mirror of
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431 lines
9.3 KiB
Markdown
431 lines
9.3 KiB
Markdown
# zrender
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## 概览
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```js
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// 对外暴露一个对象
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var zrender = {
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version: '4.0.7',
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init: function (dom, opts) {},
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dispose: function (zr) {},
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getInstance: function (id) {},
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registerPainter: function (name, Ctor) {}
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// ...... other interface:src/export.js
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};
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```
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## 内部类
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* ZRender
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## 几个重要内部对象(类实例)
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* Storage(M)
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* Painter(V)
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* Handler(C)
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* Animation
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## src/core
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### arrayDiff.js
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> If x and y are strings, where length(x) = n and length(y) = m, the Needleman-Wunsch algorithm finds an optimal alignment in O(nm) time, using O(nm) space. Hirschberg's algorithm is a clever modification of the Needleman-Wunsch Algorithm which still takes O (nm) time, but needs only O(min{n,m}) space and is much faster in practice.
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### bbox.js
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* 从顶点数组中计算出最小包围盒
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* 从直线计算最小包围盒
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* 从三阶贝塞尔曲线(p0, p1, p2, p3)中计算出最小包围盒(找极值点和始末点的包围盒)
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* 从二阶贝塞尔曲线(p0, p1, p2)中计算出最小包围盒(找极值点和始末点的包围盒)
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* 从圆弧中计算出最小包围盒
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### BoundingRect.js
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属性:
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* x
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* y
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* width
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* heigth
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方法:
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* 合并
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* 变换
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* 相交
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* 包含
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* 克隆
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* 复制
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* 序列化
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### curve.js
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计算二/三次方**贝塞尔值**
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```js
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function quadraticAt(p0, p1, p2, t) {
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return (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
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}
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function cubicAt(p0, p1, p2, p3, t) {
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return (1 - t) * (1 - t) * (1 - t) * p0 + 3 * (1 - t) * (1 - t) * t * p1 + 3 * (1 - t) * t * t * p2 + t * t * t * p3;
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}
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```
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计算二/三次方贝塞尔**导数值**
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```js
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function quadraticDerivativeAt(p0, p1, p2, t) {
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return 2 * ((1 - t) * (p1 - p0) + t * (p2 - p1));
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}
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function cubicDerivativeAt(p0, p1, p2, p3, t) {
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return 3 * ((1 - t) * (1 - t) * (p1 - p0) + 2 * (1 - t) * t * (p2 - p1) + t * t * (p3 - p2));
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}
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```
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计算二/三次方贝塞尔**方程根**
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[盛金公式](https://blog.csdn.net/liutaojia/article/details/83005533)
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计算二/三次贝塞尔方程**极限值**
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```js
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//令导数值为零,求出对应的 t 值
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function quadraticExtremum(p0, p1, p2) {
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var divider = p0 + p2 - 2 * p1;
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if (divider === 0) {
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// p1 is center of p0 and p2
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return 0.5;
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}
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else {
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return (p0 - p1) / divider;
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}
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}
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```
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**细分**二/三次贝塞尔曲线(过细分点切线与始末切线的交点)
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```js
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function quadraticSubdivide(p0, p1, p2, t, out) {
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var p01 = (p1 - p0) * t + p0;
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var p12 = (p2 - p1) * t + p1;
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var p012 = (p12 - p01) * t + p01;
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// seg0
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out[0] = p0;
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out[1] = p01;
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out[2] = p012;
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// seg1
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out[3] = p012;
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out[4] = p12;
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out[5] = p2;
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}
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```
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**投射**点到二/三次贝塞尔曲线上,返回投射距离(一个或者多个,这里只返回其中距离最短的一个)。
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[根据已知点找曲线上离它最近的点](https://pomax.github.io/bezierinfo/#projections)
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### env.js
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设备环境识别:[Zepto.js](https://github.com/madrobby/zepto/blob/master/src/detect.js)
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### event.js
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`DOM事件`和`对象事件`
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#### clientToLocal
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将鼠标事件坐标转换成canvas坐标。
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e.offsetX/e.offsetY 相对于 `padding box`。
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> According to the W3C Working Draft, offsetX and offsetY should be relative to the padding edge of the target element. The only browser using this convention is IE. Webkit uses the border edge,Opera uses the content edge, and FireFox does not support the properties.(see http://www.jacklmoore.com/notes/mouse-position/).
