@visactor/vrender 0.14.5 → 0.15.0-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (224) hide show
  1. package/cjs/animate/default-ticker.js +1 -1
  2. package/cjs/animate/default-ticker.js.map +1 -1
  3. package/cjs/core/contributions/env/base-contribution.d.ts +5 -1
  4. package/cjs/core/contributions/env/base-contribution.js +10 -1
  5. package/cjs/core/contributions/env/base-contribution.js.map +1 -1
  6. package/cjs/core/contributions/env/browser-contribution.d.ts +5 -2
  7. package/cjs/core/contributions/env/browser-contribution.js +47 -0
  8. package/cjs/core/contributions/env/browser-contribution.js.map +1 -1
  9. package/cjs/core/global.d.ts +5 -1
  10. package/cjs/core/global.js +9 -0
  11. package/cjs/core/global.js.map +1 -1
  12. package/cjs/core/layer.js +6 -6
  13. package/cjs/core/layer.js.map +1 -1
  14. package/cjs/core/stage.d.ts +7 -3
  15. package/cjs/core/stage.js +30 -16
  16. package/cjs/core/stage.js.map +1 -1
  17. package/cjs/event/event-manager.js +4 -6
  18. package/cjs/event/event-manager.js.map +1 -1
  19. package/cjs/graphic/arc.d.ts +0 -7
  20. package/cjs/graphic/arc.js +1 -3
  21. package/cjs/graphic/arc.js.map +1 -1
  22. package/cjs/graphic/builtin-symbol/arrow2-down.d.ts +12 -0
  23. package/cjs/graphic/builtin-symbol/arrow2-down.js +30 -0
  24. package/cjs/graphic/builtin-symbol/arrow2-down.js.map +1 -0
  25. package/cjs/graphic/builtin-symbol/arrow2-left.js +1 -1
  26. package/cjs/graphic/builtin-symbol/arrow2-left.js.map +1 -1
  27. package/cjs/graphic/builtin-symbol/arrow2-right.js +1 -1
  28. package/cjs/graphic/builtin-symbol/arrow2-right.js.map +1 -1
  29. package/cjs/graphic/builtin-symbol/arrow2-up.d.ts +12 -0
  30. package/cjs/graphic/builtin-symbol/arrow2-up.js +30 -0
  31. package/cjs/graphic/builtin-symbol/arrow2-up.js.map +1 -0
  32. package/cjs/graphic/builtin-symbol/close.d.ts +13 -0
  33. package/cjs/graphic/builtin-symbol/close.js +33 -0
  34. package/cjs/graphic/builtin-symbol/close.js.map +1 -0
  35. package/cjs/graphic/builtin-symbol/index.d.ts +1 -1
  36. package/cjs/graphic/builtin-symbol/index.js +2 -2
  37. package/cjs/graphic/builtin-symbol/index.js.map +1 -1
  38. package/cjs/graphic/builtin-symbol/line-h.d.ts +13 -0
  39. package/cjs/graphic/builtin-symbol/line-h.js +32 -0
  40. package/cjs/graphic/builtin-symbol/line-h.js.map +1 -0
  41. package/cjs/graphic/builtin-symbol/line-v.d.ts +13 -0
  42. package/cjs/graphic/builtin-symbol/line-v.js +32 -0
  43. package/cjs/graphic/builtin-symbol/line-v.js.map +1 -0
  44. package/cjs/graphic/builtin-symbol/utils.d.ts +13 -5
  45. package/cjs/graphic/builtin-symbol/utils.js +23 -9
  46. package/cjs/graphic/builtin-symbol/utils.js.map +1 -1
  47. package/cjs/graphic/config.js +2 -1
  48. package/cjs/graphic/config.js.map +1 -1
  49. package/cjs/graphic/constants.d.ts +22 -0
  50. package/cjs/graphic/constants.js +20 -2
  51. package/cjs/graphic/constants.js.map +1 -1
  52. package/cjs/graphic/index.d.ts +1 -0
  53. package/cjs/graphic/index.js +13 -13
  54. package/cjs/graphic/index.js.map +1 -1
  55. package/cjs/graphic/symbol.d.ts +2 -1
  56. package/cjs/graphic/symbol.js +27 -4
  57. package/cjs/graphic/symbol.js.map +1 -1
  58. package/cjs/graphic/tools.d.ts +3 -2
  59. package/cjs/graphic/tools.js +58 -3
  60. package/cjs/graphic/tools.js.map +1 -1
  61. package/cjs/graphic/wrap-text.js +10 -14
  62. package/cjs/graphic/wrap-text.js.map +1 -1
  63. package/cjs/index.d.ts +2 -1
  64. package/cjs/index.js +2 -2
  65. package/cjs/index.js.map +1 -1
  66. package/cjs/interface/global.d.ts +13 -1
  67. package/cjs/interface/global.js.map +1 -1
  68. package/cjs/interface/graphic/arc.d.ts +0 -2
  69. package/cjs/interface/graphic/arc.js.map +1 -1
  70. package/cjs/interface/graphic/symbol.d.ts +3 -2
  71. package/cjs/interface/graphic/symbol.js.map +1 -1
  72. package/cjs/interface/graphic.d.ts +14 -1
  73. package/cjs/interface/graphic.js.map +1 -1
  74. package/cjs/interface/render.d.ts +1 -0
  75. package/cjs/interface/render.js.map +1 -1
  76. package/cjs/interface/stage.d.ts +4 -2
  77. package/cjs/interface/stage.js.map +1 -1
  78. package/cjs/jsx/graphicType.d.ts +136 -0
  79. package/cjs/jsx/graphicType.js +133 -0
  80. package/cjs/jsx/graphicType.js.map +1 -0
  81. package/cjs/jsx/index.d.ts +2 -0
  82. package/cjs/jsx/index.js +21 -0
  83. package/cjs/jsx/index.js.map +1 -0
  84. package/cjs/jsx/jsx-classic.d.ts +5 -0
  85. package/cjs/jsx/jsx-classic.js +69 -0
  86. package/cjs/jsx/jsx-classic.js.map +1 -0
  87. package/cjs/picker/contributions/canvas-picker/symbol-picker.js +4 -2
