@visactor/vrender 0.13.7 → 0.14.0-alpha.1
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.d.ts +1 -0
- package/cjs/common/render-area.d.ts +4 -0
- package/cjs/common/render-area.js +31 -6
- package/cjs/common/render-area.js.map +1 -1
- package/cjs/common/render-curve.d.ts +4 -0
- package/cjs/common/render-curve.js +18 -5
- package/cjs/common/render-curve.js.map +1 -1
- package/cjs/core/contributions/textMeasure/AtextMeasure.d.ts +24 -0
- package/cjs/core/contributions/textMeasure/AtextMeasure.js +42 -0
- package/cjs/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
- package/cjs/graphic/config.d.ts +2 -1
- package/cjs/graphic/config.js +11 -5
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/graphic/text.d.ts +5 -1
- package/cjs/graphic/text.js +94 -2
- package/cjs/graphic/text.js.map +1 -1
- package/cjs/graphic/tools.d.ts +8 -0
- package/cjs/graphic/tools.js +38 -2
- package/cjs/graphic/tools.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/interface/graphic/area.d.ts +3 -3
- package/cjs/interface/graphic/area.js.map +1 -1
- package/cjs/interface/graphic/line.d.ts +3 -3
- package/cjs/interface/graphic/line.js.map +1 -1
- package/cjs/interface/graphic/text.d.ts +6 -0
- package/cjs/interface/graphic/text.js.map +1 -1
- package/cjs/interface/graphic.d.ts +16 -0
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/interface/text.d.ts +24 -0
- package/cjs/interface/text.js.map +1 -1
- package/cjs/render/contributions/render/area-render.d.ts +1 -0
- package/cjs/render/contributions/render/area-render.js +31 -5
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/line-render.js +28 -3
- package/cjs/render/contributions/render/line-render.js.map +1 -1
- package/cjs/render/contributions/render/text-render.js +62 -13
- package/cjs/render/contributions/render/text-render.js.map +1 -1
- package/dist/index.js +631 -82
- package/dist/index.min.js +1 -1
- package/es/canvas/contributions/browser/context.d.ts +1 -0
- package/es/common/render-area.d.ts +4 -0
- package/es/common/render-area.js +31 -6
- package/es/common/render-area.js.map +1 -1
- package/es/common/render-curve.d.ts +4 -0
- package/es/common/render-curve.js +18 -5
- package/es/common/render-curve.js.map +1 -1
- package/es/core/contributions/textMeasure/AtextMeasure.d.ts +24 -0
- package/es/core/contributions/textMeasure/AtextMeasure.js +42 -0
- package/es/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
- package/es/graphic/config.d.ts +2 -1
- package/es/graphic/config.js +11 -3
- package/es/graphic/config.js.map +1 -1
- package/es/graphic/text.d.ts +5 -1
- package/es/graphic/text.js +95 -1
- package/es/graphic/text.js.map +1 -1
- package/es/graphic/tools.d.ts +8 -0
- package/es/graphic/tools.js +38 -0
- package/es/graphic/tools.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/area.d.ts +3 -3
- package/es/interface/graphic/area.js.map +1 -1
- package/es/interface/graphic/line.d.ts +3 -3
- package/es/interface/graphic/line.js.map +1 -1
- package/es/interface/graphic/text.d.ts +6 -0
- package/es/interface/graphic/text.js.map +1 -1
- package/es/interface/graphic.d.ts +16 -0
- package/es/interface/graphic.js.map +1 -1
- package/es/interface/text.d.ts +24 -0
- package/es/interface/text.js.map +1 -1
- package/es/render/contributions/render/area-render.d.ts +1 -0
- package/es/render/contributions/render/area-render.js +31 -5
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/line-render.js +28 -3
- package/es/render/contributions/render/line-render.js.map +1 -1
- package/es/render/contributions/render/text-render.js +65 -12
- package/es/render/contributions/render/text-render.js.map +1 -1
- package/es/tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
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@@ -105,7 +105,7 @@ let DefaultCanvasAreaRender = class {
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bottom: item
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})));
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} else {
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-
if (!points || !points.length) return area.
