@visactor/vrender 0.14.0-alpha.0 → 0.14.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (312) hide show
  1. package/cjs/canvas/contributions/browser/canvas.d.ts +3 -1
  2. package/cjs/canvas/contributions/browser/canvas.js +6 -0
  3. package/cjs/canvas/contributions/browser/canvas.js.map +1 -1
  4. package/cjs/canvas/contributions/browser/context.d.ts +1 -0
  5. package/cjs/canvas/contributions/feishu/canvas.d.ts +3 -1
  6. package/cjs/canvas/contributions/feishu/canvas.js +6 -0
  7. package/cjs/canvas/contributions/feishu/canvas.js.map +1 -1
  8. package/cjs/canvas/contributions/lynx/canvas.d.ts +3 -1
  9. package/cjs/canvas/contributions/lynx/canvas.js +6 -0
  10. package/cjs/canvas/contributions/lynx/canvas.js.map +1 -1
  11. package/cjs/canvas/contributions/node/canvas.d.ts +2 -0
  12. package/cjs/canvas/contributions/node/canvas.js +2 -0
  13. package/cjs/canvas/contributions/node/canvas.js.map +1 -1
  14. package/cjs/canvas/contributions/taro/canvas.d.ts +3 -1
  15. package/cjs/canvas/contributions/taro/canvas.js +6 -0
  16. package/cjs/canvas/contributions/taro/canvas.js.map +1 -1
  17. package/cjs/canvas/contributions/tt/canvas.d.ts +3 -1
  18. package/cjs/canvas/contributions/tt/canvas.js +6 -0
  19. package/cjs/canvas/contributions/tt/canvas.js.map +1 -1
  20. package/cjs/canvas/contributions/wx/canvas.d.ts +2 -0
  21. package/cjs/canvas/contributions/wx/canvas.js +6 -0
  22. package/cjs/canvas/contributions/wx/canvas.js.map +1 -1
  23. package/cjs/common/render-area.d.ts +4 -0
  24. package/cjs/common/render-area.js +31 -6
  25. package/cjs/common/render-area.js.map +1 -1
  26. package/cjs/common/render-curve.d.ts +4 -0
  27. package/cjs/common/render-curve.js +19 -5
  28. package/cjs/common/render-curve.js.map +1 -1
  29. package/cjs/constants.d.ts +1 -1
  30. package/cjs/constants.js +2 -2
  31. package/cjs/constants.js.map +1 -1
  32. package/cjs/core/contributions/layerHandler/canvas2d-contribution.d.ts +2 -0
  33. package/cjs/core/contributions/layerHandler/canvas2d-contribution.js +9 -3
  34. package/cjs/core/contributions/layerHandler/canvas2d-contribution.js.map +1 -1
  35. package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js +1 -1
  36. package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
  37. package/cjs/core/contributions/textMeasure/AtextMeasure.d.ts +24 -0
  38. package/cjs/core/contributions/textMeasure/AtextMeasure.js +42 -0
  39. package/cjs/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
  40. package/cjs/core/contributions/window/browser-contribution.js +1 -1
  41. package/cjs/core/contributions/window/browser-contribution.js.map +1 -1
  42. package/cjs/core/contributions/window/feishu-contribution.js +1 -1
  43. package/cjs/core/contributions/window/feishu-contribution.js.map +1 -1
  44. package/cjs/core/contributions/window/lynx-contribution.js +1 -1
  45. package/cjs/core/contributions/window/lynx-contribution.js.map +1 -1
  46. package/cjs/core/contributions/window/native-contribution.js.map +1 -1
  47. package/cjs/core/contributions/window/node-contribution.js +1 -1
  48. package/cjs/core/contributions/window/node-contribution.js.map +1 -1
  49. package/cjs/core/contributions/window/taro-contribution.js +1 -1
  50. package/cjs/core/contributions/window/taro-contribution.js.map +1 -1
  51. package/cjs/core/contributions/window/wx-contribution.js +1 -1
  52. package/cjs/core/contributions/window/wx-contribution.js.map +1 -1
  53. package/cjs/core/core-modules.js +2 -2
  54. package/cjs/core/core-modules.js.map +1 -1
  55. package/cjs/core/global-module.d.ts +5 -1
  56. package/cjs/core/global-module.js +20 -1
  57. package/cjs/core/global-module.js.map +1 -1
  58. package/cjs/core/graphic-utils.js +1 -1
  59. package/cjs/core/graphic-utils.js.map +1 -1
  60. package/cjs/core/layer-service.js +1 -1
  61. package/cjs/core/layer-service.js.map +1 -1
  62. package/cjs/core/stage.d.ts +5 -1
  63. package/cjs/core/stage.js +18 -8
  64. package/cjs/core/stage.js.map +1 -1
  65. package/cjs/core/window.d.ts +1 -1
  66. package/cjs/core/window.js +3 -3
  67. package/cjs/core/window.js.map +1 -1
  68. package/cjs/graphic/config.d.ts +3 -1
  69. package/cjs/graphic/config.js +23 -8
  70. package/cjs/graphic/config.js.map +1 -1
  71. package/cjs/graphic/graphic-service/graphic-service.js +12 -3
  72. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  73. package/cjs/graphic/node-tree.d.ts +2 -2
  74. package/cjs/graphic/node-tree.js +2 -0
  75. package/cjs/graphic/node-tree.js.map +1 -1
  76. package/cjs/graphic/text.d.ts +5 -1
  77. package/cjs/graphic/text.js +94 -2
  78. package/cjs/graphic/text.js.map +1 -1
  79. package/cjs/graphic/tools.d.ts +8 -0
  80. package/cjs/graphic/tools.js +38 -2
  81. package/cjs/graphic/tools.js.map +1 -1
  82. package/cjs/graphic/wrap-text.js +5 -1
  83. package/cjs/graphic/wrap-text.js.map +1 -1
  84. package/cjs/index.d.ts +2 -1
  85. package/cjs/index.js +16 -2
  86. package/cjs/index.js.map +1 -1
  87. package/cjs/interface/graphic/area.d.ts +3 -3
  88. package/cjs/interface/graphic/area.js.map +1 -1
  89. package/cjs/interface/graphic/group.d.ts +6 -0
  90. package/cjs/interface/graphic/group.js.map +1 -1
  91. package/cjs/interface/graphic/line.d.ts +3 -3
  92. package/cjs/interface/graphic/line.js.map +1 -1
  93. package/cjs/interface/graphic/text.d.ts +6 -0
  94. package/cjs/interface/graphic/text.js.map +1 -1
  95. package/cjs/interface/graphic.d.ts +19 -0
  96. package/cjs/interface/graphic.js.map +1 -1
  97. package/cjs/interface/stage.d.ts +2 -0
  98. package/cjs/interface/stage.js.map +1 -1
  99. package/cjs/interface/text.d.ts +24 -0
  100. package/cjs/interface/text.js.map +1 -1
  101. package/cjs/modules.d.ts +1 -1
  102. package/cjs/modules.js +3 -3
  103. package/cjs/modules.js.map +1 -1
  104. package/cjs/picker/canvas-picker-service.js +1 -1
  105. package/cjs/picker/canvas-picker-service.js.map +1 -1
  106. package/cjs/picker/global-picker-service.js +1 -1
  107. package/cjs/picker/global-picker-service.js.map +1 -1
  108. package/cjs/picker/math-picker-service.js +1 -1
  109. package/cjs/picker/math-picker-service.js.map +1 -1
  110. package/cjs/picker/picker-service.js +1 -1