  88. package/cjs/picker/contributions/canvas-picker/symbol-picker.js.map +1 -1
  89. package/cjs/picker/pick-interceptor.js +2 -3
  90. package/cjs/picker/pick-interceptor.js.map +1 -1
  91. package/cjs/plugins/builtin-plugin/html-attribute-plugin.d.ts +13 -0
  92. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +75 -0
  93. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -0
  94. package/cjs/render/contributions/render/arc-render.js +2 -9
  95. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  96. package/cjs/render/contributions/render/contributions/arc-contribution-render.js +7 -9
  97. package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  98. package/cjs/render/contributions/render/contributions/circle-contribution-render.js +7 -9
  99. package/cjs/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  100. package/cjs/render/contributions/render/contributions/rect-contribution-render.js +7 -9
  101. package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  102. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js +22 -24
  103. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  104. package/cjs/render/contributions/render/draw-contribution.d.ts +3 -1
  105. package/cjs/render/contributions/render/draw-contribution.js +3 -1
  106. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  107. package/cjs/render/contributions/render/symbol-render.js +12 -5
  108. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  109. package/cjs/render/render-service.js +3 -1
  110. package/cjs/render/render-service.js.map +1 -1
  111. package/dist/index.js +3732 -835
  112. package/dist/index.min.js +1 -1
  113. package/es/animate/default-ticker.js +1 -1
  114. package/es/animate/default-ticker.js.map +1 -1
  115. package/es/core/contributions/env/base-contribution.d.ts +5 -1
  116. package/es/core/contributions/env/base-contribution.js +11 -0
  117. package/es/core/contributions/env/base-contribution.js.map +1 -1
  118. package/es/core/contributions/env/browser-contribution.d.ts +5 -2
  119. package/es/core/contributions/env/browser-contribution.js +48 -1
  120. package/es/core/contributions/env/browser-contribution.js.map +1 -1
  121. package/es/core/global.d.ts +5 -1
  122. package/es/core/global.js +9 -0
  123. package/es/core/global.js.map +1 -1
  124. package/es/core/layer.js +6 -6
  125. package/es/core/layer.js.map +1 -1
  126. package/es/core/stage.d.ts +7 -3
  127. package/es/core/stage.js +31 -15
  128. package/es/core/stage.js.map +1 -1
  129. package/es/event/event-manager.js +4 -6
  130. package/es/event/event-manager.js.map +1 -1
  131. package/es/graphic/arc.d.ts +0 -7
  132. package/es/graphic/arc.js +1 -3
  133. package/es/graphic/arc.js.map +1 -1
  134. package/es/graphic/builtin-symbol/arrow2-down.d.ts +12 -0
  135. package/es/graphic/builtin-symbol/arrow2-down.js +24 -0
  136. package/es/graphic/builtin-symbol/arrow2-down.js.map +1 -0
  137. package/es/graphic/builtin-symbol/arrow2-left.js +1 -1
  138. package/es/graphic/builtin-symbol/arrow2-left.js.map +1 -1
  139. package/es/graphic/builtin-symbol/arrow2-right.js +1 -1
  140. package/es/graphic/builtin-symbol/arrow2-right.js.map +1 -1
  141. package/es/graphic/builtin-symbol/arrow2-up.d.ts +12 -0
  142. package/es/graphic/builtin-symbol/arrow2-up.js +24 -0
  143. package/es/graphic/builtin-symbol/arrow2-up.js.map +1 -0
  144. package/es/graphic/builtin-symbol/close.d.ts +13 -0
  145. package/es/graphic/builtin-symbol/close.js +27 -0
  146. package/es/graphic/builtin-symbol/close.js.map +1 -0
  147. package/es/graphic/builtin-symbol/index.d.ts +1 -1
  148. package/es/graphic/builtin-symbol/index.js +11 -1
  149. package/es/graphic/builtin-symbol/index.js.map +1 -1
  150. package/es/graphic/builtin-symbol/line-h.d.ts +13 -0
  151. package/es/graphic/builtin-symbol/line-h.js +26 -0
  152. package/es/graphic/builtin-symbol/line-h.js.map +1 -0
  153. package/es/graphic/builtin-symbol/line-v.d.ts +13 -0
  154. package/es/graphic/builtin-symbol/line-v.js +26 -0
  155. package/es/graphic/builtin-symbol/line-v.js.map +1 -0
  156. package/es/graphic/builtin-symbol/utils.d.ts +13 -5
  157. package/es/graphic/builtin-symbol/utils.js +25 -7
  158. package/es/graphic/builtin-symbol/utils.js.map +1 -1
  159. package/es/graphic/config.js +2 -1
  160. package/es/graphic/config.js.map +1 -1
  161. package/es/graphic/constants.d.ts +22 -0
  162. package/es/graphic/constants.js +26 -0
  163. package/es/graphic/constants.js.map +1 -1
  164. package/es/graphic/index.d.ts +1 -0
  165. package/es/graphic/index.js +2 -0