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+
if (!points || !points.length) return area.cacheArea = null, void area.clearUpdateShapeTag();
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{
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const topPoints = points, bottomPoints = [];
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for (let i = points.length - 1; i >= 0; i--) bottomPoints.push({
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@@ -147,12 +147,34 @@ let DefaultCanvasAreaRender = class {
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context.highPerformanceRestore();
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}
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drawSegmentItem(context, cache, fill, fillOpacity, stroke, strokeOpacity, attribute, defaultAttribute, clipRange, offsetX, offsetY, offsetZ, area, drawContext, fillCb, strokeCb) {
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let ret = !1;
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return ret = ret || this._drawSegmentItem(context, cache, fill, fillOpacity, stroke, strokeOpacity, attribute, defaultAttribute, clipRange, offsetX, offsetY, offsetZ, area, drawContext, !1, fillCb, strokeCb),
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ret = ret || this._drawSegmentItem(context, cache, fill, fillOpacity, stroke, strokeOpacity, attribute, defaultAttribute, clipRange, offsetX, offsetY, offsetZ, area, drawContext, !0, fillCb, strokeCb),
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ret;
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}
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_drawSegmentItem(context, cache, fill, fillOpacity, stroke, strokeOpacity, attribute, defaultAttribute, clipRange, offsetX, offsetY, offsetZ, area, drawContext, connect, fillCb, strokeCb) {
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var _a, _b, _c, _d;
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let {connectedType: connectedType, connectedX: connectedX, connectedY: connectedY, connectedStyle: connectedStyle} = attribute;
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const da = [];
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if (connect && (isArray(defaultAttribute) ? (connectedType = null !== (_a = null != connectedType ? connectedType : defaultAttribute[0].connectedType) && void 0 !== _a ? _a : defaultAttribute[1].connectedType,
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connectedX = null !== (_b = null != connectedX ? connectedX : defaultAttribute[0].connectedX) && void 0 !== _b ? _b : defaultAttribute[1].connectedX,
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connectedY = null !== (_c = null != connectedY ? connectedY : defaultAttribute[0].connectedY) && void 0 !== _c ? _c : defaultAttribute[1].connectedY,
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connectedStyle = null !== (_d = null != connectedStyle ? connectedStyle : defaultAttribute[0].connectedStyle) && void 0 !== _d ? _d : defaultAttribute[1].connectedStyle) : (connectedType = null != connectedType ? connectedType : defaultAttribute.connectedType,
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connectedX = null != connectedX ? connectedX : defaultAttribute.connectedX, connectedY = null != connectedY ? connectedY : defaultAttribute.connectedY,
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connectedStyle = null != connectedStyle ? connectedStyle : defaultAttribute.connectedStyle),
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"connect" !== connectedType && "zero" !== connectedType && (connectedType = "none"),
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isArray(defaultAttribute) ? defaultAttribute.forEach((i => da.push(i))) : da.push(defaultAttribute),
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da.push(attribute)), connect && "none" === connectedType) return !1;
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if (!cache) return;
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context.beginPath();
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drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {
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offsetX: offsetX,
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offsetY: offsetY,
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offsetZ: offsetZ
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offsetZ: offsetZ,
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drawConnect: connect,
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mode: connectedType,
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zeroX: connectedX,
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zeroY: connectedY
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}), this._areaRenderContribitions || (this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [],
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this._areaRenderContribitions.sort(((a, b) => b.order - a.order))), this._areaRenderContribitions.forEach((c => {
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c.time === BaseRenderContributionTime.beforeFillStroke && c.drawShape(area, context, offsetX, offsetY, !!fillOpacity, !1, fill, !1, defaultAttribute, drawContext, fillCb, null, {
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@@ -160,7 +182,7 @@ let DefaultCanvasAreaRender = class {
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});
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})), context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute);
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const {x: originX = 0, x: originY = 0} = attribute;
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if (!1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(area, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
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if (!1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(area, connect ? connectedStyle : attribute, originX - offsetX, originY - offsetY, connect ? da : defaultAttribute),
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context.fill())), this._areaRenderContribitions || (this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || []),
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this._areaRenderContribitions.forEach((c => {
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c.time === BaseRenderContributionTime.afterFillStroke && c.drawShape(area, context, offsetX, offsetY, !!fillOpacity, !1, fill, !1, defaultAttribute, drawContext, fillCb, null, {
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@@ -172,8 +194,12 @@ let DefaultCanvasAreaRender = class {
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drawSegments(context.camera ? context : context.nativeContext, stroke[0] ? cache.top : cache.bottom, clipRange, "auto", {
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offsetX: offsetX,
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offsetY: offsetY,
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offsetZ: offsetZ