  111. package/cjs/picker/picker-service.js.map +1 -1
  112. package/cjs/plugins/builtin-plugin/flex-layout-plugin.d.ts +34 -0
  113. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +156 -0
  114. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -0
  115. package/cjs/render/contributions/render/arc-render.js +4 -4
  116. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  117. package/cjs/render/contributions/render/arc3d-render.js +3 -3
  118. package/cjs/render/contributions/render/arc3d-render.js.map +1 -1
  119. package/cjs/render/contributions/render/area-render.d.ts +1 -0
  120. package/cjs/render/contributions/render/area-render.js +43 -16
  121. package/cjs/render/contributions/render/area-render.js.map +1 -1
  122. package/cjs/render/contributions/render/circle-render.js +3 -3
  123. package/cjs/render/contributions/render/circle-render.js.map +1 -1
  124. package/cjs/render/contributions/render/group-render.js +4 -3
  125. package/cjs/render/contributions/render/group-render.js.map +1 -1
  126. package/cjs/render/contributions/render/image-render.js +1 -1
  127. package/cjs/render/contributions/render/image-render.js.map +1 -1
  128. package/cjs/render/contributions/render/incremental-area-render.js +1 -1
  129. package/cjs/render/contributions/render/incremental-area-render.js.map +1 -1
  130. package/cjs/render/contributions/render/incremental-draw-contribution.js +1 -1
  131. package/cjs/render/contributions/render/incremental-draw-contribution.js.map +1 -1
  132. package/cjs/render/contributions/render/incremental-line-render.js +1 -1
  133. package/cjs/render/contributions/render/incremental-line-render.js.map +1 -1
  134. package/cjs/render/contributions/render/line-render.js +30 -4
  135. package/cjs/render/contributions/render/line-render.js.map +1 -1
  136. package/cjs/render/contributions/render/path-render.js +3 -3
  137. package/cjs/render/contributions/render/path-render.js.map +1 -1
  138. package/cjs/render/contributions/render/polygon-render.js +3 -3
  139. package/cjs/render/contributions/render/polygon-render.js.map +1 -1
  140. package/cjs/render/contributions/render/pyramid3d-render.js +1 -1
  141. package/cjs/render/contributions/render/pyramid3d-render.js.map +1 -1
  142. package/cjs/render/contributions/render/rect-render.js +4 -3
  143. package/cjs/render/contributions/render/rect-render.js.map +1 -1
  144. package/cjs/render/contributions/render/rect3d-render.js +2 -1
  145. package/cjs/render/contributions/render/rect3d-render.js.map +1 -1
  146. package/cjs/render/contributions/render/richtext-render.js +1 -1
  147. package/cjs/render/contributions/render/richtext-render.js.map +1 -1
  148. package/cjs/render/contributions/render/symbol-render.js +3 -3
  149. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  150. package/cjs/render/contributions/render/text-render.js +63 -14
  151. package/cjs/render/contributions/render/text-render.js.map +1 -1
  152. package/cjs/render/contributions/render/utils.d.ts +3 -3
  153. package/cjs/render/contributions/render/utils.js +7 -7
  154. package/cjs/render/contributions/render/utils.js.map +1 -1
  155. package/dist/index.js +1107 -201
  156. package/dist/index.min.js +1 -1
  157. package/es/canvas/contributions/browser/canvas.d.ts +3 -1
  158. package/es/canvas/contributions/browser/canvas.js +6 -0
  159. package/es/canvas/contributions/browser/canvas.js.map +1 -1
  160. package/es/canvas/contributions/browser/context.d.ts +1 -0
  161. package/es/canvas/contributions/feishu/canvas.d.ts +3 -1
  162. package/es/canvas/contributions/feishu/canvas.js +6 -0
  163. package/es/canvas/contributions/feishu/canvas.js.map +1 -1
  164. package/es/canvas/contributions/lynx/canvas.d.ts +3 -1
  165. package/es/canvas/contributions/lynx/canvas.js +6 -0
  166. package/es/canvas/contributions/lynx/canvas.js.map +1 -1
  167. package/es/canvas/contributions/node/canvas.d.ts +2 -0
  168. package/es/canvas/contributions/node/canvas.js +2 -0
  169. package/es/canvas/contributions/node/canvas.js.map +1 -1
  170. package/es/canvas/contributions/taro/canvas.d.ts +3 -1
  171. package/es/canvas/contributions/taro/canvas.js +6 -0
  172. package/es/canvas/contributions/taro/canvas.js.map +1 -1
  173. package/es/canvas/contributions/tt/canvas.d.ts +3 -1
  174. package/es/canvas/contributions/tt/canvas.js +6 -0
  175. package/es/canvas/contributions/tt/canvas.js.map +1 -1
  176. package/es/canvas/contributions/wx/canvas.d.ts +2 -0
  177. package/es/canvas/contributions/wx/canvas.js +6 -0
  178. package/es/canvas/contributions/wx/canvas.js.map +1 -1
  179. package/es/common/render-area.d.ts +4 -0
  180. package/es/common/render-area.js +31 -6
  181. package/es/common/render-area.js.map +1 -1
  182. package/es/common/render-curve.d.ts +4 -0
  183. package/es/common/render-curve.js +19 -5
  184. package/es/common/render-curve.js.map +1 -1
  185. package/es/constants.d.ts +1 -1
  186. package/es/constants.js +1 -1
  187. package/es/constants.js.map +1 -1
  188. package/es/core/contributions/layerHandler/canvas2d-contribution.d.ts +2 -0
  189. package/es/core/contributions/layerHandler/canvas2d-contribution.js +10 -4
  190. package/es/core/contributions/layerHandler/canvas2d-contribution.js.map +1 -1
  191. package/es/core/contributions/layerHandler/offscreen2d-contribution.js +2 -2
  192. package/es/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
  193. package/es/core/contributions/textMeasure/AtextMeasure.d.ts +24 -0
  194. package/es/core/contributions/textMeasure/AtextMeasure.js +42 -0
  195. package/es/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
  196. package/es/core/contributions/window/browser-contribution.js +2 -2
  197. package/es/core/contributions/window/browser-contribution.js.map +1 -1
  198. package/es/core/contributions/window/feishu-contribution.js +2 -2
  199. package/es/core/contributions/window/feishu-contribution.js.map +1 -1
  200. package/es/core/contributions/window/lynx-contribution.js +2 -2
  201. package/es/core/contributions/window/lynx-contribution.js.map +1 -1
  202. package/es/core/contributions/window/native-contribution.js.map +1 -1
  203. package/es/core/contributions/window/node-contribution.js +2 -2