  166. package/es/graphic/index.js.map +1 -1
  167. package/es/graphic/symbol.d.ts +2 -1
  168. package/es/graphic/symbol.js +28 -1
  169. package/es/graphic/symbol.js.map +1 -1
  170. package/es/graphic/tools.d.ts +3 -2
  171. package/es/graphic/tools.js +59 -0
  172. package/es/graphic/tools.js.map +1 -1
  173. package/es/graphic/wrap-text.js +10 -14
  174. package/es/graphic/wrap-text.js.map +1 -1
  175. package/es/index.d.ts +2 -1
  176. package/es/index.js +3 -1
  177. package/es/index.js.map +1 -1
  178. package/es/interface/global.d.ts +13 -1
  179. package/es/interface/global.js.map +1 -1
  180. package/es/interface/graphic/arc.d.ts +0 -2
  181. package/es/interface/graphic/arc.js.map +1 -1
  182. package/es/interface/graphic/symbol.d.ts +3 -2
  183. package/es/interface/graphic/symbol.js.map +1 -1
  184. package/es/interface/graphic.d.ts +14 -1
  185. package/es/interface/graphic.js.map +1 -1
  186. package/es/interface/render.d.ts +1 -0
  187. package/es/interface/render.js.map +1 -1
  188. package/es/interface/stage.d.ts +4 -2
  189. package/es/interface/stage.js.map +1 -1
  190. package/es/jsx/graphicType.d.ts +136 -0
  191. package/es/jsx/graphicType.js +126 -0
  192. package/es/jsx/graphicType.js.map +1 -0
  193. package/es/jsx/index.d.ts +2 -0
  194. package/es/jsx/index.js +4 -0
  195. package/es/jsx/index.js.map +1 -0
  196. package/es/jsx/jsx-classic.d.ts +5 -0
  197. package/es/jsx/jsx-classic.js +63 -0
  198. package/es/jsx/jsx-classic.js.map +1 -0
  199. package/es/picker/contributions/canvas-picker/symbol-picker.js +6 -1
  200. package/es/picker/contributions/canvas-picker/symbol-picker.js.map +1 -1
  201. package/es/picker/pick-interceptor.js +2 -3
  202. package/es/picker/pick-interceptor.js.map +1 -1
  203. package/es/plugins/builtin-plugin/html-attribute-plugin.d.ts +13 -0
  204. package/es/plugins/builtin-plugin/html-attribute-plugin.js +71 -0
  205. package/es/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -0
  206. package/es/render/contributions/render/arc-render.js +3 -10
  207. package/es/render/contributions/render/arc-render.js.map +1 -1
  208. package/es/render/contributions/render/contributions/arc-contribution-render.js +7 -9
  209. package/es/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  210. package/es/render/contributions/render/contributions/circle-contribution-render.js +7 -9
  211. package/es/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  212. package/es/render/contributions/render/contributions/rect-contribution-render.js +7 -9
  213. package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  214. package/es/render/contributions/render/contributions/symbol-contribution-render.js +20 -22
  215. package/es/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  216. package/es/render/contributions/render/draw-contribution.d.ts +3 -1
  217. package/es/render/contributions/render/draw-contribution.js +4 -0
  218. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  219. package/es/render/contributions/render/symbol-render.js +12 -5
  220. package/es/render/contributions/render/symbol-render.js.map +1 -1
  221. package/es/render/render-service.js +3 -1
  222. package/es/render/render-service.js.map +1 -1
  223. package/es/tsconfig.tsbuildinfo +1 -1
  224. package/package.json +5 -8
@@ -18,28 +18,26 @@ let DefaultCircleRenderContribution = class {
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  this.order = 0;
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  }
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  drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, drawContext, fillCb, strokeCb) {
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- const {outerBorder: outerBorder, innerBorder: innerBorder} = circle.attribute, doOuterBorder = outerBorder && !1 !== outerBorder.visible, doInnerBorder = innerBorder && !1 !== innerBorder.visible;
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- if (!doOuterBorder && !doInnerBorder) return;
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- const {radius: radius = circleAttribute.radius, startAngle: startAngle = circleAttribute.startAngle, endAngle: endAngle = circleAttribute.endAngle, opacity: opacity = circleAttribute.opacity, x: originX = circleAttribute.x, y: originY = circleAttribute.y, scaleX: scaleX = circleAttribute.scaleX, scaleY: scaleY = circleAttribute.scaleY} = circle.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
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- if (doOuterBorder) {