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offsetZ: offsetZ,
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drawConnect: connect,
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mode: connectedType,
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zeroX: connectedX,
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zeroY: connectedY
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})), context.setStrokeStyle(area, connect ? connectedStyle : attribute, originX - offsetX, originY - offsetY, connect ? da : defaultAttribute),
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context.stroke();
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}
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return !1;
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@@ -1 +1 @@
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1
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-
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type { IPointLike } from '@visactor/vutils';\nimport { isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n protected _areaRenderContribitions: IAreaRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {}\n\n drawShape(\n area: IArea,\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 markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n fillOpacity = areaAttribute.fillOpacity,\n opacity = areaAttribute.opacity,\n visible = areaAttribute.visible,\n z = areaAttribute.z,\n background,\n stroke = area.attribute.stroke,\n lineWidth = areaAttribute.lineWidth,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n\n if (!(area.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 || fillCb) && !sVisible && !strokeCb) {\n return;\n }\n\n const { clipRange = areaAttribute.clipRange } = area.attribute;\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n const { points, segments, curveType = areaAttribute.curveType } = area.attribute;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: ISegPath2D;\n const topCaches = 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 = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n lastTopSeg = calcLineCache(seg.points, curveType, {\n startPoint\n });\n return lastTopSeg;\n });\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n lastBottomSeg = calcLineCache(bottomPoints, curveType);\n bottomCaches.unshift(lastBottomSeg);\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cache = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\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 area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\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 = area.cacheArea.reduce((l, c) => l + c.top.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 area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n\n // const areaAttribute = graphicService.themeService.getCurrentTheme().areaAttribute;\n const areaAttribute = getTheme(area, params?.theme).area;\n let { x = areaAttribute.x, y = areaAttribute.y } = area.attribute;\n\n context.highPerformanceSave();\n\n if (!area.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(area.transMatrix, true);\n } else {\n const point = area.getOffsetXY(areaAttribute);\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(area, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(area, context, x, y, drawContext, params);\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: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\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 if (!cache) {\n return;\n }\n context.beginPath();\n\n const ret: boolean = false;\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ\n });\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n this._areaRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.fill();\n }\n }\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n 'auto',\n {\n offsetX,\n offsetY,\n offsetZ\n }\n );\n }\n context.setStrokeStyle(area, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
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type { IPointLike } from '@visactor/vutils';\nimport { isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n protected _areaRenderContribitions: IAreaRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {}\n\n drawShape(\n area: IArea,\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 markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n fillOpacity = areaAttribute.fillOpacity,\n opacity = areaAttribute.opacity,\n visible = areaAttribute.visible,\n z = areaAttribute.z,\n background,\n stroke = area.attribute.stroke,\n lineWidth = areaAttribute.lineWidth,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n\n if (!(area.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 || fillCb) && !sVisible && !strokeCb) {\n return;\n }\n\n const { clipRange = areaAttribute.clipRange } = area.attribute;\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n const { points, segments, curveType = areaAttribute.curveType } = area.attribute;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: ISegPath2D;\n const topCaches = 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 = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n lastTopSeg = calcLineCache(seg.points, curveType, {\n startPoint\n });\n return lastTopSeg;\n });\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n lastBottomSeg = calcLineCache(bottomPoints, curveType);\n bottomCaches.unshift(lastBottomSeg);\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\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 area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\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 = area.cacheArea.reduce((l, c) => l + c.top.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 area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n\n // const areaAttribute = graphicService.themeService.getCurrentTheme().areaAttribute;\n const areaAttribute = getTheme(area, params?.theme).area;\n let { x = areaAttribute.x, y = areaAttribute.y } = area.attribute;\n\n context.highPerformanceSave();\n\n if (!area.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(area.transMatrix, true);\n } else {\n const point = area.getOffsetXY(areaAttribute);\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(area, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(area, context, x, y, drawContext, params);\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: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\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 let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\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 ) {\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n if (!cache) {\n return;\n }\n context.beginPath();\n\n const ret: boolean = false;\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n this._areaRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n 'auto',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
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@@ -35,7 +35,7 @@ let DefaultCanvasLineRender = class extends BaseRender {
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35