  204. package/es/core/contributions/window/node-contribution.js.map +1 -1
  205. package/es/core/contributions/window/taro-contribution.js +2 -2
  206. package/es/core/contributions/window/taro-contribution.js.map +1 -1
  207. package/es/core/contributions/window/wx-contribution.js +2 -2
  208. package/es/core/contributions/window/wx-contribution.js.map +1 -1
  209. package/es/core/core-modules.js +4 -4
  210. package/es/core/core-modules.js.map +1 -1
  211. package/es/core/global-module.d.ts +5 -1
  212. package/es/core/global-module.js +20 -1
  213. package/es/core/global-module.js.map +1 -1
  214. package/es/core/graphic-utils.js +2 -2
  215. package/es/core/graphic-utils.js.map +1 -1
  216. package/es/core/layer-service.js +2 -2
  217. package/es/core/layer-service.js.map +1 -1
  218. package/es/core/stage.d.ts +5 -1
  219. package/es/core/stage.js +21 -9
  220. package/es/core/stage.js.map +1 -1
  221. package/es/core/window.d.ts +1 -1
  222. package/es/core/window.js +3 -3
  223. package/es/core/window.js.map +1 -1
  224. package/es/graphic/config.d.ts +3 -1
  225. package/es/graphic/config.js +24 -6
  226. package/es/graphic/config.js.map +1 -1
  227. package/es/graphic/graphic-service/graphic-service.js +12 -3
  228. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  229. package/es/graphic/node-tree.d.ts +2 -2
  230. package/es/graphic/node-tree.js +2 -0
  231. package/es/graphic/node-tree.js.map +1 -1
  232. package/es/graphic/text.d.ts +5 -1
  233. package/es/graphic/text.js +95 -1
  234. package/es/graphic/text.js.map +1 -1
  235. package/es/graphic/tools.d.ts +8 -0
  236. package/es/graphic/tools.js +38 -0
  237. package/es/graphic/tools.js.map +1 -1
  238. package/es/graphic/wrap-text.js +5 -1
  239. package/es/graphic/wrap-text.js.map +1 -1
  240. package/es/index.d.ts +2 -1
  241. package/es/index.js +3 -1
  242. package/es/index.js.map +1 -1
  243. package/es/interface/graphic/area.d.ts +3 -3
  244. package/es/interface/graphic/area.js.map +1 -1
  245. package/es/interface/graphic/group.d.ts +6 -0
  246. package/es/interface/graphic/group.js.map +1 -1
  247. package/es/interface/graphic/line.d.ts +3 -3
  248. package/es/interface/graphic/line.js.map +1 -1
  249. package/es/interface/graphic/text.d.ts +6 -0
  250. package/es/interface/graphic/text.js.map +1 -1
  251. package/es/interface/graphic.d.ts +19 -0
  252. package/es/interface/graphic.js.map +1 -1
  253. package/es/interface/stage.d.ts +2 -0
  254. package/es/interface/stage.js.map +1 -1
  255. package/es/interface/text.d.ts +24 -0
  256. package/es/interface/text.js.map +1 -1
  257. package/es/modules.d.ts +1 -1
  258. package/es/modules.js +3 -3
  259. package/es/modules.js.map +1 -1
  260. package/es/picker/canvas-picker-service.js +2 -2
  261. package/es/picker/canvas-picker-service.js.map +1 -1
  262. package/es/picker/global-picker-service.js +2 -2
  263. package/es/picker/global-picker-service.js.map +1 -1
  264. package/es/picker/math-picker-service.js +2 -2
  265. package/es/picker/math-picker-service.js.map +1 -1
  266. package/es/picker/picker-service.js +2 -2
  267. package/es/picker/picker-service.js.map +1 -1
  268. package/es/plugins/builtin-plugin/flex-layout-plugin.d.ts +34 -0
  269. package/es/plugins/builtin-plugin/flex-layout-plugin.js +152 -0
  270. package/es/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -0
  271. package/es/render/contributions/render/arc-render.js +3 -3
  272. package/es/render/contributions/render/arc-render.js.map +1 -1
  273. package/es/render/contributions/render/arc3d-render.js +2 -2
  274. package/es/render/contributions/render/arc3d-render.js.map +1 -1
  275. package/es/render/contributions/render/area-render.d.ts +1 -0
  276. package/es/render/contributions/render/area-render.js +42 -14
  277. package/es/render/contributions/render/area-render.js.map +1 -1
  278. package/es/render/contributions/render/circle-render.js +2 -2
  279. package/es/render/contributions/render/circle-render.js.map +1 -1
  280. package/es/render/contributions/render/group-render.js +2 -2
  281. package/es/render/contributions/render/group-render.js.map +1 -1
  282. package/es/render/contributions/render/image-render.js +1 -1
  283. package/es/render/contributions/render/image-render.js.map +1 -1
  284. package/es/render/contributions/render/incremental-area-render.js +1 -1
  285. package/es/render/contributions/render/incremental-area-render.js.map +1 -1
  286. package/es/render/contributions/render/incremental-draw-contribution.js +2 -2
  287. package/es/render/contributions/render/incremental-draw-contribution.js.map +1 -1
  288. package/es/render/contributions/render/incremental-line-render.js +1 -1
  289. package/es/render/contributions/render/incremental-line-render.js.map +1 -1
  290. package/es/render/contributions/render/line-render.js +30 -4
  291. package/es/render/contributions/render/line-render.js.map +1 -1
  292. package/es/render/contributions/render/path-render.js +2 -2
  293. package/es/render/contributions/render/path-render.js.map +1 -1
  294. package/es/render/contributions/render/polygon-render.js +2 -2
  295. package/es/render/contributions/render/polygon-render.js.map +1 -1
  296. package/es/render/contributions/render/pyramid3d-render.js +1 -1
  297. package/es/render/contributions/render/pyramid3d-render.js.map +1 -1
  298. package/es/render/contributions/render/rect-render.js +2 -2
  299. package/es/render/contributions/render/rect-render.js.map +1 -1
  300. package/es/render/contributions/render/rect3d-render.js +1 -1
  301. package/es/render/contributions/render/rect3d-render.js.map +1 -1
  302. package/es/render/contributions/render/richtext-render.js +1 -1
  303. package/es/render/contributions/render/richtext-render.js.map +1 -1
  304. package/es/render/contributions/render/symbol-render.js +2 -2
  305. package/es/render/contributions/render/symbol-render.js.map +1 -1
  306. package/es/render/contributions/render/text-render.js +65 -12
  307. package/es/render/contributions/render/text-render.js.map +1 -1
  308. package/es/render/contributions/render/utils.d.ts +3 -3
  309. package/es/render/contributions/render/utils.js +7 -7
  310. package/es/render/contributions/render/utils.js.map +1 -1