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#### addEventListener/removeEventListener
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```js
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var isDomLevel2 = (typeof window !== 'undefined') && !!window.addEventListener;
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export function addEventListener(el, name, handler) {
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if (isDomLevel2) {
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// https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md
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el.addEventListener(name, handler);
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}
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else {
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el.attachEvent('on' + name, handler);
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}
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}
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export function removeEventListener(el, name, handler) {
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if (isDomLevel2) {
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el.removeEventListener(name, handler);
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}
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else {
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el.detachEvent('on' + name, handler);
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}
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}
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```
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#### stop event / event object
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```js
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var stop = isDomLevel2
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? function (e) {
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e.preventDefault();
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e.stopPropagation();
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e.cancelBubble = true;
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}
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: function (e) {
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e.returnValue = false;
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e.cancelBubble = true;
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};
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var event = function(e) {
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return e || window.event;
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}
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```
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### fourPointsTransform.js
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The algoritm is learnt from:https://franklinta.com/2014/09/08/computing-css-matrix3d-transforms/
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### GestureMgr.js
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手势判断
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### guid.js
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```js
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// zrender: 生成唯一id
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var idStart = 0x0907;
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export default function () {
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return idStart++;
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}
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```
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### log.js
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```js
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var log = function () {
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};
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if (debugMode === 1) {
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log = function () {
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for (var k in arguments) {
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throw new Error(arguments[k]);
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}
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};
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}
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else if (debugMode > 1) {
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log = function () {
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for (var k in arguments) {
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console.log(arguments[k]);
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}
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};
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}
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```
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### LRU.js
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优化后的双向链表,时间复杂度o(1)。
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```js
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linkedListProto.insertEntry = function (entry) {
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if (!this.head) {
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this.head = this.tail = entry;
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}
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else {
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this.tail.next = entry;
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entry.prev = this.tail;
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entry.next = null;
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this.tail = entry;
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}
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this._len++;
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};
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linkedListProto.remove = function (entry) {
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var prev = entry.prev;
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var next = entry.next;
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if (prev) {
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prev.next = next;
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}
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else {
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// Is head
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this.head = next;
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}
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if (next) {
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next.prev = prev;
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}
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else {
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// Is tail
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this.tail = prev;
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}
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entry.next = entry.prev = null;
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this._len--;
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};
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// O(1) remove operation.
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// 空间换时间,将删除和查询操作优化到 O(1) 时间复杂度
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var LRU = function (maxSize) {
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this._list = new LinkedList();
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this._map = {};
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this._maxSize = maxSize || 10;
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this._lastRemovedEntry = null;
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};
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var LRUProto = LRU.prototype;
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/**
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* @param {string} key
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* @param {} value
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* @return {} Removed value
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*/
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LRUProto.put = function (key, value) {
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var list = this._list;
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var map = this._map;
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var removed = null;
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if (map[key] == null) {
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var len = list.len();
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// Reuse last removed entry
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var entry = this._lastRemovedEntry;
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// 超出长度,移除头部,尾部插入新节点
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if (len >= this._maxSize && len > 0) {
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// Remove the least recently used
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var leastUsedEntry = list.head;
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list.remove(leastUsedEntry);
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delete map[leastUsedEntry.key];
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removed = leastUsedEntry.value;
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this._lastRemovedEntry = leastUsedEntry;
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}
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if (entry) {
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entry.value = value;
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}
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else {
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entry = new Entry(value);
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}
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entry.key = key;
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list.insertEntry(entry);
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map[key] = entry;
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}
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return removed;
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};
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/**
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* @param {string} key
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* @return {}
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*/
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LRUProto.get = function (key) {
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var entry = this._map[key];
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var list = this._list;
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if (entry != null) {
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// 最近访问的节点放到尾部
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// Put the latest used entry in the tail
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if (entry !== list.tail) {
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list.remove(entry);
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list.insertEntry(entry);
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}
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return entry.value;
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}
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};
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```
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### matrix.js
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矩阵操作:
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* 矩阵相乘
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* 平移变换
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* 旋转变换
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* 缩放变换
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* 求逆矩阵
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### PathProxy.js
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Path 代理,可以在`buildPath`中用于替代`ctx`, 会保存每个path操作的命令到pathCommands属性中可以用于isInsidePath 判断以及获取boundingRect。
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比原生Path的好处:1、数据可保存可恢复;2、支持bounding、isInside判断;3、可以封装一些自定义path;
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```js
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/*
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保存 path 数据的思路:
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1、用整数来表示绘制指令,cmd定义
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2、绘制的时候用普通数组 push 指令和坐标
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3、绘制完成(fill、stroke)时将普通数组转成 Float32Array 静态存储,减少堆内存占用
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*/
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/**
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* 转成静态的 Float32Array 减少堆内存占用
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* Convert dynamic array to static Float32Array
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*/
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function toStatic () {
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var data = this.data;
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if (data instanceof Array) {
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data.length = this._len;
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if (hasTypedArray) {
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this.data = new Float32Array(data);
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}
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}
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}
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```
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### timsort.js
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时间复杂度为 nlogn 的排序算法
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* [node-timsort](https://github.com/mziccard/node-timsort)
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* [timsort-sorting-algorithm](https://www.infopulse.com/blog/timsort-sorting-algorithm/)
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### util.js
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```js
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function bind(func, context) {
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var nativeSlice = Array.prototype.slice;
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var args = nativeSlice.call(arguments, 2);
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return function() {
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return func.apply(context, args.concat(nativeSlice.call(arguments)));
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};
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}
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function curry(func) {
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var nativeSlice = Array.prototype.slice;
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var args = nativeSlice.call(arguments, 1);
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return function() {
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return func.apply(this, args.concat(nativeSlice.call(arguments)));
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}
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}
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```
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### vector.js
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向量操作
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## src/animation
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动画
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## src/contain
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路径是否包含点
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## src/container
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Group是一个容器,可以插入子节点,Group的变换也会被应用到子节点上
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## src/dom
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DOM事件处理
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## src/graphic
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src/graphic/Text.js
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## src/mixin
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