35
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context.modelMatrix = lastModelMatrix), context.highPerformanceRestore();
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36
36
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}
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37
37
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drawSegmentItem(context, cache, fill, stroke, fillOpacity, strokeOpacity, attribute, defaultAttribute, clipRange, clipRangeByDimension, offsetX, offsetY, line, fillCb, strokeCb) {
|
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38
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-
var _a;
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38
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+
var _a, _b, _c, _d, _e;
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39
39
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if (!cache) return;
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40
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context.beginPath();
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const z = null !== (_a = this.z) && void 0 !== _a ? _a : 0;
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@@ -46,9 +46,34 @@ let DefaultCanvasLineRender = class extends BaseRender {
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46
46
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}), line.cache && !isArray(line.cache) && line.attribute.curveType && line.attribute.curveType.includes("Closed") && context.closePath(),
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47
47
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context.setShadowStyle && context.setShadowStyle(line, attribute, defaultAttribute);
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48
48
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const {x: originX = 0, x: originY = 0} = attribute;
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49
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-
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49
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+
!1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
|
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50
50
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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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51
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-
context.stroke()))
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51
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+
context.stroke()));
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52
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+
let {connectedType: connectedType, connectedX: connectedX, connectedY: connectedY, connectedStyle: connectedStyle} = attribute;
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53
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+
if (isArray(defaultAttribute) ? (connectedType = null !== (_b = null != connectedType ? connectedType : defaultAttribute[0].connectedType) && void 0 !== _b ? _b : defaultAttribute[1].connectedType,
|
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54
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+
connectedX = null !== (_c = null != connectedX ? connectedX : defaultAttribute[0].connectedX) && void 0 !== _c ? _c : defaultAttribute[1].connectedX,
|
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55
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+
connectedY = null !== (_d = null != connectedY ? connectedY : defaultAttribute[0].connectedY) && void 0 !== _d ? _d : defaultAttribute[1].connectedY,
|
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56
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+
connectedStyle = null !== (_e = null != connectedStyle ? connectedStyle : defaultAttribute[0].connectedStyle) && void 0 !== _e ? _e : defaultAttribute[1].connectedStyle) : (connectedType = null != connectedType ? connectedType : defaultAttribute.connectedType,
|
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57
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+
connectedX = null != connectedX ? connectedX : defaultAttribute.connectedX, connectedY = null != connectedY ? connectedY : defaultAttribute.connectedY,
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58
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+
connectedStyle = null != connectedStyle ? connectedStyle : defaultAttribute.connectedStyle),
|
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+
"connect" !== connectedType && "zero" !== connectedType && (connectedType = "none"),
|
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60
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+
"none" !== connectedType) {
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61
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+
context.beginPath(), drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {
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62
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+
offsetX: offsetX,
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63
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+
offsetY: offsetY,
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64
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+
offsetZ: z,
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65
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+
drawConnect: !0,
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66
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+
mode: connectedType,
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67
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+
zeroX: connectedX,
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68
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+
zeroY: connectedY
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+
});
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+
const da = [];
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71
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+
isArray(defaultAttribute) ? defaultAttribute.forEach((i => da.push(i))) : da.push(defaultAttribute),
|
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72
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+
da.push(attribute), !1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da),
|
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73
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+
context.fill())), !1 !== stroke && (strokeCb ? strokeCb(context, attribute, defaultAttribute) : strokeOpacity && (context.setStrokeStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da),
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74
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+
context.stroke()));
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75
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+
}
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76
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+
return !1;
