAAA,qBAAc,EAAC,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,EAAE,YAAY,CAAC,CAAC;aAC9E;YAGD,OAAO,CAAC,cAAc,IAAI,OAAO,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,aAAa,CAAC,CAAC;YAEtF,IAAI,QAAQ,EAAE;gBACZ,QAAQ,CAAC,OAAO,EAAE,WAAW,EAAE,aAAa,CAAC,WAAW,CAAC,CAAC;aAC3D;iBAAM,IAAI,QAAQ,EAAE;gBAEnB,MAAM,WAAW,GAAI,aAAa,CAAC,WAAmB,CAAC,OAAO,CAAC;gBAC9D,aAAa,CAAC,WAAmB,CAAC,OAAO,GAAG,OAAO,CAAC;gBACrD,OAAO,CAAC,cAAc,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,CAAC,WAAkB,CAAC,CAAC;gBACjF,aAAa,CAAC,WAAmB,CAAC,OAAO,GAAG,WAAW,CAAC;gBACzD,OAAO,CAAC,MAAM,EAAE,CAAC;aAClB;SACF;IACH,CAAC;CACF,CAAA;AAlGY,6BAA6B;IADzC,IAAA,sBAAU,GAAE;GACA,6BAA6B,CAkGzC;AAlGY,sEAA6B;AAqGnC,IAAM,uCAAuC,GAA7C,MAAM,uCACX,SAAQ,kEAAuC;IAD1C;;QAIL,SAAI,GAA+B,qDAA0B,CAAC,gBAAgB,CAAC;IACjF,CAAC;CAAA,CAAA;AALY,uCAAuC;IADnD,IAAA,sBAAU,GAAE;GACA,uCAAuC,CAKnD;AALY,0FAAuC;AAQ7C,IAAM,oCAAoC,GAA1C,MAAM,oCACX,SAAQ,+DAAoC;IADvC;;QAIL,SAAI,GAA+B,qDAA0B,CAAC,eAAe,CAAC;IAChF,CAAC;CAAA,CAAA;AALY,oCAAoC;IADhD,IAAA,sBAAU,GAAE;GACA,oCAAoC,CAKhD;AALY,oFAAoC;AAQ1C,IAAM,iCAAiC,GAAvC,MAAM,iCAAiC;IAAvC;QACL,SAAI,GAA+B,qDAA0B,CAAC,gBAAgB,CAAC;QAC/E,aAAQ,GAAY,IAAI,CAAC;QACzB,UAAK,GAAW,CAAC,CAAC;IA8BpB,CAAC;IA7BC,SAAS,CACP,KAAY,EACZ,OAAmB,EACnB,CAAS,EACT,CAAS,EACT,MAAe,EACf,QAAiB,EACjB,QAAiB,EACjB,QAAiB,EACjB,cAA+C,EAC/C,MAIY,EACZ,QAIY,EACZ,cAAuD;QAEvD,MAAM,EAAE,MAAM,GAAG,cAAc,CAAC,MAAM,EAAE,GAAG,KAAK,CAAC,SAAgB,CAAC;QAGlE,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC,EAAE;YAC1D,cAAc,CAAC,QAAQ,GAAG,KAAK,CAAC;SACjC;IACH,CAAC;CACF,CAAA;AAjCY,iCAAiC;IAD7C,IAAA,sBAAU,GAAE;GACA,iCAAiC,CAiC7C;AAjCY,8EAAiC;AAoCvC,IAAM,gCAAgC,GAAtC,MAAM,gCAAgC;IAAtC;QACL,SAAI,GAA+B,qDAA0B,CAAC,eAAe,CAAC;QAC9E,aAAQ,GAAY,IAAI,CAAC;QACzB,UAAK,GAAW,CAAC,CAAC;IAkEpB,CAAC;IAjEC,SAAS,CACP,IAAW,EACX,OAAmB,EACnB,CAAS,EACT,CAAS,EACT,MAAe,EACf,QAAiB,EACjB,QAAiB,EACjB,QAAiB,EACjB,cAA+C,EAC/C,MAIY,EACZ,QAIY;QAEZ,MAAM,EACJ,KAAK,GAAG,cAAc,CAAC,KAAK,EAC5B,MAAM,GAAG,cAAc,CAAC,MAAM,EAC9B,MAAM,GAAG,cAAc,CAAC,MAAM,EAC/B,GAAG,IAAI,CAAC,SAAgB,CAAC;QAG1B,IAAI,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC,CAAC,EAAE;YAC7D,OAAO;SACR;QAED,OAAO,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,cAAc,CAAC,CAAC;QAEnE,OAAO,CAAC,SAAS,EAAE,CAAC;QACpB,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAErB,IAAI,MAAM,CAAC,CAAC,CAAC,EAAE;YACb,OAAO,CAAC,MAAM,CAAC,CAAC,GAAG,KAAK,EAAE,CAAC,CAAC,CAAC;SAC9B;aAAM;YACL,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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"]}
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@@ -23,7 +23,7 @@ let DefaultCanvasGroupRender = class {
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23
23
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this.groupRenderContribitions = groupRenderContribitions, this.numberType = constants_1.GROUP_NUMBER_TYPE;
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24
24
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}
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25
25
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drawShape(group, context, x, y, drawContext, params, fillCb, strokeCb) {
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26
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-
const groupAttribute = (0, graphic_1.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,
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26
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+
const groupAttribute = (0, graphic_1.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 = (0,
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27
27
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utils_1.rectFillVisible)(opacity, fillOpacity, width, height), sVisible = (0, utils_1.rectStrokeVisible)(opacity, strokeOpacity, width, height), doFill = (0,
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28
28
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utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
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29
29
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if (!group.valid || !visible) return;
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@@ -37,8 +37,8 @@ let DefaultCanvasGroupRender = class {
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37
37
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path.forEach((g => {
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38
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drawContext.drawContribution.getRenderContribution(g).draw(g, drawContext.renderService, drawContext, params);
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})), context.disableFill = disableFill, context.disableStroke = disableStroke, context.disableBeginPath = disableBeginPath;
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40
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-
} else 0 ===
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41
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-
context.rect(x, y, width, height)) : (context.beginPath(), (0, rect_1.createRectPath)(context, x, y, width, height,
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40
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+
} else 0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
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41
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+
context.rect(x, y, width, height)) : (context.beginPath(), (0, rect_1.createRectPath)(context, x, y, width, height, cornerRadius));
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this._groupRenderContribitions || (this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || []);
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const doFillOrStroke = {
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doFill: doFill,
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@@ -1 +1 @@
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1
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-
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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"]}
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+
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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"]}
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@@ -34,8 +34,9 @@ let DefaultCanvasLineRender = class extends base_render_1.BaseRender {
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34
34
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offsetZ: z
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35
35
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}), line.cache && !(0, vutils_1.isArray)(line.cache) && line.attribute.curveType && line.attribute.curveType.includes("Closed") && context.closePath(),
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context.setShadowStyle && context.setShadowStyle(line, attribute, defaultAttribute);
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37
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-
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-
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37
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+
const {x: originX = 0, x: originY = 0} = attribute;
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+
return !1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
