@visactor/vrender 0.14.3 → 0.14.5-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 (48) hide show
  1. package/cjs/event/event-manager.js +6 -4
  2. package/cjs/event/event-manager.js.map +1 -1
  3. package/cjs/graphic/arc.d.ts +7 -0
  4. package/cjs/graphic/arc.js +3 -1
  5. package/cjs/graphic/arc.js.map +1 -1
  6. package/cjs/index.d.ts +1 -1
  7. package/cjs/index.js +1 -1
  8. package/cjs/index.js.map +1 -1
  9. package/cjs/interface/graphic/arc.d.ts +2 -0
  10. package/cjs/interface/graphic/arc.js.map +1 -1
  11. package/cjs/interface/graphic.d.ts +1 -0
  12. package/cjs/interface/graphic.js.map +1 -1
  13. package/cjs/render/contributions/render/arc-render.js +9 -2
  14. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  15. package/cjs/render/contributions/render/contributions/arc-contribution-render.js +5 -5
  16. package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  17. package/cjs/render/contributions/render/contributions/circle-contribution-render.js +5 -5
  18. package/cjs/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  19. package/cjs/render/contributions/render/contributions/rect-contribution-render.js +5 -5
  20. package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  21. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js +21 -21
  22. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  23. package/dist/index.js +50 -25
  24. package/dist/index.min.js +1 -1
  25. package/es/event/event-manager.js +6 -4
  26. package/es/event/event-manager.js.map +1 -1
  27. package/es/graphic/arc.d.ts +7 -0
  28. package/es/graphic/arc.js +3 -1
  29. package/es/graphic/arc.js.map +1 -1
  30. package/es/index.d.ts +1 -1
  31. package/es/index.js +1 -1
  32. package/es/index.js.map +1 -1
  33. package/es/interface/graphic/arc.d.ts +2 -0
  34. package/es/interface/graphic/arc.js.map +1 -1
  35. package/es/interface/graphic.d.ts +1 -0
  36. package/es/interface/graphic.js.map +1 -1
  37. package/es/render/contributions/render/arc-render.js +10 -3
  38. package/es/render/contributions/render/arc-render.js.map +1 -1
  39. package/es/render/contributions/render/contributions/arc-contribution-render.js +5 -5
  40. package/es/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  41. package/es/render/contributions/render/contributions/circle-contribution-render.js +5 -5
  42. package/es/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  43. package/es/render/contributions/render/contributions/rect-contribution-render.js +5 -5
  44. package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  45. package/es/render/contributions/render/contributions/symbol-contribution-render.js +19 -19
  46. package/es/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  47. package/es/tsconfig.tsbuildinfo +1 -1
  48. package/package.json +3 -3
@@ -1 +1 @@
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{ abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor,\n IArcRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport {\n cornerTangents,\n drawArcPath,\n drawPathProxy,\n fillVisible,\n intersect,\n runFill,\n runStroke,\n strokeVisible\n} from './utils';\nimport { getConicGradientAt } from '../../../canvas/contributions/browser/conical-gradient';\nimport { ArcRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n@injectable()\nexport class DefaultCanvasArcRender implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n protected _arcBeforeRenderContribitions: IArcRenderContribution[];\n protected _arcAfterRenderContribitions: IArcRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: IContributionProvider<IArcRenderContribution>\n ) {}\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\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 arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n const {\n fill = arcAttribute.fill,\n background,\n stroke = arcAttribute.stroke,\n opacity = arcAttribute.opacity,\n fillOpacity = arcAttribute.fillOpacity,\n lineWidth = arcAttribute.lineWidth,\n strokeOpacity = arcAttribute.strokeOpacity,\n visible = arcAttribute.visible,\n x: originX = arcAttribute.x,\n y: originY = arcAttribute.y\n } = arc.attribute;\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 (!(arc.