  311. package/es/tsconfig.tsbuildinfo +1 -1
  312. package/package.json +3 -2
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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IRectRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { RectRenderContribution } from './contributions/constants';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: IContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IRectRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { RectRenderContribution } from './contributions/constants';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: IContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.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 || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -24,7 +24,7 @@ let DefaultCanvasRect3dRender = class extends BaseRender {
24
24
  }
25
25
  drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
26
26
  var _a;
27
- const rectAttribute = getTheme(rect, null == params ? void 0 : params.theme).rect3d, {fill: fill = rectAttribute.fill, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, fVisible = rectFillVisible(opacity, fillOpacity, width, height), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
27
+ const rectAttribute = getTheme(rect, null == params ? void 0 : params.theme).rect3d, {fill: fill = rectAttribute.fill, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
28
28
  if (!rect.valid || !visible) return;
29
29
  if (!doFill && !doStroke) return;
30
30
  if (!(fVisible || sVisible || fillCb || strokeCb)) return;
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IFace3d,\n IMarkAttribute,\n IPolygonItem,\n IRect3d,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { colorString } from '../../../color-string';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { RECT3D_NUMBER_TYPE } from '../../../graphic/constants';\n@injectable()\nexport class DefaultCanvasRect3dRender extends BaseRender<IRect3d> implements IGraphicRender {\n type = 'rect3d';\n numberType: number = RECT3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n rect: IRect3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect3d;\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\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 const { light, camera } = drawContext.stage || {};\n const face3d = rect.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, fc, context, light, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(edge => {\n const p1 = vertices[edge[0]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const p2 = vertices[edge[1]];\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = colorString.get(fillColor).value;\n // 上下左右前后\n // 0,1,2,3,4,5\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, null, null);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(rect: IRect3d, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect).rect;\n\n const data = this.transform(rect, rectAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(rect, context, x, y, drawContext);\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"]}
1
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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IFace3d,\n IMarkAttribute,\n IPolygonItem,\n IRect3d,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { colorString } from '../../../color-string';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { RECT3D_NUMBER_TYPE } from '../../../graphic/constants';\n@injectable()\nexport class DefaultCanvasRect3dRender extends BaseRender<IRect3d> implements IGraphicRender {\n type = 'rect3d';\n numberType: number = RECT3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n rect: IRect3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect3d;\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\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 const { light, camera } = drawContext.stage || {};\n const face3d = rect.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, fc, context, light, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(edge => {\n const p1 = vertices[edge[0]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const p2 = vertices[edge[1]];\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = colorString.get(fillColor).value;\n // 上下左右前后\n // 0,1,2,3,4,5\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, null, null);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(rect: IRect3d, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect).rect;\n\n const data = this.transform(rect, rectAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(rect, context, x, y, drawContext);\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"]}
@@ -21,7 +21,7 @@ let DefaultCanvasRichTextRender = class {
21
21
  drawShape(richtext, context, x, y, drawContext) {
22
22
  const richtextAttribute = getTheme(richtext).richtext, {width: width = richtextAttribute.width, height: height = richtextAttribute.height, opacity: opacity = richtextAttribute.opacity, fillOpacity: fillOpacity = richtextAttribute.fillOpacity, visible: visible = richtextAttribute.visible} = richtext.attribute;
23
23
  if (!richtext.valid || !visible) return;
24
- if (!fillVisible(opacity, fillOpacity)) return;
24
+ if (!fillVisible(opacity, fillOpacity, !0)) return;
25
25
  context.translate(x, y);
26
26
  richtext.getFrameCache().draw(context, this.drawIcon);
27
27
  }