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39
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+
context.fill())), !1 !== stroke && (strokeCb ? strokeCb(context, attribute, defaultAttribute) : strokeOpacity && (context.setStrokeStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
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context.stroke())), !1;
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40
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}
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41
42
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drawShape(line, context, x, y, drawContext, params, fillCb, strokeCb) {
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@@ -1 +1 @@
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1
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-
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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"]}
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+
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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"]}
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@@ -23,19 +23,19 @@ let DefaultCanvasPolygonRender = class {
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23
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this.polygonRenderContribitions = polygonRenderContribitions, this.numberType = constants_1.POLYGON_NUMBER_TYPE;
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24
24
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}
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25
25
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drawShape(polygon, context, x, y, drawContext, params, fillCb, strokeCb) {
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26
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-
const polygonAttribute = (0, theme_1.getTheme)(polygon, null == params ? void 0 : params.theme).polygon, {points: points = polygonAttribute.points, fill: fill = polygonAttribute.fill, stroke: stroke = polygonAttribute.stroke,
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26
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+
const polygonAttribute = (0, theme_1.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 = (0,
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27
27
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utils_1.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
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28
28
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utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
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polygon.valid && visible && (doFill || doStroke || background) && (fVisible || sVisible || fillCb || strokeCb || background) && (context.beginPath(),
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30
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-
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30
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+
cornerRadius <= 0 || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (0,
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31
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polygon_1.drawPolygon)(context.camera ? context : context.nativeContext, points, x, y) : (0,
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32
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-
polygon_1.drawRoundedPolygon)(context.camera ? context : context.nativeContext, points, x, y,
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32
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+
polygon_1.drawRoundedPolygon)(context.camera ? context : context.nativeContext, points, x, y, cornerRadius),
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context.closePath(), this._polygonRenderContribitions || (this._polygonRenderContribitions = this.polygonRenderContribitions.getContributions() || [],
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this._polygonRenderContribitions.sort(((a, b) => b.order - a.order))), this._polygonRenderContribitions.forEach((c => {
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c.time === base_contribution_render_1.BaseRenderContributionTime.beforeFillStroke && c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);
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})), context.setShadowStyle && context.setShadowStyle(polygon, polygon.attribute, polygonAttribute),
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doFill && (fillCb ? fillCb(context, polygon.attribute, polygonAttribute) : fillOpacity && (context.setCommonStyle(polygon, polygon.attribute, x, y, polygonAttribute),
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context.fill())), doStroke && (strokeCb ? strokeCb(context, polygon.attribute, polygonAttribute) : strokeOpacity && (context.setStrokeStyle(polygon, polygon.attribute, x, y, polygonAttribute),
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doFill && (fillCb ? fillCb(context, polygon.attribute, polygonAttribute) : fillOpacity && (context.setCommonStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute),
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context.fill())), doStroke && (strokeCb ? strokeCb(context, polygon.attribute, polygonAttribute) : strokeOpacity && (context.setStrokeStyle(polygon, polygon.attribute, originX - x, originY - y, polygonAttribute),
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context.stroke())), this._polygonRenderContribitions.forEach((c => {
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c.time === base_contribution_render_1.BaseRenderContributionTime.afterFillStroke && c.drawShape(polygon, context, x, y, doFill, doStroke, fVisible, sVisible, polygonAttribute, fillCb, strokeCb);
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})));
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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"]}
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+
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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"]}
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@@ -23,14 +23,14 @@ let DefaultCanvasRectRender = class {
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this.rectRenderContribitions = rectRenderContribitions, this.type = "rect", this.numberType = constants_1.RECT_NUMBER_TYPE;
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}
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drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
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const rectAttribute = (0, theme_1.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,
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+
const rectAttribute = (0, theme_1.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 = (0,
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utils_1.rectFillVisible)(opacity, fillOpacity, width, height), sVisible = (0, utils_1.rectStrokeVisible)(opacity, strokeOpacity, width, height), doFill = (0,
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utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
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if (!rect.valid || !visible) return;
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if (!(doFill || doStroke || background)) return;