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const {\n outerRadius = arcAttribute.outerRadius,\n innerRadius = arcAttribute.innerRadius,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n let beforeRenderContribitionsRuned = false;\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\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arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n if (!this._arcBeforeRenderContribitions) {\n this._arcBeforeRenderContribitions = [];\n this._arcAfterRenderContribitions = [];\n const contributions = this.arcRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._arcBeforeRenderContribitions.push(c);\n } else {\n this._arcAfterRenderContribitions.push(c);\n }\n });\n }\n beforeRenderContribitionsRuned = true;\n this._arcBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.stroke();\n }\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (!beforeRenderContribitionsRuned) {\n if (!this._arcBeforeRenderContribitions) {\n this._arcBeforeRenderContribitions = [];\n this._arcAfterRenderContribitions = [];\n const contributions = this.arcRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._arcBeforeRenderContribitions.push(c);\n } else {\n this._arcAfterRenderContribitions.push(c);\n }\n });\n }\n beforeRenderContribitionsRuned = true;\n this._arcBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (cap && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n\n if (!beforeRenderContribitionsRuned) {\n if (!this._arcBeforeRenderContribitions) {\n this._arcBeforeRenderContribitions = [];\n this._arcAfterRenderContribitions = [];\n const contributions = this.arcRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._arcBeforeRenderContribitions.push(c);\n } else {\n this._arcAfterRenderContribitions.push(c);\n }\n });\n }\n beforeRenderContribitionsRuned = true;\n this._arcBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n }\n\n this._arcAfterRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n context.highPerformanceSave();\n\n let { x = arcAttribute.x, y = arcAttribute.y } = arc.attribute;\n if (!arc.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(arc.transMatrix, true);\n } else {\n const point = arc.getOffsetXY(arcAttribute);\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(arc, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(arc, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
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{ abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2, isBoolean } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor,\n IArcRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IConicalGradient\n} from '../../../interface';\nimport {\n cornerTangents,\n drawArcPath,\n drawPathProxy,\n fillVisible,\n intersect,\n runFill,\n runStroke,\n strokeVisible\n} from './utils';\nimport { getConicGradientAt } from '../../../canvas/contributions/browser/conical-gradient';\nimport { ArcRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n@injectable()\nexport class DefaultCanvasArcRender implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n protected _arcBeforeRenderContribitions: IArcRenderContribution[];\n protected _arcAfterRenderContribitions: IArcRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: IContributionProvider<IArcRenderContribution>\n ) {}\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\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 arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n const {\n fill = arcAttribute.fill,\n background,\n stroke = arcAttribute.stroke,\n opacity = arcAttribute.opacity,\n fillOpacity = arcAttribute.fillOpacity,\n lineWidth = arcAttribute.lineWidth,\n strokeOpacity = arcAttribute.strokeOpacity,\n visible = arcAttribute.visible,\n x: originX = arcAttribute.x,\n y: originY = arcAttribute.y\n } = arc.attribute;\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 (!(arc.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const {\n outerRadius = arcAttribute.outerRadius,\n innerRadius = arcAttribute.innerRadius,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n // 判断是否是环形渐变,且有头部cap,那就偏移渐变色角度\n let conicalOffset = 0;\n const tempChangeConicalColor =\n ((isBoolean(cap) && cap) || cap[0]) && (fill as IGradientColor).gradient === 'conical';\n if (tempChangeConicalColor) {\n const { sc, startAngle, endAngle } = arc.getParsedAngle();\n if (abs(endAngle - startAngle) < pi2 - epsilon) {\n conicalOffset = sc || 0;\n (fill as IConicalGradient).startAngle -= conicalOffset;\n (fill as IConicalGradient).endAngle -= conicalOffset;\n }\n }\n\n let beforeRenderContribitionsRuned = false;\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\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arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n if (!this._arcBeforeRenderContribitions) {\n this._arcBeforeRenderContribitions = [];\n this._arcAfterRenderContribitions = [];\n const contributions = this.arcRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._arcBeforeRenderContribitions.push(c);\n } else {\n this._arcAfterRenderContribitions.push(c);\n }\n });\n }\n beforeRenderContribitionsRuned = true;\n this._arcBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.stroke();\n }\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (!beforeRenderContribitionsRuned) {\n if (!this._arcBeforeRenderContribitions) {\n