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+ const {radius: radius = circleAttribute.radius, startAngle: startAngle = circleAttribute.startAngle, endAngle: endAngle = circleAttribute.endAngle, opacity: opacity = circleAttribute.opacity, outerBorder: outerBorder, innerBorder: innerBorder} = circle.attribute;
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+ if (outerBorder) {
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  const {distance: distance = circleAttribute.outerBorder.distance} = outerBorder, dw = (0,
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  canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
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  if (context.beginPath(), context.arc(x, y, radius + dw, startAngle, endAngle), context.closePath(),
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  context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute),
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- strokeCb) strokeCb(context, outerBorder, circleAttribute.outerBorder); else if (doStrokeOuter) {
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+ strokeCb) strokeCb(context, outerBorder, circleAttribute.outerBorder); else if (sVisible) {
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  const lastOpacity = circleAttribute.outerBorder.opacity;
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- circleAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(circle, outerBorder, (originX - x) / scaleX, (originY - y) / scaleY, circleAttribute.outerBorder),
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+ circleAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(circle, outerBorder, x, y, circleAttribute.outerBorder),
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  circleAttribute.outerBorder.opacity = lastOpacity, context.stroke();
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  }
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  }
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- if (doInnerBorder) {
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+ if (innerBorder) {
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  const {distance: distance = circleAttribute.innerBorder.distance} = innerBorder, dw = (0,
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  canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
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  if (context.beginPath(), context.arc(x, y, radius - dw, startAngle, endAngle), context.closePath(),
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  context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute),
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- strokeCb) strokeCb(context, innerBorder, circleAttribute.innerBorder); else if (doStrokeInner) {
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+ strokeCb) strokeCb(context, innerBorder, circleAttribute.innerBorder); else if (sVisible) {
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  const lastOpacity = circleAttribute.innerBorder.opacity;
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- circleAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(circle, innerBorder, (originX - x) / scaleX, (originY - y) / scaleY, circleAttribute.innerBorder),
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+ circleAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(circle, innerBorder, x, y, circleAttribute.innerBorder),
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  circleAttribute.innerBorder.opacity = lastOpacity, context.stroke();
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  }
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  }
@@ -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 { outerBorder, innerBorder } = circle.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n radius = circleAttribute.radius,\n startAngle = circleAttribute.startAngle,\n endAngle = circleAttribute.endAngle,\n opacity = circleAttribute.opacity,\n x: originX = circleAttribute.x,\n y: originY = circleAttribute.y,\n scaleX = circleAttribute.scaleX,\n scaleY = circleAttribute.scaleY\n } = circle.attribute;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\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(\n circle,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n circleAttribute.outerBorder as any\n );\n (circleAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\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(\n circle,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n circleAttribute.innerBorder as any\n );\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 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"]}