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if (!(fVisible || sVisible || fillCb || strokeCb || background)) return;
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0 ===
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context.rect(x, y, width, height)) : (context.beginPath(), (0, rect_1.createRectPath)(context, x, y, width, height,
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0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
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context.rect(x, y, width, height)) : (context.beginPath(), (0, rect_1.createRectPath)(context, x, y, width, height, cornerRadius)),
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this._rectRenderContribitions || (this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [],
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this._rectRenderContribitions.sort(((a, b) => b.order - a.order)));
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const doFillOrStroke = {
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@@ -40,8 +40,8 @@ let DefaultCanvasRectRender = class {
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this._rectRenderContribitions.forEach((c => {
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c.time === base_contribution_render_1.BaseRenderContributionTime.beforeFillStroke && c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb, doFillOrStroke);
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})), context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
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doFillOrStroke.doFill && (fillCb ? fillCb(context, rect.attribute, rectAttribute) : fVisible && (context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute),
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context.fill())), doFillOrStroke.doStroke && (strokeCb ? strokeCb(context, rect.attribute, rectAttribute) : sVisible && (context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute),
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doFillOrStroke.doFill && (fillCb ? fillCb(context, rect.attribute, rectAttribute) : fVisible && (context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute),
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context.fill())), doFillOrStroke.doStroke && (strokeCb ? strokeCb(context, rect.attribute, rectAttribute) : sVisible && (context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute),
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context.stroke())), this._rectRenderContribitions.forEach((c => {
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c.time === base_contribution_render_1.BaseRenderContributionTime.afterFillStroke && c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb);
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}));
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@@ -1 +1 @@
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1
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-
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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"]}
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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"]}
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@@ -17,7 +17,7 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
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17
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super(...arguments), this.numberType = constants_1.TEXT_NUMBER_TYPE;
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}
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19
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drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
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-
const textAttribute = (0, theme_1.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 = (0,
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20
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+
const textAttribute = (0, theme_1.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 = (0,
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utils_1.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
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utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
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if (!text.valid || !visible) return;
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@@ -30,10 +30,10 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
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const {multilineLayout: multilineLayout} = text;
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if (!multilineLayout) return void context.highPerformanceRestore();
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const {xOffset: xOffset, yOffset: yOffset} = multilineLayout.bbox;
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-
doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, x, y, textAttribute),
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+
doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
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multilineLayout.lines.forEach((line => {
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context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);
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-
})))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, x, y, textAttribute),
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+
})))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
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multilineLayout.lines.forEach((line => {
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context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z),
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this.drawMultiUnderLine(underline, lineThrough, text, (line.leftOffset || 0) + x, (line.topOffset || 0) + yOffset + y, z, line.width, textAttribute, context);
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@@ -41,8 +41,8 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
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} else {
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context.setTextStyle(text.attribute, textAttribute, z);
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const t = text.clipedText;
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-
doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, x, y, textAttribute),
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45
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-
context.strokeText(t, x, y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, x, y, textAttribute),
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+
doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
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45
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+
context.strokeText(t, x, y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
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context.fillText(t, x, y, z), this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context)));
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}
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transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);
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