this._arcBeforeRenderContribitions = [];\n this._arcAfterRenderContribitions = [];\n const contributions = this.arcRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._arcBeforeRenderContribitions.push(c);\n } else {\n this._arcAfterRenderContribitions.push(c);\n }\n });\n }\n beforeRenderContribitionsRuned = true;\n this._arcBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (((isBoolean(cap) && cap) || cap[1]) && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n\n if (!beforeRenderContribitionsRuned) {\n if (!this._arcBeforeRenderContribitions) {\n this._arcBeforeRenderContribitions = [];\n this._arcAfterRenderContribitions = [];\n const contributions = this.arcRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._arcBeforeRenderContribitions.push(c);\n } else {\n this._arcAfterRenderContribitions.push(c);\n }\n });\n }\n beforeRenderContribitionsRuned = true;\n this._arcBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n }\n\n this._arcAfterRenderContribitions.forEach(c => {\n c.drawShape(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\n if (tempChangeConicalColor) {\n (fill as IConicalGradient).startAngle += conicalOffset;\n (fill as IConicalGradient).endAngle += conicalOffset;\n }\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n context.highPerformanceSave();\n\n let { x = arcAttribute.x, y = arcAttribute.y } = arc.attribute;\n if (!arc.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(arc.transMatrix, true);\n } else {\n const point = arc.getOffsetXY(arcAttribute);\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(arc, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(arc, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -18,8 +18,8 @@ let DefaultArcRenderContribution = class {
18
18
  this.order = 0;
19
19
  }
20
20
  drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, drawContext, fillCb, strokeCb) {
21
- const {innerRadius: innerRadius = arcAttribute.innerRadius, outerRadius: outerRadius = arcAttribute.outerRadius, startAngle: startAngle = arcAttribute.startAngle, endAngle: endAngle = arcAttribute.endAngle, opacity: opacity = arcAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = arc.attribute;
22
- if (outerBorder) {
21
+ const {innerRadius: innerRadius = arcAttribute.innerRadius, outerRadius: outerRadius = arcAttribute.outerRadius, startAngle: startAngle = arcAttribute.startAngle, endAngle: endAngle = arcAttribute.endAngle, opacity: opacity = arcAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = arc.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
22
+ if (outerBorder && !1 !== outerBorder.visible) {
23
23
  const {distance: distance = arcAttribute.outerBorder.distance} = outerBorder, d = (0,
24
24
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), deltaAngle = distance / outerRadius;
25
25
  if (arc.setAttributes({
@@ -29,13 +29,13 @@ let DefaultArcRenderContribution = class {
29
29
  endAngle: endAngle + deltaAngle
30
30
  }), context.beginPath(), (0, utils_1.drawArcPath)(arc, context, x, y, outerRadius + d, innerRadius - d),
31
31
  context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute),
32
- strokeCb) strokeCb(context, outerBorder, arcAttribute.outerBorder); else if (sVisible) {
32
+ strokeCb) strokeCb(context, outerBorder, arcAttribute.outerBorder); else if (doStrokeOuter) {
33
33
  const lastOpacity = arcAttribute.outerBorder.opacity;
34
34
  arcAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(arc, outerBorder, x, y, arcAttribute.outerBorder),
35
35
  arcAttribute.outerBorder.opacity = lastOpacity, context.stroke();
36
36
  }
37
37
  }
38
- if (innerBorder) {
38
+ if (innerBorder && !1 !== innerBorder.visible) {
39
39
  const {distance: distance = arcAttribute.innerBorder.distance} = innerBorder, d = (0,
40
40
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), deltaAngle = distance / outerRadius;
41
41
  if (arc.setAttributes({
@@ -45,7 +45,7 @@ let DefaultArcRenderContribution = class {
45
45
  endAngle: endAngle - deltaAngle
46
46
  }), context.beginPath(), (0, utils_1.drawArcPath)(arc, context, x, y, outerRadius - d, innerRadius + d),
47
47
  context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute),
48
- strokeCb) strokeCb(context, innerBorder, arcAttribute.innerBorder); else if (sVisible) {
48
+ strokeCb) strokeCb(context, innerBorder, arcAttribute.innerBorder); else if (doStrokeInner) {
49
49
  const lastOpacity = arcAttribute.innerBorder.opacity;
50
50
  arcAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(arc, innerBorder, x, y, arcAttribute.innerBorder),
51
51
  arcAttribute.innerBorder.opacity = lastOpacity, context.stroke();
