@visactor/vrender 0.11.0-alpha.1 → 0.11.0-alpha.2

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Files changed (50) hide show
  1. package/cjs/canvas/contributions/browser/context.js +2 -1
  2. package/cjs/canvas/contributions/browser/context.js.map +1 -1
  3. package/cjs/common/shape/rect.js +5 -5
  4. package/cjs/common/shape/rect.js.map +1 -1
  5. package/cjs/core/contributions/env/node-contribution.js +1 -1
  6. package/cjs/core/contributions/env/node-contribution.js.map +1 -1
  7. package/cjs/index.d.ts +1 -1
  8. package/cjs/index.js +1 -1
  9. package/cjs/index.js.map +1 -1
  10. package/cjs/render/contributions/render/arc-render.js +3 -3
  11. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  12. package/cjs/render/contributions/render/area-render.js +4 -3
  13. package/cjs/render/contributions/render/area-render.js.map +1 -1
  14. package/cjs/render/contributions/render/circle-render.js +3 -3
  15. package/cjs/render/contributions/render/circle-render.js.map +1 -1
  16. package/cjs/render/contributions/render/line-render.js +3 -2
  17. package/cjs/render/contributions/render/line-render.js.map +1 -1
  18. package/cjs/render/contributions/render/polygon-render.js +3 -3
  19. package/cjs/render/contributions/render/polygon-render.js.map +1 -1
  20. package/cjs/render/contributions/render/rect-render.js +3 -3
  21. package/cjs/render/contributions/render/rect-render.js.map +1 -1
  22. package/cjs/render/contributions/render/text-render.js +5 -5
  23. package/cjs/render/contributions/render/text-render.js.map +1 -1
  24. package/dist/index.js +33877 -1
  25. package/dist/index.min.js +1 -1
  26. package/es/canvas/contributions/browser/context.js +3 -2
  27. package/es/canvas/contributions/browser/context.js.map +1 -1
  28. package/es/common/shape/rect.js +7 -5
  29. package/es/common/shape/rect.js.map +1 -1
  30. package/es/core/contributions/env/node-contribution.js +1 -1
  31. package/es/core/contributions/env/node-contribution.js.map +1 -1
  32. package/es/index.d.ts +1 -1
  33. package/es/index.js +1 -1
  34. package/es/index.js.map +1 -1
  35. package/es/render/contributions/render/arc-render.js +3 -3
  36. package/es/render/contributions/render/arc-render.js.map +1 -1
  37. package/es/render/contributions/render/area-render.js +4 -3
  38. package/es/render/contributions/render/area-render.js.map +1 -1
  39. package/es/render/contributions/render/circle-render.js +3 -3
  40. package/es/render/contributions/render/circle-render.js.map +1 -1
  41. package/es/render/contributions/render/line-render.js +3 -2
  42. package/es/render/contributions/render/line-render.js.map +1 -1
  43. package/es/render/contributions/render/polygon-render.js +3 -3
  44. package/es/render/contributions/render/polygon-render.js.map +1 -1
  45. package/es/render/contributions/render/rect-render.js +3 -3
  46. package/es/render/contributions/render/rect-render.js.map +1 -1
  47. package/es/render/contributions/render/text-render.js +5 -5
  48. package/es/render/contributions/render/text-render.js.map +1 -1
  49. package/es/tsconfig.tsbuildinfo +1 -1
  50. package/package.json +4 -4
@@ -23,7 +23,7 @@ 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, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute, fVisible = (0,
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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;
@@ -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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  }));
@@ -1 +1 @@
1
- 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IRect, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { IRectRenderContribution, RectRenderContribution } from './contributions/rect-contribution-render';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: ContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\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 (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, x, y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IRect, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { IRectRenderContribution, RectRenderContribution } from './contributions/rect-contribution-render';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: ContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -17,7 +17,7 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
17
17
  super(...arguments), this.numberType = constants_1.TEXT_NUMBER_TYPE;
18
18
  }
19
19
  drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
20
- 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,
20
+ 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,
21
21
  utils_1.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
22
22
  utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
23
23
  if (!text.valid || !visible) return;
@@ -30,10 +30,10 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
30
30
  const {multilineLayout: multilineLayout} = text;
31
31
  if (!multilineLayout) return void context.highPerformanceRestore();
32
32
  const {xOffset: xOffset, yOffset: yOffset} = multilineLayout.bbox;
33
- doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, x, y, textAttribute),
33
+ doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
34
34
  multilineLayout.lines.forEach((line => {
35
35
  context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);
36
- })))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, x, y, textAttribute),
36
+ })))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
37
37
  multilineLayout.lines.forEach((line => {
38
38
  context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z),
39
39
  this.drawMultiUnderLine(underline, lineThrough, text, (line.leftOffset || 0) + x, (line.topOffset || 0) + yOffset + y, z, line.width, textAttribute, context);
@@ -41,8 +41,8 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
41
41
  } else {
42
42
  context.setTextStyle(text.attribute, textAttribute, z);
43
43
  const t = text.clipedText;
44
- doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, x, y, textAttribute),
45
- context.strokeText(t, x, y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, x, y, textAttribute),
44
+ doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
45
+ context.strokeText(t, x, y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
46
46
  context.fillText(t, x, y, z), this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context)));
47
47
  }
48
48
  transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IThemeAttribute } from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n z: number;\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n fill = textAttribute.fill,\n stroke = textAttribute.stroke,\n fillOpacity = textAttribute.fillOpacity,\n strokeOpacity = textAttribute.strokeOpacity,\n opacity = textAttribute.opacity,\n lineWidth = textAttribute.lineWidth,\n visible = textAttribute.visible,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d\n } = text.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(text.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || fVisible || sVisible)) {\n return;\n }\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, x, y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, x, y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawMultiUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + x, // 中下划线都是从文字左侧开始,因此不需要+xOffset\n (line.topOffset || 0) + yOffset + y,\n z,\n line.width,\n textAttribute,\n context\n );\n });\n }\n }\n } else {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, x, y, textAttribute);\n context.strokeText(t, x, y, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, x, y, textAttribute);\n context.fillText(t, x, y, z);\n this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const textAttribute = getTheme(text, params?.theme).text;\n\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n const data = this.transform(text, textAttribute, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(text, context, x, y, drawContext, params);\n this.z = 0;\n\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const w = text.clipedWidth;\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(textBaseline, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n\n drawMultiUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n w: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY('alphabetic', fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = -3;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n deltaY = -1;\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}
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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IThemeAttribute } from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n z: number;\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n fill = textAttribute.fill,\n stroke = textAttribute.stroke,\n fillOpacity = textAttribute.fillOpacity,\n strokeOpacity = textAttribute.strokeOpacity,\n opacity = textAttribute.opacity,\n lineWidth = textAttribute.lineWidth,\n visible = textAttribute.visible,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(text.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || fVisible || sVisible)) {\n return;\n }\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawMultiUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + x, // 中下划线都是从文字左侧开始,因此不需要+xOffset\n (line.topOffset || 0) + yOffset + y,\n z,\n line.width,\n textAttribute,\n context\n );\n });\n }\n }\n } else {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.strokeText(t, x, y, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.fillText(t, x, y, z);\n this.drawUnderLine(underline, lineThrough, text, x, y, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const textAttribute = getTheme(text, params?.theme).text;\n\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n const data = this.transform(text, textAttribute, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(text, context, x, y, drawContext, params);\n this.z = 0;\n\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const w = text.clipedWidth;\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(textBaseline, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n\n drawMultiUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n w: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY('alphabetic', fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = -3;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n deltaY = -1;\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}