StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics https://doi.org/10.1109/TVCG.2020.3030352
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StackGenVis/frontend/node_modules/@interactjs/inertia/index.js.map

146 lines
25 KiB

4 years ago
{
"version": 3,
"sources": [
"index.ts"
],
"names": [
"EventPhase",
"modifiers",
"utils",
"raf",
"Resume",
"InertiaStart",
"install",
"scope",
"defaults",
"usePlugin",
"default",
"perAction",
"inertia",
"enabled",
"resistance",
"minSpeed",
"endSpeed",
"allowResume",
"smoothEndDuration",
"resume",
"interaction",
"event",
"pointer",
"eventTarget",
"state",
"active",
"element",
"is",
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"setCoords",
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"map",
"p",
"_now",
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"name",
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"now",
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"x",
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"startEvent",
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"modifierArg",
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"rect",
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"pageCoords",
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"states",
"modifierState",
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"result",
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"xe",
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"sx",
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"Math",
"log",
"x0",
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"t",
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"move",
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"easeOutQuad",
"pageUp",
"clientUp",
"pageX",
"pageY",
"clientX",
"clientY",
"id",
"listeners",
"before"
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"sourcesContent": [
"import { EventPhase } from '@interactjs/core/InteractEvent'\nimport * as modifiers from '@interactjs/modifiers/base'\nimport * as utils from '@interactjs/utils/index'\nimport raf from '@interactjs/utils/raf'\n\ndeclare module '@interactjs/core/InteractEvent' {\n // eslint-disable-next-line no-shadow\n enum EventPhase {\n Resume = 'resume',\n InertiaStart = 'inertiastart',\n }\n}\n\ndeclare module '@interactjs/core/Interaction' {\n interface Interaction {\n inertia?: {\n active: boolean\n smoothEnd: boolean\n allowResume: boolean\n\n startEvent?: Interact.InteractEvent\n upCoords: {\n page: Interact.Point\n client: Interact.Point\n timeStamp: number\n }\n\n xe?: number\n ye?: number\n sx?: number\n sy?: number\n\n t0?: number\n te?: number\n v0?: number\n vx0?: number\n vy0?: number\n duration?: number\n modifiedXe?: number\n modifiedYe?: number\n\n lambda_v0?: number // eslint-disable-line camelcase\n one_ve_v0?: number // eslint-disable-line camelcase\n timeout: any\n }\n }\n}\n\ndeclare module '@interactjs/core/defaultOptions' {\n interface PerActionDefaults {\n inertia?: {\n enabled?: boolean\n resistance?: number // the lambda in exponential decay\n minSpeed?: number // target speed must be above this for inertia to start\n endSpeed?: number // the speed at which inertia is slow enough to stop\n allowResume?: true // allow resuming an action in inertia phase\n smoothEndDuration?: number // animate to snap/restrict endOnly if there's no inertia\n }\n }\n}\n\ndeclare module '@interactjs/core/scope' {\n interface SignalArgs {\n 'interactions:action-resume': {\n interaction: Interact.Interaction\n phase: EventPhase.Resume\n }\n }\n}\n\n(EventPhase as any).Resume = 'resume'\n;(EventPhase as any).InertiaStart = 'inertiastart'\n\nfunction install (scope: Interact.Scope) {\n const {\n defaults,\n } = scope\n\n scope.usePlugin(modifiers.default)\n\n defaults.perAction.inertia = {\n enabled : false,\n resistance : 10, // the lambda in exponential decay\n minSpeed : 100, // target speed must be above this for inertia to start\n endSpeed : 10, // the speed at which inertia is slow enough to stop\n allowResume : true, // allow resuming an action in inertia phase\n smoothEndDuration: 300, // animate to snap/restrict endOnly if there's no inertia\n }\n}\n\nfunction resume (\n { interaction, event, pointer, eventTarget }: Interact.SignalArgs['interactions:down'],\n scope: Interact.Scope,\n) {\n const state = interaction.inertia\n\n // Check if the down event hits the current inertia target\n if (state.active) {\n let element = eventTarget as Node\n\n // climb up the DOM tree from the event target\n while (utils.is.element(element)) {\n // if interaction element is the current inertia target element\n if (element === interaction.element) {\n // stop inertia\n raf.cancel(state.timeout)\n state.active = false\n interaction.simulation = null\n\n // update pointers to the down event's coordinates\n interaction.updatePointer(pointer as Interact.PointerType, event as Interact.PointerEventType, eventTarget, true)\n utils.pointer.setCoords(\n interaction.coords.cur,\n interaction.pointers.map(p => p.pointer),\n interaction._now(),\n )\n\n // fire appropriate signals\n const signalArg = {\n interaction,\n phase: EventPhase.Resume as const,\n }\n\n scope.fire('interactions:action-resume', signalArg)\n\n // fire a reume event\n const resumeEvent = new scope.InteractEvent(\n interaction, event as Interact.PointerEventType, interaction.prepared.name, EventPhase.Resume, interaction.element)\n\n interaction._fireEvent(resumeEvent)\n\n utils.pointer.copyCoords
]
}