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IArc,\n IArcGraphicAttribute,\n IThemeAttribute,\n IArcRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { drawArcPath } from '../utils';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultArcRenderContribution implements IArcRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n arcAttribute: Required<IArcGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n innerRadius = arcAttribute.innerRadius,\n outerRadius = arcAttribute.outerRadius,\n startAngle = arcAttribute.startAngle,\n endAngle = arcAttribute.endAngle,\n opacity = arcAttribute.opacity,\n outerBorder,\n innerBorder\n } = arc.attribute;\n if (outerBorder) {\n const { distance = arcAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const deltaAngle = (distance as number) / outerRadius;\n arc.setAttributes({\n outerRadius: outerRadius + d,\n innerRadius: innerRadius - d,\n startAngle: startAngle - deltaAngle,\n endAngle: endAngle + deltaAngle\n } as any);\n context.beginPath();\n drawArcPath(arc, context, x, y, outerRadius + d, innerRadius - d);\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, arcAttribute.outerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (arcAttribute.outerBorder as any).opacity;\n (arcAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(arc, outerBorder, x, y, arcAttribute.outerBorder as any);\n (arcAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder) {\n const { distance = arcAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const deltaAngle = (distance as number) / outerRadius;\n arc.setAttributes({\n outerRadius: outerRadius - d,\n innerRadius: innerRadius + d,\n startAngle: startAngle + deltaAngle,\n endAngle: endAngle - deltaAngle\n } as any);\n context.beginPath();\n drawArcPath(arc, context, x, y, outerRadius - d, innerRadius + d);\n // arc.setAttributes({ outerRadius: outerRadius, innerRadius: innerRadius });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, arcAttribute.innerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (arcAttribute.innerBorder as any).opacity;\n (arcAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(arc, innerBorder, x, y, arcAttribute.innerBorder as any);\n (arcAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n arc.setAttributes({ outerRadius: outerRadius, innerRadius: innerRadius, startAngle, endAngle } as any);\n }\n}\n\n@injectable()\nexport class DefaultArcBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IArcRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultArcTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements IArcRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n"]}
1
+ 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{ injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IArc,\n IArcGraphicAttribute,\n IThemeAttribute,\n IArcRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { drawArcPath } from '../utils';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultArcRenderContribution implements IArcRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n arcAttribute: Required<IArcGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n innerRadius = arcAttribute.innerRadius,\n outerRadius = arcAttribute.outerRadius,\n startAngle = arcAttribute.startAngle,\n endAngle = arcAttribute.endAngle,\n opacity = arcAttribute.opacity,\n outerBorder,\n innerBorder\n } = arc.attribute;\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (outerBorder && outerBorder.visible !== false) {\n const { distance = arcAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const deltaAngle = (distance as number) / outerRadius;\n arc.setAttributes({\n outerRadius: outerRadius + d,\n innerRadius: innerRadius - d,\n startAngle: startAngle - deltaAngle,\n endAngle: endAngle + deltaAngle\n } as any);\n context.beginPath();\n drawArcPath(arc, context, x, y, outerRadius + d, innerRadius - d);\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, arcAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (arcAttribute.outerBorder as any).opacity;\n (arcAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(arc, outerBorder, x, y, arcAttribute.outerBorder as any);\n (arcAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder && innerBorder.visible !== false) {\n const { distance = arcAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const deltaAngle = (distance as number) / outerRadius;\n arc.setAttributes({\n outerRadius: outerRadius - d,\n innerRadius: innerRadius + d,\n startAngle: startAngle + deltaAngle,\n endAngle: endAngle - deltaAngle\n } as any);\n context.beginPath();\n drawArcPath(arc, context, x, y, outerRadius - d, innerRadius + d);\n // arc.setAttributes({ outerRadius: outerRadius, innerRadius: innerRadius });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, arcAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (arcAttribute.innerBorder as any).opacity;\n (arcAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(arc, innerBorder, x, y, arcAttribute.innerBorder as any);\n (arcAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n arc.setAttributes({ outerRadius: outerRadius, innerRadius: innerRadius, startAngle, endAngle } as any);\n }\n}\n\n@injectable()\nexport class DefaultArcBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IArcRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultArcTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements IArcRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n"]}