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77
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}
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53
78
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drawShape(line, context, x, y, drawContext, params, fillCb, strokeCb) {
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54
79
|
const lineAttribute = getTheme(line, null == params ? void 0 : params.theme).line, {fill: fill = lineAttribute.fill, stroke: stroke = lineAttribute.stroke, opacity: opacity = lineAttribute.opacity, fillOpacity: fillOpacity = lineAttribute.fillOpacity, strokeOpacity: strokeOpacity = lineAttribute.strokeOpacity, lineWidth: lineWidth = lineAttribute.lineWidth, visible: visible = lineAttribute.visible} = line.attribute, fVisible = fillVisible(opacity, fillOpacity, fill), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
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@@ -1 +1 @@
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1
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-
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type { IPointLike } from '@visactor/vutils';\nimport { min, isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport type {\n IContext2d,\n ILine,\n ILineGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IClipRangeByDimensionType,\n ISegPath2D,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { LINE_NUMBER_TYPE } from '../../../graphic/constants';\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 if (!cache) {\n return;\n }\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, fill);\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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1
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+
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type { IPointLike } from '@visactor/vutils';\nimport { min, isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport type {\n IContext2d,\n ILine,\n ILineGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IClipRangeByDimensionType,\n ISegPath2D,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { LINE_NUMBER_TYPE } from '../../../graphic/constants';\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 * 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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\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n if (connectedType !== 'none') {\n context.beginPath();\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z,\n drawConnect: true,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n const da = [];\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da);\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, connectedStyle, originX - offsetX, originY - offsetY, da);\n context.stroke();\n }\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, fill);\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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@@ -28,13 +28,17 @@ import { TextRenderContribution } from "./contributions/constants";
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import { BaseRenderContributionTime } from "../../../common/enums";
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import { matrixAllocate } from "../../../allocator/matrix-allocate";
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import { max } from "@visactor/vutils";
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let DefaultCanvasTextRender = class extends BaseRender {
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constructor(textRenderContribitions) {
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super(), this.textRenderContribitions = textRenderContribitions, this.numberType = TEXT_NUMBER_TYPE;
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}
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drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
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var _a;
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const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {text: str, fill: fill = textAttribute.fill, stroke: stroke = textAttribute.stroke, fillOpacity: fillOpacity = textAttribute.fillOpacity, strokeOpacity: strokeOpacity = textAttribute.strokeOpacity, opacity: opacity = textAttribute.opacity, lineWidth: lineWidth = textAttribute.lineWidth, visible: visible = textAttribute.visible, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d, fontSize: fontSize = textAttribute.fontSize, textBaseline: textBaseline = textAttribute.textBaseline, x: originX = textAttribute.x, y: originY = textAttribute.y} = text.attribute, lineHeight = null !== (_a = text.attribute.lineHeight) && void 0 !== _a ? _a : fontSize, fVisible = fillVisible(opacity, fillOpacity, fill), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
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const textAttribute = getTheme(text, null == params ? void 0 : params.theme).text, {text: str, fill: fill = textAttribute.fill, stroke: stroke = textAttribute.stroke, fillOpacity: fillOpacity = textAttribute.fillOpacity, strokeOpacity: strokeOpacity = textAttribute.strokeOpacity, opacity: opacity = textAttribute.opacity, lineWidth: lineWidth = textAttribute.lineWidth, visible: visible = textAttribute.visible, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d, direction: direction = textAttribute.direction, fontSize: fontSize = textAttribute.fontSize, textBaseline: textBaseline = textAttribute.textBaseline, textAlign: textAlign = textAttribute.textAlign, x: originX = textAttribute.x, y: originY = textAttribute.y} = text.attribute, lineHeight = null !== (_a = text.attribute.lineHeight) && void 0 !== _a ? _a : fontSize, fVisible = fillVisible(opacity, fillOpacity, fill), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
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if (!text.valid || !visible) return;
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if (!(doFill || doStroke || fVisible || sVisible)) return;
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const transform3dMatrixToContextMatrix = !keepDirIn3d, z = this.z || 0;
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@@ -45,12 +49,26 @@ let DefaultCanvasTextRender = class extends BaseRender {
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c.time === BaseRenderContributionTime.beforeFillStroke ? this._textBeforeRenderContribitions.push(c) : this._textAfterRenderContribitions.push(c);
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}));
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}
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this._textBeforeRenderContribitions.forEach((c => {
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c.drawShape(text, context, x, y, doFill, doStroke, fVisible, sVisible, textAttribute, drawContext, fillCb, strokeCb);
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})), context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute),
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transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context)