@@ -18,32 +18,30 @@ 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 {outerBorder: outerBorder, innerBorder: innerBorder} = rect.attribute, doOuterBorder = outerBorder && !1 !== outerBorder.visible, doInnerBorder = innerBorder && !1 !== innerBorder.visible;
22
- if (!doOuterBorder && !doInnerBorder) return;
23
- const {width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, x: originX = rectAttribute.x, y: originY = rectAttribute.y, scaleX: scaleX = rectAttribute.scaleX, scaleY: scaleY = rectAttribute.scaleY} = rect.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
24
- if (doOuterBorder) {
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) {
25
23
  const {distance: distance = rectAttribute.outerBorder.distance} = outerBorder, d = (0,
26
24
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), nextX = x - d, nextY = y - d, dw = 2 * d;
27
25
  if (0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
28
26
  context.rect(nextX, nextY, width + dw, height + dw)) : (context.beginPath(), (0,
29
27
  rect_1.createRectPath)(context, nextX, nextY, width + dw, height + dw, cornerRadius)),
30
28
  context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
31
- strokeCb) strokeCb(context, outerBorder, rectAttribute.outerBorder); else if (doStrokeOuter) {
29
+ strokeCb) strokeCb(context, outerBorder, rectAttribute.outerBorder); else if (sVisible) {
32
30
  const lastOpacity = rectAttribute.outerBorder.opacity;
33
- rectAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(rect, outerBorder, (originX - x) / scaleX, (originY - y) / scaleY, rectAttribute.outerBorder),
31
+ rectAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(rect, outerBorder, x, y, rectAttribute.outerBorder),
34
32
  rectAttribute.outerBorder.opacity = lastOpacity, context.stroke();
35
33
  }
36
34
  }
37
- if (doInnerBorder) {
35
+ if (innerBorder) {
38
36
  const {distance: distance = rectAttribute.innerBorder.distance} = innerBorder, d = (0,
39
37
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), nextX = x + d, nextY = y + d, dw = 2 * d;
40
38
  if (0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
41
39
  context.rect(nextX, nextY, width - dw, height - dw)) : (context.beginPath(), (0,
42
40
  rect_1.createRectPath)(context, nextX, nextY, width - dw, height - dw, cornerRadius)),
43
41
  context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute),
44
- strokeCb) strokeCb(context, innerBorder, rectAttribute.innerBorder); else if (doStrokeInner) {
42
+ strokeCb) strokeCb(context, innerBorder, rectAttribute.innerBorder); else if (sVisible) {
45
43
  const lastOpacity = rectAttribute.innerBorder.opacity;
46
- rectAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(rect, innerBorder, (originX - x) / scaleX, (originY - y) / scaleY, rectAttribute.innerBorder),
44
+ rectAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(rect, innerBorder, x, y, rectAttribute.innerBorder),
47
45
  rectAttribute.innerBorder.opacity = lastOpacity, context.stroke();
48
46
  }
49
47
  }
@@ -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 { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY\n } = rect.attribute;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\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(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\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(\n rect,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.innerBorder as any\n );\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 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"]}
@@ -18,31 +18,29 @@ let DefaultSymbolRenderContribution = class {
18
18
  this.order = 0;
19
19
  }
20
20
  drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, drawContext, fillCb, strokeCb) {
21
- const parsedPath = symbol.getParsedPath();
22
- if (!parsedPath) return;
23
- const {outerBorder: outerBorder, innerBorder: innerBorder} = symbol.attribute, doOuterBorder = outerBorder && !1 !== outerBorder.visible, doInnerBorder = innerBorder && !1 !== innerBorder.visible;
24
- if (!doOuterBorder && !doInnerBorder) return;
25
- const {size: size = symbolAttribute.size, opacity: opacity = symbolAttribute.opacity, x: originX = symbolAttribute.x, y: originY = symbolAttribute.y, scaleX: scaleX = symbolAttribute.scaleX, scaleY: scaleY = symbolAttribute.scaleY} = symbol.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
26
- if (doOuterBorder) {
27