@@ -18,24 +18,24 @@ let DefaultCircleRenderContribution = class {
18
18
  this.order = 0;
19
19
  }
20
20
  drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, drawContext, fillCb, strokeCb) {
21
- const {radius: radius = circleAttribute.radius, startAngle: startAngle = circleAttribute.startAngle, endAngle: endAngle = circleAttribute.endAngle, opacity: opacity = circleAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = circle.attribute;
22
- if (outerBorder) {
21
+ const {radius: radius = circleAttribute.radius, startAngle: startAngle = circleAttribute.startAngle, endAngle: endAngle = circleAttribute.endAngle, opacity: opacity = circleAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = circle.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
22
+ if (outerBorder && !1 !== outerBorder.visible) {
23
23
  const {distance: distance = circleAttribute.outerBorder.distance} = outerBorder, dw = (0,
24
24
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
25
25
  if (context.beginPath(), context.arc(x, y, radius + dw, startAngle, endAngle), context.closePath(),
26
26
  context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute),
27
- strokeCb) strokeCb(context, outerBorder, circleAttribute.outerBorder); else if (sVisible) {
27
+ strokeCb) strokeCb(context, outerBorder, circleAttribute.outerBorder); else if (doStrokeOuter) {
28
28
  const lastOpacity = circleAttribute.outerBorder.opacity;
29
29
  circleAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(circle, outerBorder, x, y, circleAttribute.outerBorder),
30
30
  circleAttribute.outerBorder.opacity = lastOpacity, context.stroke();
31
31
  }
32
32
  }
33
- if (innerBorder) {
33
+ if (innerBorder && !1 !== innerBorder.visible) {
34
34
  const {distance: distance = circleAttribute.innerBorder.distance} = innerBorder, dw = (0,
35
35
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
36
36
  if (context.beginPath(), context.arc(x, y, radius - dw, startAngle, endAngle), context.closePath(),
37
37
  context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute),
38
- strokeCb) strokeCb(context, innerBorder, circleAttribute.innerBorder); else if (sVisible) {
38
+ strokeCb) strokeCb(context, innerBorder, circleAttribute.innerBorder); else if (doStrokeInner) {
39
39
  const lastOpacity = circleAttribute.innerBorder.opacity;
40
40
  circleAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(circle, innerBorder, x, y, circleAttribute.innerBorder),
41
41
  circleAttribute.innerBorder.opacity = lastOpacity, context.stroke();
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ICircle,\n ICircleGraphicAttribute,\n IThemeAttribute,\n ICircleRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultCircleRenderContribution implements ICircleRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n circle: ICircle,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n circleAttribute: Required<ICircleGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n radius = circleAttribute.radius,\n startAngle = circleAttribute.startAngle,\n endAngle = circleAttribute.endAngle,\n opacity = circleAttribute.opacity,\n outerBorder,\n innerBorder\n } = circle.attribute;\n\n if (outerBorder) {\n const { distance = circleAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const dw = d;\n context.beginPath();\n context.arc(x, y, radius + dw, startAngle, endAngle);\n context.closePath();\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, circleAttribute.outerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (circleAttribute.outerBorder as any).opacity;\n (circleAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(circle, outerBorder, x, y, circleAttribute.outerBorder as any);\n (circleAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder) {\n const { distance = circleAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const dw = d;\n\n context.beginPath();\n context.arc(x, y, radius - dw, startAngle, endAngle);\n context.closePath();\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, circleAttribute.innerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (circleAttribute.innerBorder as any).opacity;\n (circleAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(circle, innerBorder, x, y, circleAttribute.innerBorder as any);\n (circleAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class DefaultCircleBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements ICircleRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultCircleTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements ICircleRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n"]}