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { getTheme } from '../../../graphic/theme';\nimport { RICHTEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IContext2d,\n IRichText,\n IRichTextIcon,\n IDrawContext,\n IRenderService,\n IGraphicRender\n} from '../../../interface';\nimport { fillVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasRichTextRender implements IGraphicRender {\n type: 'richtext';\n numberType: number = RICHTEXT_NUMBER_TYPE;\n\n drawShape(richtext: IRichText, context: IContext2d, x: number, y: number, drawContext: IDrawContext) {\n const richtextAttribute = getTheme(richtext).richtext;\n const {\n width = richtextAttribute.width,\n height = richtextAttribute.height,\n opacity = richtextAttribute.opacity,\n fillOpacity = richtextAttribute.fillOpacity,\n visible = richtextAttribute.visible\n } = richtext.attribute;\n\n if (!(richtext.valid && visible)) {\n return;\n }\n\n const fVisible = fillVisible(opacity, fillOpacity);\n if (!fVisible) {\n return;\n }\n\n context.translate(x, y);\n const frame = richtext.getFrameCache();\n frame.draw(context, this.drawIcon);\n }\n\n drawIcon(icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) {\n const richtextIconAttribute = getTheme(icon).richtextIcon;\n\n const {\n width = richtextIconAttribute.width,\n height = richtextIconAttribute.height,\n opacity = richtextIconAttribute.opacity,\n image: url,\n backgroundFill = richtextIconAttribute.backgroundFill,\n // backgroundFillColor = richtextIconAttribute.backgroundFillColor,\n backgroundFillOpacity = richtextIconAttribute.backgroundFillOpacity,\n backgroundStroke = richtextIconAttribute.backgroundStroke,\n // backgroundStrokeColor = richtextIconAttribute.backgroundStrokeColor,\n backgroundStrokeOpacity = richtextIconAttribute.backgroundStrokeOpacity,\n backgroundRadius = richtextIconAttribute.backgroundRadius,\n margin\n } = icon.attribute;\n\n const { backgroundWidth = width, backgroundHeight = height } = icon.attribute;\n\n if (margin) {\n x += icon._marginArray[3];\n y += icon._marginArray[0];\n }\n\n // y -= height / 2 - baseline;\n\n // 绘制background\n if (icon._hovered) {\n const expandX = (backgroundWidth - width) / 2;\n const expandY = (backgroundHeight - height) / 2;\n\n if (backgroundRadius === 0) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x - expandX, y - expandY, backgroundWidth, backgroundHeight);\n } else {\n context.beginPath();\n createRectPath(context, x - expandX, y - expandY, backgroundWidth, backgroundHeight, backgroundRadius);\n }\n if (backgroundFill) {\n // context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundFillOpacity;\n context.fillStyle = backgroundFill as string;\n context.fill();\n }\n if (backgroundStroke) {\n // context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundStrokeOpacity;\n context.strokeStyle = backgroundStroke as string;\n context.stroke();\n }\n }\n\n // 绘制图标\n const res = url && icon?.resources?.get(url);\n if (!res || res.state !== 'success') {\n return;\n }\n // context.setCommonStyle(icon, icon.attribute, x, y, iconAttribute);\n context.globalAlpha = opacity;\n context.drawImage(res.data, x, y, width, height);\n }\n\n draw(richtext: IRichText, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const richtextAttribute = getTheme(richtext).richtext;\n let { x = richtextAttribute.x, y = richtextAttribute.y } = richtext.attribute;\n\n if (!richtext.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(richtext.transMatrix, true);\n } else {\n const point = richtext.getOffsetXY(richtextAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n this.drawShape(richtext, context, x, y, drawContext);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
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{ injectable } from 'inversify';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { getTheme } from '../../../graphic/theme';\nimport { RICHTEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IContext2d,\n IRichText,\n IRichTextIcon,\n IDrawContext,\n IRenderService,\n IGraphicRender\n} from '../../../interface';\nimport { fillVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasRichTextRender implements IGraphicRender {\n type: 'richtext';\n numberType: number = RICHTEXT_NUMBER_TYPE;\n\n drawShape(richtext: IRichText, context: IContext2d, x: number, y: number, drawContext: IDrawContext) {\n const richtextAttribute = getTheme(richtext).richtext;\n const {\n width = richtextAttribute.width,\n height = richtextAttribute.height,\n opacity = richtextAttribute.opacity,\n fillOpacity = richtextAttribute.fillOpacity,\n visible = richtextAttribute.visible\n } = richtext.attribute;\n\n if (!(richtext.valid && visible)) {\n return;\n }\n\n const fVisible = fillVisible(opacity, fillOpacity, true);\n if (!fVisible) {\n return;\n }\n\n context.translate(x, y);\n const frame = richtext.getFrameCache();\n frame.draw(context, this.drawIcon);\n }\n\n drawIcon(icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) {\n const richtextIconAttribute = getTheme(icon).richtextIcon;\n\n const {\n width = richtextIconAttribute.width,\n height = richtextIconAttribute.height,\n opacity = richtextIconAttribute.opacity,\n image: url,\n backgroundFill = richtextIconAttribute.backgroundFill,\n // backgroundFillColor = richtextIconAttribute.backgroundFillColor,\n backgroundFillOpacity = richtextIconAttribute.backgroundFillOpacity,\n backgroundStroke = richtextIconAttribute.backgroundStroke,\n // backgroundStrokeColor = richtextIconAttribute.backgroundStrokeColor,\n backgroundStrokeOpacity = richtextIconAttribute.backgroundStrokeOpacity,\n backgroundRadius = richtextIconAttribute.backgroundRadius,\n margin\n } = icon.attribute;\n\n const { backgroundWidth = width, backgroundHeight = height } = icon.attribute;\n\n if (margin) {\n x += icon._marginArray[3];\n y += icon._marginArray[0];\n }\n\n // y -= height / 2 - baseline;\n\n // 绘制background\n if (icon._hovered) {\n const expandX = (backgroundWidth - width) / 2;\n const expandY = (backgroundHeight - height) / 2;\n\n if (backgroundRadius === 0) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x - expandX, y - expandY, backgroundWidth, backgroundHeight);\n } else {\n context.beginPath();\n createRectPath(context, x - expandX, y - expandY, backgroundWidth, backgroundHeight, backgroundRadius);\n }\n if (backgroundFill) {\n // context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundFillOpacity;\n context.fillStyle = backgroundFill as string;\n context.fill();\n }\n if (backgroundStroke) {\n // context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundStrokeOpacity;\n context.strokeStyle = backgroundStroke as string;\n context.stroke();\n }\n }\n\n // 绘制图标\n const res = url && icon?.resources?.get(url);\n if (!res || res.state !== 'success') {\n return;\n }\n // context.setCommonStyle(icon, icon.attribute, x, y, iconAttribute);\n context.globalAlpha = opacity;\n context.drawImage(res.data, x, y, width, height);\n }\n\n draw(richtext: IRichText, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const richtextAttribute = getTheme(richtext).richtext;\n let { x = richtextAttribute.x, y = richtextAttribute.y } = richtext.attribute;\n\n if (!richtext.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(richtext.transMatrix, true);\n } else {\n const point = richtext.getOffsetXY(richtextAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n this.drawShape(richtext, context, x, y, drawContext);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -34,9 +34,9 @@ let DefaultCanvasSymbolRender = class extends BaseRender {
