onView(IDENTITY_VIEW)}
>
{emptyText !== "" &&
{emptyText}
}
{showZoom && view.zoom > MIN_ZOOM + 0.05 && (
×{view.zoom.toFixed(2)}
)}
{(view.zoom > MIN_ZOOM + 0.05 || view.x !== 0 || view.y !== 0) && (
)}
{calibrating &&
校准中:拖动画面挪动瞄准点
}
{children}
);
}
// ---------------------------------------------------------------------------
// 绘制
// ---------------------------------------------------------------------------
interface CanvasProps {
camera: number | null;
mirrored: boolean;
crosshair: CrosshairConfig | null;
grid: GridConfig | null;
view: ViewTransform;
hit: HitPulse | null;
hitFeedback: HitFeedbackConfig;
}
interface Box {
clientWidth: number;
clientHeight: number;
}
/** 图像在窗格里的落点与大小(CSS 像素)。 */
function layout(box: Box, frameWidth: number, frameHeight: number, view: ViewTransform) {
const width = box.clientWidth;
const height = box.clientHeight;
if (frameWidth <= 0 || frameHeight <= 0) {
return { left: 0, top: 0, drawWidth: 0, drawHeight: 0 };
}
const fit = Math.min(width / frameWidth, height / frameHeight);
const drawWidth = frameWidth * fit * view.zoom;
const drawHeight = frameHeight * fit * view.zoom;
return {
left: (width - drawWidth) / 2 + view.x,
top: (height - drawHeight) / 2 + view.y,
drawWidth,
drawHeight,
};
}
function draw(
canvas: HTMLCanvasElement,
current: CanvasProps,
frame: { bitmap: ImageBitmap; width: number; height: number } | undefined,
timestamp: number,
) {
const dpr = window.devicePixelRatio || 1;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const ctx = canvas.getContext("2d");
if (!ctx) return;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, width, height);
const box = { clientWidth: width, clientHeight: height };
// 没有画面时把瞄准器留在窗格中心:录像断了,准星不该跟着消失。
const fallback = { left: 0, top: 0, drawWidth: 0, drawHeight: 0 };
const geometry = frame
? layout(box, frame.width, frame.height, current.view)
: fallback;
if (frame) {
ctx.save();
if (current.mirrored) {
ctx.translate(width, 0);
ctx.scale(-1, 1);
}
// 放大超过 3 倍时关掉插值:这时候要看的是像素本身,双线性插值只会把它糊掉。
ctx.imageSmoothingEnabled = current.view.zoom < 3;
ctx.drawImage(frame.bitmap, geometry.left, geometry.top, geometry.drawWidth, geometry.drawHeight);
ctx.restore();
if (current.grid?.visible) {
drawGrid(ctx, geometry, current.grid);
}
}
// 瞄准点的屏幕位置:图像坐标系里的 (0.5 + offsetX, 0.5 + offsetY)。
const crosshair = current.crosshair;
let aimX = width / 2;
let aimY = height / 2;
if (crosshair && frame && geometry.drawWidth > 0) {
const rawX = geometry.left + (0.5 + crosshair.offsetX) * geometry.drawWidth;
aimX = current.mirrored ? width - rawX : rawX;
aimY = geometry.top + (0.5 + crosshair.offsetY) * geometry.drawHeight;
}
if (crosshair?.visible) {
drawCrosshair(ctx, aimX, aimY, Math.min(width, height), crosshair);
}
// 伤害数字:画在屏幕坐标里,不跟着缩放走。
if (current.hit && current.hitFeedback.marker) {
const age = timestamp - current.hit.at;
if (age >= 0 && age < 700) {
const progress = age / 700;
ctx.save();
ctx.globalAlpha = 1 - progress;
ctx.fillStyle = "#ff8a8a";
