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add worker to danmuku
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@@ -1,137 +0,0 @@
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function getData(ins, clientLeft, clientWidth, item) {
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const top = item.$ref.offsetTop;
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const left = ins.getLeft(item.$ref) - clientLeft;
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const height = item.$ref.clientHeight;
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const width = item.$ref.clientWidth;
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const distance = left + width;
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const right = clientWidth - distance;
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const speed = distance / item.$restTime;
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const mode = item.mode;
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const time = item.$restTime;
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const $ref = item.$ref;
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return {
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$ref,
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mode,
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time,
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top,
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left,
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height,
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width,
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right,
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speed,
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distance,
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};
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}
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export default function getDanmuTop(ins, danmu) {
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const clientLeft = ins.getLeft(ins.$player);
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const { clientWidth, clientHeight } = ins.$player;
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const { antiOverlap } = ins.option;
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const { marginBottom, marginTop } = ins;
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const target = getData(ins, clientLeft, clientWidth, danmu);
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const danmus = ins.queue
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.filter((item) => {
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return (
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item.$ref &&
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item.$state === 'emit' &&
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item.mode === target.mode &&
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item.$ref.offsetTop <= clientHeight - marginBottom
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);
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})
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.map((item) => getData(ins, clientLeft, clientWidth, item))
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.sort((prev, next) => prev.top - next.top);
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if (danmus.length === 0) {
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return marginTop;
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}
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danmus.unshift({
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top: 0,
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left: 0,
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right: 0,
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height: marginTop,
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width: clientWidth,
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speed: 0,
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distance: clientWidth,
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});
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danmus.push({
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top: clientHeight - marginBottom,
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left: 0,
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right: 0,
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height: marginBottom,
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width: clientWidth,
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speed: 0,
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distance: clientWidth,
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});
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for (let index = 1; index < danmus.length; index += 1) {
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const item = danmus[index];
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const prev = danmus[index - 1];
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const prevBottom = prev.top + prev.height;
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const diff = item.top - prevBottom;
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if (diff >= target.height) {
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return prevBottom;
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}
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}
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const topMap = [];
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for (let index = 1; index < danmus.length - 1; index += 1) {
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const item = danmus[index];
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if (topMap.length) {
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const last = topMap[topMap.length - 1];
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if (last[0].top === item.top) {
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last.push(item);
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} else {
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topMap.push([item]);
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}
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} else {
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topMap.push([item]);
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}
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}
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if (antiOverlap) {
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switch (target.mode) {
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case 0: {
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const result = topMap.find((list) => {
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return list.every((danmu) => {
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if (clientWidth < danmu.distance) return false;
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if (target.speed < danmu.speed) return true;
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const overlapTime = danmu.right / (target.speed - danmu.speed);
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if (overlapTime > danmu.time) return true;
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return false;
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});
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});
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return result && result[0] ? result[0].top : undefined;
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}
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case 1:
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return undefined;
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default:
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break;
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}
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} else {
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switch (target.mode) {
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case 0:
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topMap.sort((prev, next) => {
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const nextMinRight = Math.min(...next.map((item) => item.right));
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const prevMinRight = Math.min(...prev.map((item) => item.right));
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return nextMinRight * next.length - prevMinRight * prev.length;
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});
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break;
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case 1:
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topMap.sort((prev, next) => {
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const nextMaxWidth = Math.max(...next.map((item) => item.width));
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const prevMaxWidth = Math.max(...prev.map((item) => item.width));
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return prevMaxWidth * prev.length - nextMaxWidth * next.length;
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});
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break;
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default:
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break;
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}
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return topMap[0][0].top;
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}
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}
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