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transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);
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const drawText = (t, offsetX, offsetY, direction) => {
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let _x = x + offsetX;
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const _y = y + offsetY;
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if (direction) {
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context.highPerformanceSave(), _x += fontSize;
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const matrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);
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matrix.rotateByCenter(Math.PI / 2, _x, _y), context.transformFromMatrix(matrix, !0),
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matrixAllocate.free(matrix);
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}
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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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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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direction && (context.highPerformanceRestore(), context.setTransformForCurrent());
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};
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if (Array.isArray(str)) if (context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z),
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"horizontal" === direction) {
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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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@@ -63,13 +81,48 @@ let DefaultCanvasTextRender = class extends BaseRender {
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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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}))));
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} else {
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const cache = text.cache, {verticalList: verticalList} = cache;
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context.textAlign = "left", context.textBaseline = "top";
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const totalHeight = lineHeight * verticalList.length;
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let totalW = 0;
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verticalList.forEach((verticalData => {
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const _w = verticalData.reduce(((a, b) => a + (b.width || 0)), 0);
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totalW = max(_w, totalW);
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}));
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let offsetY = 0, offsetX = 0;
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"bottom" === textBaseline ? offsetX = -totalHeight : "middle" === textBaseline && (offsetX = -totalHeight / 2),
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"center" === textAlign ? offsetY -= totalW / 2 : "right" === textAlign && (offsetY -= totalW),
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verticalList.forEach(((verticalData, i) => {
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const currentW = verticalData.reduce(((a, b) => a + (b.width || 0)), 0), dw = totalW - currentW;
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let currentOffsetY = offsetY;
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"center" === textAlign ? currentOffsetY += dw / 2 : "right" === textAlign && (currentOffsetY += dw),
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verticalData.forEach((item => {
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const {text: text, width: width, direction: direction} = item;
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drawText(text, totalHeight - (i + 1) * lineHeight + offsetX, currentOffsetY, direction),
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currentOffsetY += width;
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}));
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}));
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} else {
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const cache = text.cache;
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if ("horizontal" === direction) {
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context.setTextStyle(text.attribute, textAttribute, z);
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const t = text.clipedText;
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let dy = 0;
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lineHeight !== fontSize && ("top" === textBaseline ? dy = (lineHeight - fontSize) / 2 : "middle" === textBaseline || "bottom" === textBaseline && (dy = -(lineHeight - fontSize) / 2)),
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drawText(t, 0, dy, 0);
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} else if (cache) {
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context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);
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const {verticalList: verticalList} = cache;
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let offsetY = 0;
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const totalW = verticalList[0].reduce(((a, b) => a + (b.width || 0)), 0);
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let offsetX = 0;
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"bottom" === textBaseline ? offsetX = -lineHeight : "middle" === textBaseline && (offsetX = -lineHeight / 2),
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"center" === textAlign ? offsetY -= totalW / 2 : "right" === textAlign && (offsetY -= totalW),
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context.textAlign = "left", context.textBaseline = "top", verticalList[0].forEach((item => {
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const {text: text, width: width, direction: direction} = item;
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drawText(text, offsetX, offsetY, direction), offsetY += width;
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}));
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}
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}
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transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context),
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this._textAfterRenderContribitions.forEach((c => {