ctx.font = `600 ${Math.round(Math.max(14, Math.min(width, height) * 0.05))}px ui-sans-serif, system-ui, sans-serif`;
ctx.textAlign = "left";
ctx.textBaseline = "middle";
ctx.fillText(`-${current.hit.damage}`, aimX + 24, aimY - 26 - progress * 26);
ctx.restore();
}
}
}
function drawGrid(
ctx: CanvasRenderingContext2D,
geometry: { left: number; top: number; drawWidth: number; drawHeight: number },
grid: GridConfig,
) {
if (geometry.drawWidth <= 0 || geometry.drawHeight <= 0) return;
ctx.save();
ctx.strokeStyle = `rgba(255, 255, 255, ${grid.opacity})`;
ctx.lineWidth = 1;
const x0 = geometry.left;
const y0 = geometry.top;
const x1 = x0 + geometry.drawWidth;
const y1 = y0 + geometry.drawHeight;
if (grid.style === "thirds") {
for (const fraction of [1 / 3, 2 / 3]) {
line(ctx, x0 + geometry.drawWidth * fraction, y0, x0 + geometry.drawWidth * fraction, y1);
line(ctx, x0, y0 + geometry.drawHeight * fraction, x1, y0 + geometry.drawHeight * fraction);
}
} else if (grid.style === "squares") {
const divisions = Math.max(2, grid.divisions);
for (let i = 1; i < divisions; i += 1) {
const fraction = i / divisions;
line(ctx, x0 + geometry.drawWidth * fraction, y0, x0 + geometry.drawWidth * fraction, y1);
line(ctx, x0, y0 + geometry.drawHeight * fraction, x1, y0 + geometry.drawHeight * fraction);
}
} else {
// 中心十字。
line(ctx, x0 + geometry.drawWidth / 2, y0, x0 + geometry.drawWidth / 2, y1);
line(ctx, x0, y0 + geometry.drawHeight / 2, x1, y0 + geometry.drawHeight / 2);
}
ctx.restore();
}
function line(ctx: CanvasRenderingContext2D, x0: number, y0: number, x1: number, y1: number) {
// 半像素偏移,让 1px 的线落在像素中心而不是跨两个像素发虚。
ctx.beginPath();
ctx.moveTo(Math.round(x0) + 0.5, Math.round(y0) + 0.5);
ctx.lineTo(Math.round(x1) + 0.5, Math.round(y1) + 0.5);
ctx.stroke();
}
function drawCrosshair(
ctx: CanvasRenderingContext2D,
cx: number,
cy: number,
shortSide: number,
config: CrosshairConfig,
) {
const arm = Math.max(3, config.size * shortSide);
const gap = config.gap * shortSide;
const thickness = Math.max(1, config.thickness * shortSide);
// 外描一圈深色:浅色背景下亮绿准星会消失,这一圈让它始终看得见。
const halo = withAlpha("#000000", 0.55);
const stroke = (color: string, width: number, radius: number) => {
ctx.strokeStyle = color;
ctx.lineWidth = width;
ctx.beginPath();
if (config.style === "circle-dot") {
ctx.arc(cx, cy, radius, 0, Math.PI * 2);
} else {
// 四臂,中心留 gap 的空隙。
ctx.moveTo(cx - radius, cy);
ctx.lineTo(cx - gap, cy);
ctx.moveTo(cx + gap, cy);
ctx.lineTo(cx + radius, cy);
ctx.moveTo(cx, cy - radius);
ctx.lineTo(cx, cy - gap);
ctx.moveTo(cx, cy + gap);
ctx.lineTo(cx, cy + radius);
}
ctx.stroke();
};
stroke(halo, thickness + 2, arm + 1);
stroke(config.color, thickness, arm);
// 中心点:`cross` 之外都画。
if (config.style !== "cross") {
const dot = Math.max(1.2, thickness * 0.9);
ctx.fillStyle = halo;
ctx.beginPath();
ctx.arc(cx, cy, dot + 1, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = config.color;
ctx.beginPath();
ctx.arc(cx, cy, dot, 0, Math.PI * 2);
ctx.fill();
}
}
function clamp(value: number, min: number, max: number): number {
return Math.min(max, Math.max(min, value));
}