- const {distance: distance = symbolAttribute.outerBorder.distance} = outerBorder, d = (0,
28
- canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
29
- if (context.beginPath(), !1 === parsedPath.drawOffset(context, size, x, y, d) && context.closePath(),
30
- context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
31
- strokeCb) strokeCb(context, outerBorder, symbolAttribute.outerBorder); else if (doStrokeOuter) {
32
- const lastOpacity = symbolAttribute.outerBorder.opacity;
33
- symbolAttribute.outerBorder.opacity = opacity, context.setStrokeStyle(symbol, outerBorder, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute.outerBorder),
34
- symbolAttribute.outerBorder.opacity = lastOpacity, context.stroke();
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
+ }
35
33
  }
36
- }
37
- if (doInnerBorder) {
38
- const {distance: distance = symbolAttribute.innerBorder.distance} = innerBorder, d = (0,
39
- canvas_utils_1.getScaledStroke)(context, distance, context.dpr);
40
- if (context.beginPath(), !1 === parsedPath.drawOffset(context, size, x, y, -d) && context.closePath(),
41
- context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
42
- strokeCb) strokeCb(context, innerBorder, symbolAttribute.innerBorder); else if (doStrokeInner) {
43
- const lastOpacity = symbolAttribute.innerBorder.opacity;
44
- symbolAttribute.innerBorder.opacity = opacity, context.setStrokeStyle(symbol, innerBorder, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute.innerBorder),
45
- symbolAttribute.innerBorder.opacity = lastOpacity, context.stroke();
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
+ }
46
44
  }
47
45
  }
48
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 parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { outerBorder, innerBorder } = symbol.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n\n const {\n size = symbolAttribute.size,\n opacity = symbolAttribute.opacity,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\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(\n symbol,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute.outerBorder as any\n );\n (symbolAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\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(\n symbol,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute.innerBorder as any\n );\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 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"]}
@@ -1,4 +1,4 @@
1
- import type { IContext2d, MaybePromise, IGraphic, IGroup, IDrawContext, IRenderService, IGraphicRender, IGraphicRenderDrawParams, IContributionProvider, IDrawItemInterceptorContribution, IDrawContribution, IRenderSelector } from '../../../interface';
1
+ import type { IContext2d, MaybePromise, IGraphic, IGroup, IDrawContext, IRenderService, IGraphicRender, IGraphicRenderDrawParams, IContributionProvider, IDrawItemInterceptorContribution, IDrawContribution, IRenderSelector, IGlobal } from '../../../interface';
2
2
  import type { IBounds } from '@visactor/vutils';
3
3
  import type { ILayerService } from '../../../interface/core';
4
4
  export declare class DefaultDrawContribution implements IDrawContribution {
@@ -13,6 +13,7 @@ export declare class DefaultDrawContribution implements IDrawContribution {
13
13
  backupDirtyBounds: IBounds;
14
14
  currentRenderService: IRenderService;
15
15
  InterceptorContributions: IDrawItemInterceptorContribution[];
16
+ global: IGlobal;
16
17
  constructor(contributions: IGraphicRender[], renderSelector: IRenderSelector, layerService: ILayerService, drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>);
17
18
  init(): void;
18
19
  draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void>;
@@ -25,4 +26,5 @@ export declare class DefaultDrawContribution implements IDrawContribution {
25
26
  protected selectRenderByType(type?: string): IGraphicRender | null;
26
27
  protected selectRenderByNumberType(type?: number): IGraphicRender | null;
27
28
  protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext): void;
29
+ afterDraw(renderService: IRenderService, drawParams: IDrawContext): void;
28
30
  }
@@ -16,7 +16,7 @@ Object.defineProperty(exports, "__esModule", {
16
16
  value: !0
17
17
  }), exports.DefaultDrawContribution = void 0;
18
18
 
19
- const inversify_1 = require("inversify"), sort_1 = require("../../../common/sort"), contribution_provider_1 = require("../../../common/contribution-provider"), graphic_1 = require("../../../graphic"), vutils_1 = require("@visactor/vutils"), constants_1 = require("../../../core/constants"), container_1 = require("../../../container"), symbol_1 = require("./symbol"), draw_interceptor_1 = require("./draw-interceptor"), canvas_utils_1 = require("../../../common/canvas-utils");