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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 { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n ITextRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport type { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { TextRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\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 protected _textBeforeRenderContribitions: ITextRenderContribution[];\n protected _textAfterRenderContribitions: ITextRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(TextRenderContribution)\n protected readonly textRenderContribitions: IContributionProvider<ITextRenderContribution>\n ) {\n super();\n }\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 // lineHeight = textAttribute.lineHeight,\n fontSize = textAttribute.fontSize,\n textBaseline = textAttribute.textBaseline,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n const lineHeight = text.attribute.lineHeight ?? fontSize;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\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\n if (!this._textBeforeRenderContribitions) {\n const contributions = this.textRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n this._textBeforeRenderContribitions = [];\n this._textAfterRenderContribitions = [];\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._textBeforeRenderContribitions.push(c);\n } else {\n this._textAfterRenderContribitions.push(c);\n }\n });\n }\n this._textBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\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 let dy = 0;\n if (lineHeight !== fontSize) {\n if (textBaseline === 'top') {\n dy = (lineHeight - fontSize) / 2;\n } else if (textBaseline === 'middle') {\n // middle do nothing\n } else if (textBaseline === 'bottom') {\n dy = -(lineHeight - fontSize) / 2;\n } else {\n // alphabetic do nothing\n // dy = (lineHeight - fontSize) / 2 - fontSize * 0.79;\n }\n }\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 + dy, 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 + dy, z);\n this.drawUnderLine(underline, lineThrough, text, x, y + dy, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n\n this._textAfterRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\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, 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, 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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{ inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n ITextRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport type { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { TextRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { max } from '@visactor/vutils';\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 protected _textBeforeRenderContribitions: ITextRenderContribution[];\n protected _textAfterRenderContribitions: ITextRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(TextRenderContribution)\n protected readonly textRenderContribitions: IContributionProvider<ITextRenderContribution>\n ) {\n super();\n }\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 direction = textAttribute.direction,\n // lineHeight = textAttribute.lineHeight,\n fontSize = textAttribute.fontSize,\n textBaseline = textAttribute.textBaseline,\n textAlign = textAttribute.textAlign,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n const lineHeight = text.attribute.lineHeight ?? fontSize;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\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\n if (!this._textBeforeRenderContribitions) {\n const contributions = this.textRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n this._textBeforeRenderContribitions = [];\n this._textAfterRenderContribitions = [];\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._textBeforeRenderContribitions.push(c);\n } else {\n this._textAfterRenderContribitions.push(c);\n }\n });\n }\n this._textBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n\n const drawText = (t: string, offsetX: number, offsetY: number, direction: number) => {\n let _x = x + offsetX;\n const _y = y + offsetY;\n if (direction) {\n context.highPerformanceSave();\n _x += fontSize;\n const matrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);\n // matrix.translate(fontSize, 0);\n matrix.rotateByCenter(Math.PI / 2, _x, _y);\n context.transformFromMatrix(matrix, true);\n matrixAllocate.free(matrix);\n }\n\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 if (direction) {\n context.highPerformanceRestore();\n context.setTransformForCurrent();\n }\n };\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n if (direction === 'horizontal') {\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(\n line.str,\n (line.leftOffset || 0) + xOffset + x,\n (line.topOffset || 0) + yOffset + y,\n z\n );\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 const cache = text.cache;\n const { verticalList } = cache;\n context.textAlign = 'left';\n context.textBaseline = 'top';\n const totalHeight = lineHeight * verticalList.length;\n let totalW = 0;\n verticalList.forEach(verticalData => {\n const _w = verticalData.reduce((a, b) => a + (b.width || 0), 0);\n totalW = max(_w, totalW);\n });\n let offsetY = 0;\n let offsetX = 0;\n if (textBaseline === 'bottom') {\n offsetX = -totalHeight;\n } else if (textBaseline === 'middle') {\n offsetX = -totalHeight / 2;\n }\n if (textAlign === 'center') {\n offsetY -= totalW / 2;\n } else if (textAlign === 'right') {\n offsetY -= totalW;\n }\n verticalList.forEach((verticalData, i) => {\n const currentW = verticalData.reduce((a, b) => a + (b.width || 0), 0);\n const dw = totalW - currentW;\n let currentOffsetY = offsetY;\n if (textAlign === 'center') {\n currentOffsetY += dw / 2;\n } else if (textAlign === 'right') {\n currentOffsetY += dw;\n }\n verticalData.forEach(item => {\n const { text, width, direction } = item;\n drawText(text, totalHeight - (i + 1) * lineHeight + offsetX, currentOffsetY, direction);\n currentOffsetY += width;\n });\n });\n }\n } else {\n const cache = text.cache;\n if (direction === 'horizontal') {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n let dy = 0;\n if (lineHeight !== fontSize) {\n if (textBaseline === 'top') {\n dy = (lineHeight - fontSize) / 2;\n } else if (textBaseline === 'middle') {\n // middle do nothing\n } else if (textBaseline === 'bottom') {\n dy = -(lineHeight - fontSize) / 2;\n } else {\n // alphabetic do nothing\n // dy = (lineHeight - fontSize) / 2 - fontSize * 0.79;\n }\n }\n drawText(t, 0, dy, 0);\n } else if (cache) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { verticalList } = cache;\n let offsetY = 0;\n const totalW = verticalList[0].reduce((a, b) => a + (b.width || 0), 0);\n let offsetX = 0;\n if (textBaseline === 'bottom') {\n offsetX = -lineHeight;\n } else if (textBaseline === 'middle') {\n offsetX = -lineHeight / 2;\n }\n if (textAlign === 'center') {\n offsetY -= totalW / 2;\n } else if (textAlign === 'right') {\n offsetY -= totalW;\n }\n context.textAlign = 'left';\n context.textBaseline = 'top';\n verticalList[0].forEach(item => {\n const { text, width, direction } = item;\n drawText(text, offsetX, offsetY, direction);\n offsetY += width;\n });\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n\n this._textAfterRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\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, 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, 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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