1
+ 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{ injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ICircle,\n ICircleGraphicAttribute,\n IThemeAttribute,\n ICircleRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultCircleRenderContribution implements ICircleRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n circle: ICircle,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n circleAttribute: Required<ICircleGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n radius = circleAttribute.radius,\n startAngle = circleAttribute.startAngle,\n endAngle = circleAttribute.endAngle,\n opacity = circleAttribute.opacity,\n outerBorder,\n innerBorder\n } = circle.attribute;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (outerBorder && outerBorder.visible !== false) {\n const { distance = circleAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const dw = d;\n context.beginPath();\n context.arc(x, y, radius + dw, startAngle, endAngle);\n context.closePath();\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, circleAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (circleAttribute.outerBorder as any).opacity;\n (circleAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(circle, outerBorder, x, y, circleAttribute.outerBorder as any);\n (circleAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder && innerBorder.visible !== false) {\n const { distance = circleAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const dw = d;\n\n context.beginPath();\n context.arc(x, y, radius - dw, startAngle, endAngle);\n context.closePath();\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, circleAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (circleAttribute.innerBorder as any).opacity;\n (circleAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(circle, innerBorder, x, y, circleAttribute.innerBorder as any);\n (circleAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class DefaultCircleBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements ICircleRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultCircleTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements ICircleRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n"]}
@@ -18,28 +18,28 @@ let DefaultRectRenderContribution = class {
18
18
  this.order = 0;
19
19
  }
20
20
  drawShape(rect, context, x, y, doFill, doStroke, fVisible, sVisible, rectAttribute, drawContext, fillCb, strokeCb) {
21
- const {width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = rect.attribute;
22
- if (outerBorder) {
21
+ const {width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = rect.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
22
+ if (outerBorder && !1 !== outerBorder.visible) {
23
23
  const {distance: distance = rectAttribute.outerBorder.distance} = outerBorder, d = (0,
24
24
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), nextX = x - d, nextY = y - d, dw = 2 * d;
25
25
  if (0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
26
26
  context.rect(nextX, nextY, width + dw, height + dw)) : (context.beginPath(), (0,
27
27
  rect_1.createRectPath)(context, nextX, nextY, width + dw, height + dw, cornerRadius)),
28
28
  context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
29
- strokeCb) strokeCb(context, outerBorder, rectAttribute.outerBorder); else if (sVisible) {
29
+ strokeCb) strokeCb(context, outerBorder, rectAttribute.outerBorder); else if (doStrokeOuter) {
30
30
  const lastOpacity = rectAttribute.outerBorder.opacity;
31
31
  rectAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(rect, outerBorder, x, y, rectAttribute.outerBorder),
32
32
  rectAttribute.outerBorder.opacity = lastOpacity, context.stroke();
33
33
  }
34
34
  }
35
- if (innerBorder) {
35
+ if (innerBorder && !1 !== innerBorder.visible) {
36
36
  const {distance: distance = rectAttribute.innerBorder.distance} = innerBorder, d = (0,
37
37
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), nextX = x + d, nextY = y + d, dw = 2 * d;
38
38
  if (0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
39
39
  context.rect(nextX, nextY, width - dw, height - dw)) : (context.beginPath(), (0,
40
40
  rect_1.createRectPath)(context, nextX, nextY, width - dw, height - dw, cornerRadius)),
41
41
  context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
42
- strokeCb) strokeCb(context, innerBorder, rectAttribute.innerBorder); else if (sVisible) {
42