19
+ const inversify_1 = require("inversify"), sort_1 = require("../../../common/sort"), contribution_provider_1 = require("../../../common/contribution-provider"), graphic_1 = require("../../../graphic"), vutils_1 = require("@visactor/vutils"), constants_1 = require("../../../core/constants"), container_1 = require("../../../container"), symbol_1 = require("./symbol"), draw_interceptor_1 = require("./draw-interceptor"), canvas_utils_1 = require("../../../common/canvas-utils"), constants_2 = require("../../../constants");
20
20
 
21
21
  let DefaultDrawContribution = class {
22
22
  constructor(contributions, renderSelector, layerService, drawItemInterceptorContributions) {
@@ -164,8 +164,10 @@ let DefaultDrawContribution = class {
164
164
  }, 0, 0), context.fillRect(x, y, width, height);
165
165
  }
166
166
  }
167
+ afterDraw(renderService, drawParams) {}
167
168
  };
168
169
 
170
+ __decorate([ (0, inversify_1.inject)(constants_2.VGlobal), __metadata("design:type", Object) ], DefaultDrawContribution.prototype, "global", void 0),
169
171
  __decorate([ (0, inversify_1.postConstruct)(), __metadata("design:type", Function), __metadata("design:paramtypes", []), __metadata("design:returntype", void 0) ], DefaultDrawContribution.prototype, "init", null),
170
172
  DefaultDrawContribution = __decorate([ (0, inversify_1.injectable)(), __param(0, (0,
171
173
  inversify_1.multiInject)(symbol_1.GraphicRender)), __param(1, (0, inversify_1.inject)(symbol_1.RenderSelector)), __param(2, (0,
@@ -1 +1 @@
1
- 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{ injectable, inject, postConstruct, named, multiInject } from 'inversify';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IBounds } from '@visactor/vutils';\nimport { Bounds, getRectIntersect, isRectIntersect } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(LayerService) protected readonly layerService: ILayerService, // 默认的polygonRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n }\n\n @postConstruct()\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr !== context.canvas.width ||\n dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroup(group as IGroup, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (!isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n const tempBounds = this.dirtyBounds.clone();\n\n // 变换dirtyBounds\n const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n this.dirtyBounds.copy(tempBounds);\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer = this.renderSelector.selector(graphic);\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.beforeDrawItem) {\n if (drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)) {\n return;\n }\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n if (!(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n console.warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n}\n"]}
1
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{ injectable, inject, postConstruct, named, multiInject } from 'inversify';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IBounds } from '@visactor/vutils';\nimport { Bounds, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { VGlobal } from '../../../constants';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n @inject(VGlobal) global: IGlobal;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(LayerService) protected readonly layerService: ILayerService, // 默认的polygonRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n }\n\n @postConstruct()\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr !== context.canvas.width ||\n dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroup(group as IGroup, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (!isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n const tempBounds = this.dirtyBounds.clone();\n\n // 变换dirtyBounds\n const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n this.dirtyBounds.copy(tempBounds);\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer = this.renderSelector.selector(graphic);\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.beforeDrawItem) {\n if (drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)) {\n return;\n }\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n if (!(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n console.warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
@@ -35,15 +35,22 @@ let DefaultCanvasSymbolRender = class extends base_render_1.BaseRender {