34
34
  }
35
35
  drawShape(symbol, context, x, y, drawContext, params, fillCb, strokeCb) {
36
36
  var _a;
37
- const symbolAttribute = getTheme(symbol, null == params ? void 0 : params.theme).symbol, {size: size = symbolAttribute.size, fill: fill = symbolAttribute.fill, background: background, fillOpacity: fillOpacity = symbolAttribute.fillOpacity, strokeOpacity: strokeOpacity = symbolAttribute.strokeOpacity, opacity: opacity = symbolAttribute.opacity, lineWidth: lineWidth = symbolAttribute.lineWidth, stroke: stroke = symbolAttribute.stroke, visible: visible = symbolAttribute.visible, x: originX = symbolAttribute.x, y: originY = symbolAttribute.y, scaleX: scaleX = symbolAttribute.scaleX, scaleY: scaleY = symbolAttribute.scaleY} = symbol.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
37
+ const symbolAttribute = getTheme(symbol, null == params ? void 0 : params.theme).symbol, {size: size = symbolAttribute.size, fill: fill = symbolAttribute.fill, background: background, fillOpacity: fillOpacity = symbolAttribute.fillOpacity, strokeOpacity: strokeOpacity = symbolAttribute.strokeOpacity, opacity: opacity = symbolAttribute.opacity, lineWidth: lineWidth = symbolAttribute.lineWidth, stroke: stroke = symbolAttribute.stroke, visible: visible = symbolAttribute.visible, x: originX = symbolAttribute.x, y: originY = symbolAttribute.y, scaleX: scaleX = symbolAttribute.scaleX, scaleY: scaleY = symbolAttribute.scaleY} = symbol.attribute, fVisible = fillVisible(opacity, fillOpacity, fill), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill, background), doStroke = runStroke(stroke, lineWidth);
38
38
  if (!symbol.valid || !visible) return;
39
- if (!(doFill || doStroke || background)) return;
39
+ if (!doFill && !doStroke) return;
40
40
  if (!(fVisible || sVisible || fillCb || strokeCb || background)) return;
41
41
  const parsedPath = symbol.getParsedPath();
42
42
  if (!parsedPath) return;
@@ -1 +1 @@
1
- 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{ mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { inject, injectable, named } from 'inversify';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n declare z: number;\n\n protected _symbolRenderContribitions: ISymbolRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n symbol: ISymbol,\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 symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n fill = symbolAttribute.fill,\n background,\n fillOpacity = symbolAttribute.fillOpacity,\n strokeOpacity = symbolAttribute.strokeOpacity,\n opacity = symbolAttribute.opacity,\n lineWidth = symbolAttribute.lineWidth,\n stroke = symbolAttribute.stroke,\n visible = symbolAttribute.visible,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(symbol.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (parsedPath.draw(context, size, p.x, p.y) === false) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z) === false) {\n context.closePath();\n }\n }\n\n if (!this._symbolRenderContribitions) {\n this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [];\n this._symbolRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n // let { x = symbolAttribute.x, y = symbolAttribute.y } = symbol.attribute;\n\n // const transMatrix = symbol.transMatrix;\n // const onlyTranslate = transMatrix.onlyTranslate();\n // // 只有translate,那么不设置矩阵,通过xy进行偏移\n // if (onlyTranslate) {\n // const point = symbol.getOffsetXY(symbolAttribute);\n // x += point.x;\n // y += point.y;\n // // 当前context有rotate/scale,重置matrix\n // context.setTransformForCurrent();\n // } else {\n // // 如果存在translate,那么存在三种情况:不需要设置2d矩阵,需要设置2d矩阵,需要修改2d矩阵然后设置\n // // 1. 如果通过3d变换绘制,那么也不需要设置矩阵\n // // 2. 如果缩放等操作依然通过\n\n // const { keepDirIn3d = symbolAttribute.keepDirIn3d, scaleX, scaleY, z } = symbol.attribute;\n // if (context.camera && context.project) {\n // // 如果保持3d视角,那么需要设置2d矩阵,但是需要进行修改,因为通过投影改变位置,但是需要进行2d缩放和旋转变换\n // if (keepDirIn3d) {\n // const p = context.project(x, y, z);\n // context.translate(p.x, p.y, false);\n // context.scale(scaleX, scaleY, false);\n // context.rotate(scaleX, false)\n // context.translate(-p.x, -p.y, false);\n // context.setTransformForCurrent();\n // } else { // 不保持3d视角,所有变换均通过3d矩阵完成,不需要2d的矩阵\n // context.setTransform(1, 0, 0, 1, 0, 0, true);\n // }\n // } else {\n // // 直接设置矩阵即可\n // // 性能较差\n // x = 0;\n // y = 0;\n // context.transformFromMatrix(symbol.transMatrix, true);\n // }\n // }\n const data = this.transform(symbol, symbolAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(symbol, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(symbol, 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"]}
1
+ 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{ mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { inject, injectable, named } from 'inversify';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n declare z: number;\n\n protected _symbolRenderContribitions: ISymbolRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n symbol: ISymbol,\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 symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n fill = symbolAttribute.fill,\n background,\n fillOpacity = symbolAttribute.fillOpacity,\n strokeOpacity = symbolAttribute.strokeOpacity,\n opacity = symbolAttribute.opacity,\n lineWidth = symbolAttribute.lineWidth,\n stroke = symbolAttribute.stroke,\n visible = symbolAttribute.visible,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.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, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(symbol.