+ strokeCb) strokeCb(context, innerBorder, rectAttribute.innerBorder); else if (doStrokeInner) {
43
43
  const lastOpacity = rectAttribute.innerBorder.opacity;
44
44
  rectAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(rect, innerBorder, x, y, rectAttribute.innerBorder),
45
45
  rectAttribute.innerBorder.opacity = lastOpacity, context.stroke();
@@ -1 +1 @@
1
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{ isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n outerBorder,\n innerBorder\n } = rect.attribute;\n\n if (outerBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, outerBorder, x, y, rectAttribute.outerBorder as any);\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, innerBorder, x, y, rectAttribute.innerBorder as any);\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class DefaultRectBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultRectTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = groupAttribute.width,\n height = groupAttribute.height,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n outerBorder,\n innerBorder\n } = rect.attribute;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (outerBorder && outerBorder.visible !== false) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, outerBorder, x, y, rectAttribute.outerBorder as any);\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder && innerBorder.visible !== false) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(rect, innerBorder, x, y, rectAttribute.innerBorder as any);\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class DefaultRectBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\n@injectable()\nexport class DefaultRectTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements IRectRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = groupAttribute.width,\n height = groupAttribute.height,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n"]}
@@ -19,28 +19,28 @@ let DefaultSymbolRenderContribution = class {
19
19
  }
20
20
  drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, drawContext, fillCb, strokeCb) {
21
21
  const {size: size = symbolAttribute.size, opacity: opacity = symbolAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = symbol.attribute, parsedPath = symbol.getParsedPath();
22
- if (parsedPath) {
23
- if (outerBorder) {
24
- const {distance: distance = symbolAttribute.outerBorder.distance} = outerBorder, d = (0,
25
- canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
26
- if (context.beginPath(), !1 === parsedPath.drawOffset(context, size, x, y, d) && context.closePath(),
27
- context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
28
- strokeCb) strokeCb(context, outerBorder, symbolAttribute.outerBorder); else if (sVisible) {
29
- const lastOpacity = symbolAttribute.outerBorder.opacity;
30
- symbolAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(symbol, outerBorder, x, y, symbolAttribute.outerBorder),
31
- symbolAttribute.outerBorder.opacity = lastOpacity, context.stroke();
32
- }
22
+ if (!parsedPath) return;
23
+ const doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
24
+ if (outerBorder && !1 !== outerBorder.visible) {
25
+ const {distance: distance = symbolAttribute.outerBorder.distance} = outerBorder, d = (0,
26
+ canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
27
+ if (context.beginPath(), !1 === parsedPath.drawOffset(context, size, x, y, d) && context.closePath(),
28
+ context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
29
+ strokeCb) strokeCb(context, outerBorder, symbolAttribute.outerBorder); else if (doStrokeOuter) {
30
+ const lastOpacity = symbolAttribute.outerBorder.opacity;
31
+ symbolAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(symbol, outerBorder, x, y, symbolAttribute.outerBorder),
32
+ symbolAttribute.outerBorder.opacity = lastOpacity, context.stroke();
33
33
  }
34
- if (innerBorder) {
35
- const {distance: distance = symbolAttribute.innerBorder.distance} = innerBorder, d = (0,
36
- canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
37
- if (context.beginPath(), !1 === parsedPath.drawOffset(context, size, x, y, -d) && context.closePath(),
38
- context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
39
- strokeCb) strokeCb(context, innerBorder, symbolAttribute.innerBorder); else if (sVisible) {
40
- const lastOpacity = symbolAttribute.innerBorder.opacity;
41
- symbolAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(symbol, innerBorder, x, y, symbolAttribute.innerBorder),
42
- symbolAttribute.innerBorder.opacity = lastOpacity, context.stroke();
43
- }
34
+ }
35
+ if (innerBorder && !1 !== innerBorder.visible) {
36
+ const {distance: distance = symbolAttribute.innerBorder.distance} = innerBorder, d = (0,
37
+ canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
38