35
35
  const {keepDirIn3d: keepDirIn3d = symbolAttribute.keepDirIn3d} = symbol.attribute, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0;
36
36
  if (context.beginPath(), keepDirIn3d && context.camera && context.project) {
37
37
  const p = context.project(x, y, z), camera = context.camera;
38
- context.camera = null, !1 === parsedPath.draw(context, size, p.x, p.y) && context.closePath(),
39
- context.camera = camera;
40
- } else !1 === parsedPath.draw(context, size, x, y, z) && context.closePath();
38
+ context.camera = null, !1 === parsedPath.draw(context, size, p.x, p.y, void 0, ((p, a) => {
39
+ a.fill && (fillCb ? fillCb(context, symbol.attribute, symbolAttribute) : (context.setCommonStyle(symbol, a, originX - x, originY - y),
40
+ context.fill())), a.stroke && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : (context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY),
41
+ context.stroke()));
42
+ })) && context.closePath(), context.camera = camera;
43
+ } else !1 === parsedPath.draw(context, size, x, y, z, ((p, a) => {
44
+ a.fill && (fillCb ? fillCb(context, symbol.attribute, symbolAttribute) : (context.setCommonStyle(symbol, a, originX - x, originY - y),
45
+ context.fill())), a.stroke && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : (context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY),
46
+ context.stroke()));
47
+ })) && context.closePath();
41
48
  this._symbolRenderContribitions || (this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [],
42
49
  this._symbolRenderContribitions.sort(((a, b) => b.order - a.order))), this._symbolRenderContribitions.forEach((c => {
43
50
  c.time === enums_1.BaseRenderContributionTime.beforeFillStroke && c.drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, drawContext, fillCb, strokeCb);
44
51
  })), context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute),
45
- doFill && (fillCb ? fillCb(context, symbol.attribute, symbolAttribute) : fVisible && (context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute),
46
- context.fill())), doStroke && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : sVisible && (context.setStrokeStyle(symbol, symbol.attribute, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute),
52
+ doFill && !parsedPath.isSvg && (fillCb ? fillCb(context, symbol.attribute, symbolAttribute) : fVisible && (context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute),
53
+ context.fill())), doStroke && !parsedPath.isSvg && (strokeCb ? strokeCb(context, symbol.attribute, symbolAttribute) : sVisible && (context.setStrokeStyle(symbol, symbol.attribute, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute),
47
54
  context.stroke())), this._symbolRenderContribitions.forEach((c => {
48
55
  c.time === enums_1.BaseRenderContributionTime.afterFillStroke && c.drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, drawContext, fillCb, strokeCb);
49
56
  }));
@@ -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, 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"]}
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 (\n parsedPath.draw(context, size, p.x, p.y, undefined, (p, a) => {\n if (a.fill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setCommonStyle(symbol, a, originX - x, originY - y);\n context.fill();\n }\n }\n if (a.stroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY);\n context.stroke();\n }\n }\n }) === false\n ) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (\n parsedPath.draw(context, size, x, y, z, (p, a) => {\n if (a.fill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setCommonStyle(symbol, a, originX - x, originY - y);\n context.fill();\n }\n }\n if (a.stroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY);\n context.stroke();\n }\n }\n }) === false\n ) {\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 // svg就不用fill和stroke了\n if (doFill && !parsedPath.isSvg) {\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 && !parsedPath.isSvg) {\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"]}
@@ -42,7 +42,9 @@ let DefaultRenderService = class {
42
42
  draw(params) {
43
43
  this.drawContribution.draw(this, Object.assign({}, this.drawParams));
44
44
  }
45
- afterDraw(params) {}
45
+ afterDraw(params) {
46
+ this.drawContribution.afterDraw && this.drawContribution.afterDraw(this, Object.assign({}, this.drawParams));
47
+ }
46
48
  render(groups, params) {
47
49
  this.renderTreeRoots = groups, this.drawParams = params;
48
50
  const updateBounds = params.updateBounds;