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 || background)) {\n return;\n }\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (parsedPath.draw(context, size, p.x, p.y) === false) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z) === false) {\n context.closePath();\n }\n }\n\n if (!this._symbolRenderContribitions) {\n this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [];\n this._symbolRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n // let { x = symbolAttribute.x, y = symbolAttribute.y } = symbol.attribute;\n\n // const transMatrix = symbol.transMatrix;\n // const onlyTranslate = transMatrix.onlyTranslate();\n // // 只有translate,那么不设置矩阵,通过xy进行偏移\n // if (onlyTranslate) {\n // const point = symbol.getOffsetXY(symbolAttribute);\n // x += point.x;\n // y += point.y;\n // // 当前context有rotate/scale,重置matrix\n // context.setTransformForCurrent();\n // } else {\n // // 如果存在translate,那么存在三种情况:不需要设置2d矩阵,需要设置2d矩阵,需要修改2d矩阵然后设置\n // // 1. 如果通过3d变换绘制,那么也不需要设置矩阵\n // // 2. 如果缩放等操作依然通过\n\n // const { keepDirIn3d = symbolAttribute.keepDirIn3d, scaleX, scaleY, z } = symbol.attribute;\n // if (context.camera && context.project) {\n // // 如果保持3d视角,那么需要设置2d矩阵,但是需要进行修改,因为通过投影改变位置,但是需要进行2d缩放和旋转变换\n // if (keepDirIn3d) {\n // const p = context.project(x, y, z);\n // context.translate(p.x, p.y, false);\n // context.scale(scaleX, scaleY, false);\n // context.rotate(scaleX, false)\n // context.translate(-p.x, -p.y, false);\n // context.setTransformForCurrent();\n // } else { // 不保持3d视角,所有变换均通过3d矩阵完成,不需要2d的矩阵\n // context.setTransform(1, 0, 0, 1, 0, 0, true);\n // }\n // } else {\n // // 直接设置矩阵即可\n // // 性能较差\n // x = 0;\n // y = 0;\n // context.transformFromMatrix(symbol.transMatrix, true);\n // }\n // }\n const data = this.transform(symbol, symbolAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(symbol, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(symbol, 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"]}
@@ -28,13 +28,17 @@ import { TextRenderContribution } from "./contributions/constants";
28
28
 
29
29
  import { BaseRenderContributionTime } from "../../../common/enums";
30
30
 
31
+ import { matrixAllocate } from "../../../allocator/matrix-allocate";
32
+
33
+ import { max } from "@visactor/vutils";
34
+
31
35
  let DefaultCanvasTextRender = class extends BaseRender {
32
36
  constructor(textRenderContribitions) {
33
37
  super(), this.textRenderContribitions = textRenderContribitions, this.numberType = TEXT_NUMBER_TYPE;
34
38
  }
35
39
  drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
36
40
  var _a;
37
- 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), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
41
+ 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);
38
42
  if (!text.valid || !visible) return;
39
43
  if (!(doFill || doStroke || fVisible || sVisible)) return;
40
44
  const transform3dMatrixToContextMatrix = !keepDirIn3d, z = this.z || 0;
@@ -45,12 +49,26 @@ let DefaultCanvasTextRender = class extends BaseRender {
45
49
  c.time === BaseRenderContributionTime.beforeFillStroke ? this._textBeforeRenderContribitions.push(c) : this._textAfterRenderContribitions.push(c);
46
50
  }));
47
51
  }
48
- if (this._textBeforeRenderContribitions.forEach((c => {
52
+ this._textBeforeRenderContribitions.forEach((c => {
49
53
  c.drawShape(text, context, x, y, doFill, doStroke, fVisible, sVisible, textAttribute, drawContext, fillCb, strokeCb);
50
54
  })), context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute),
51
- transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context),
52
- Array.isArray(str)) {
53
- context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);
55
+ transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);
56
+ const drawText = (t, offsetX, offsetY, direction) => {
57
+ let _x = x + offsetX;
58
+ const _y = y + offsetY;
59
+ if (direction) {
60
+ context.highPerformanceSave(), _x += fontSize;
61
+ const matrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);
62
+ matrix.rotateByCenter(Math.PI / 2, _x, _y), context.transformFromMatrix(matrix, !0),
63
+ matrixAllocate.free(matrix);
64
+ }
65
+ doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
66
+ context.strokeText(t, _x, _y, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
67
+ context.fillText(t, _x, _y, z), this.drawUnderLine(underline, lineThrough, text, _x, _y, z, textAttribute, context))),
68
+ direction && (context.highPerformanceRestore(), context.setTransformForCurrent());
69
+ };
70
+ if (Array.isArray(str)) if (context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z),
71
+ "horizontal" === direction) {
54
72
  const {multilineLayout: multilineLayout} = text;
55
73
  if (!multilineLayout) return void context.highPerformanceRestore();
56
74
  const {xOffset: xOffset, yOffset: yOffset} = multilineLayout.bbox;
@@ -63,13 +81,48 @@ let DefaultCanvasTextRender = class extends BaseRender {
63
81
  this.drawMultiUnderLine(underline, lineThrough, text, (line.leftOffset || 0) + x, (line.topOffset || 0) + yOffset + y, z, line.width, textAttribute, context);
64
82
  }))));
65
83
  } else {
66
- context.setTextStyle(text.attribute, textAttribute, z);
67
- const t = text.clipedText;
68
- let dy = 0;
69
- lineHeight !== fontSize && ("top" === textBaseline ? dy = (lineHeight - fontSize) / 2 : "middle" === textBaseline || "bottom" === textBaseline && (dy = -(lineHeight - fontSize) / 2)),
70
- doStroke && (strokeCb ? strokeCb(context, text.attribute, textAttribute) : sVisible && (context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute),
71
- context.strokeText(t, x, y + dy, z))), doFill && (fillCb ? fillCb(context, text.attribute, textAttribute) : fVisible && (context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute),
72
- context.fillText(t, x, y + dy, z), this.drawUnderLine(underline, lineThrough, text, x, y + dy, z, textAttribute, context)));
84
+ const cache = text.cache, {verticalList: verticalList} = cache;
85
+ context.textAlign = "left", context.textBaseline = "top";
86
+ const totalHeight = lineHeight * verticalList.length;
87
+ let totalW = 0;
88
+ verticalList.forEach((verticalData => {
89
+ const _w = verticalData.reduce(((a, b) => a + (b.width || 0)), 0);
90
+ totalW = max(_w, totalW);
91
+ }));
92
+ let offsetY = 0, offsetX = 0;
93