+ if (context.beginPath(), !1 === parsedPath.drawOffset(context, size, x, y, -d) && context.closePath(),
39
+ context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
40
+ strokeCb) strokeCb(context, innerBorder, symbolAttribute.innerBorder); else if (doStrokeInner) {
41
+ const lastOpacity = symbolAttribute.innerBorder.opacity;
42
+ symbolAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(symbol, innerBorder, x, y, symbolAttribute.innerBorder),
43
+ symbolAttribute.innerBorder.opacity = lastOpacity, context.stroke();
44
44
  }
45
45
  }
46
46
  }
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n ISymbolGraphicAttribute,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultSymbolRenderContribution implements ISymbolRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n symbolAttribute: Required<ISymbolGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n size = symbolAttribute.size,\n opacity = symbolAttribute.opacity,\n outerBorder,\n innerBorder\n } = symbol.attribute;\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n if (outerBorder) {\n const { distance = symbolAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n\n context.beginPath();\n if (parsedPath.drawOffset(context, size, x, y, d) === false) {\n context.closePath();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, symbolAttribute.outerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (symbolAttribute.outerBorder as any).opacity;\n (symbolAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(symbol, outerBorder, x, y, symbolAttribute.outerBorder as any);\n (symbolAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder) {\n const { distance = symbolAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n\n context.beginPath();\n if (parsedPath.drawOffset(context, size, x, y, -d) === false) {\n context.closePath();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, symbolAttribute.innerBorder);\n } else if (sVisible) {\n // 存在stroke\n const lastOpacity = (symbolAttribute.innerBorder as any).opacity;\n (symbolAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(symbol, innerBorder, x, y, symbolAttribute.innerBorder as any);\n (symbolAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\nexport class DefaultSymbolBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements ISymbolRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\nexport class DefaultSymbolTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements ISymbolRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n"]}
1
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{ injectable } from 'inversify';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n ISymbolGraphicAttribute,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n DefaultBaseBackgroundRenderContribution,\n DefaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\n@injectable()\nexport class DefaultSymbolRenderContribution implements ISymbolRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n symbolAttribute: Required<ISymbolGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n size = symbolAttribute.size,\n opacity = symbolAttribute.opacity,\n outerBorder,\n innerBorder\n } = symbol.attribute;\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (outerBorder && outerBorder.visible !== false) {\n const { distance = symbolAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n\n context.beginPath();\n if (parsedPath.drawOffset(context, size, x, y, d) === false) {\n context.closePath();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, symbolAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (symbolAttribute.outerBorder as any).opacity;\n (symbolAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(symbol, outerBorder, x, y, symbolAttribute.outerBorder as any);\n (symbolAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (innerBorder && innerBorder.visible !== false) {\n const { distance = symbolAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n\n context.beginPath();\n if (parsedPath.drawOffset(context, size, x, y, -d) === false) {\n context.closePath();\n }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, symbolAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (symbolAttribute.innerBorder as any).opacity;\n (symbolAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(symbol, innerBorder, x, y, symbolAttribute.innerBorder as any);\n (symbolAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\nexport class DefaultSymbolBackgroundRenderContribution\n extends DefaultBaseBackgroundRenderContribution\n implements ISymbolRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n}\n\nexport class DefaultSymbolTextureRenderContribution\n extends DefaultBaseTextureRenderContribution\n implements ISymbolRenderContribution\n{\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n}\n"]}