+ "bottom" === textBaseline ? offsetX = -totalHeight : "middle" === textBaseline && (offsetX = -totalHeight / 2),
94
+ "center" === textAlign ? offsetY -= totalW / 2 : "right" === textAlign && (offsetY -= totalW),
95
+ verticalList.forEach(((verticalData, i) => {
96
+ const currentW = verticalData.reduce(((a, b) => a + (b.width || 0)), 0), dw = totalW - currentW;
97
+ let currentOffsetY = offsetY;
98
+ "center" === textAlign ? currentOffsetY += dw / 2 : "right" === textAlign && (currentOffsetY += dw),
99
+ verticalData.forEach((item => {
100
+ const {text: text, width: width, direction: direction} = item;
101
+ drawText(text, totalHeight - (i + 1) * lineHeight + offsetX, currentOffsetY, direction),
102
+ currentOffsetY += width;
103
+ }));
104
+ }));
105
+ } else {
106
+ const cache = text.cache;
107
+ if ("horizontal" === direction) {
108
+ context.setTextStyle(text.attribute, textAttribute, z);
109
+ const t = text.clipedText;
110
+ let dy = 0;
111
+ lineHeight !== fontSize && ("top" === textBaseline ? dy = (lineHeight - fontSize) / 2 : "middle" === textBaseline || "bottom" === textBaseline && (dy = -(lineHeight - fontSize) / 2)),
112
+ drawText(t, 0, dy, 0);
113
+ } else if (cache) {
114
+ context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);
115
+ const {verticalList: verticalList} = cache;
116
+ let offsetY = 0;
117
+ const totalW = verticalList[0].reduce(((a, b) => a + (b.width || 0)), 0);
118
+ let offsetX = 0;
119
+ "bottom" === textBaseline ? offsetX = -lineHeight : "middle" === textBaseline && (offsetX = -lineHeight / 2),
120
+ "center" === textAlign ? offsetY -= totalW / 2 : "right" === textAlign && (offsetY -= totalW),
121
+ context.textAlign = "left", context.textBaseline = "top", verticalList[0].forEach((item => {
122
+ const {text: text, width: width, direction: direction} = item;
123
+ drawText(text, offsetX, offsetY, direction), offsetY += width;
124
+ }));
125
+ }
73
126
  }
74
127
  transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context),
75
128
  this._textAfterRenderContribitions.forEach((c => {
@@ -1 +1 @@
1
- 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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);\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"]}
1
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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"]}
@@ -1,8 +1,8 @@
1
1
  import type { IGraphicAttribute, IContext2d, IGraphic, IMarkAttribute, IThemeAttribute, IFillType, IStrokeType, IArc, IPath2D, IGraphicRenderDrawParams, IDrawContext } from '../../../interface';
2
- export declare function runFill(fill: IFillType): boolean;
2
+ export declare function runFill(fill: IFillType, background?: string | HTMLImageElement | HTMLCanvasElement): boolean;
3
3
  export declare function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number): boolean;
4
- export declare function fillVisible(opacity: number, fillOpacity: number): boolean;
5
- export declare function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number): boolean;
4
+ export declare function fillVisible(opacity: number, fillOpacity: number, fill: IFillType): boolean;
5
+ export declare function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType): boolean;
6
6
  export declare function strokeVisible(opacity: number, strokeOpacity: number): boolean;
7
7
  export declare function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number): boolean;
8
8
  export declare function drawPathProxy(graphic: IGraphic, context: IContext2d, x: number, y: number, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, fillCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean): boolean;
@@ -4,8 +4,8 @@ import { renderCommandList } from "../../../common/render-command-list";
4
4
 
5
5
  import { getTheme } from "../../../graphic/theme";
6
6
 
7
- export function runFill(fill) {
8
- return !!fill;
7
+ export function runFill(fill, background) {
8
+ return !(!fill && !background);
9
9
  }
10
10
 
11
11
  export function runStroke(stroke, lineWidth) {
@@ -14,12 +14,12 @@ export function runStroke(stroke, lineWidth) {
14
14
  s && lineWidth > 0;
15
15
  }
16
16
 
17
- export function fillVisible(opacity, fillOpacity) {
18
- return opacity * fillOpacity > 0;
17
+ export function fillVisible(opacity, fillOpacity, fill) {
18
+ return fill && opacity * fillOpacity > 0;
19
19
  }
20
20
 
21
- export function rectFillVisible(opacity, fillOpacity, width, height) {
22
- return opacity * fillOpacity > 0 && width > 0 && height > 0;
21
+ export function rectFillVisible(opacity, fillOpacity, width, height, fill) {
22
+ return fill && opacity * fillOpacity > 0 && width > 0 && height > 0;
23
23
  }
24
24
 
25
25
  export function strokeVisible(opacity, strokeOpacity) {
@@ -32,7 +32,7 @@ export function rectStrokeVisible(opacity, strokeOpacity, width, height) {
32
32
 
33
33
  export function drawPathProxy(graphic, context, x, y, drawContext, params, fillCb, strokeCb) {
34
34
  if (!graphic.pathProxy) return !1;
35
- const themeAttributes = getTheme(graphic, null == params ? void 0 : params.theme)[graphic.type], {fill: fill = themeAttributes.fill, stroke: stroke = themeAttributes.stroke, opacity: opacity = themeAttributes.opacity, fillOpacity: fillOpacity = themeAttributes.fillOpacity, lineWidth: lineWidth = themeAttributes.lineWidth, strokeOpacity: strokeOpacity = themeAttributes.strokeOpacity, visible: visible = themeAttributes.visible} = graphic.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
35
+ const themeAttributes = getTheme(graphic, null == params ? void 0 : params.theme)[graphic.type], {fill: fill = themeAttributes.fill, stroke: stroke = themeAttributes.stroke, opacity: opacity = themeAttributes.opacity, fillOpacity: fillOpacity = themeAttributes.fillOpacity, lineWidth: lineWidth = themeAttributes.lineWidth, strokeOpacity: strokeOpacity = themeAttributes.strokeOpacity, visible: visible = themeAttributes.visible} = graphic.attribute, fVisible = fillVisible(opacity, fillOpacity, fill), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
36
36
  if (!visible) return !0;
37
37
  if (!doFill && !doStroke) return !0;
38
38
  if (!(fVisible || sVisible || fillCb || strokeCb)) return !0;