02d73ddf81
Add trap overlays with session state, material legend editor/panel, and a dedicated scene editor window wired through IPC and project persistence. Co-authored-by: Cursor <cursoragent@cursor.com>
97 lines
2.6 KiB
TypeScript
97 lines
2.6 KiB
TypeScript
import React, { useEffect, useRef } from 'react';
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import type { SceneDarknessRevealStroke, SceneDarknessState } from '../../../shared/types';
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export type SceneDarknessOverlayProps = {
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state: SceneDarknessState | null;
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viewport?: { x: number; y: number; w: number; h: number };
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/** 1.0 — полностью чёрный (Presentation); 0.5 — полупрозрачный (Control). */
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overlayAlpha: number;
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style?: React.CSSProperties;
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};
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function drawRevealStroke(
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ctx: CanvasRenderingContext2D,
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stroke: SceneDarknessRevealStroke | { points: { x: number; y: number }[]; radiusN: number },
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w: number,
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h: number,
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): void {
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const pts = stroke.points;
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if (pts.length === 0) return;
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const r = stroke.radiusN * Math.min(w, h);
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if (pts.length === 1) {
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const p = pts[0];
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if (!p) return;
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ctx.beginPath();
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ctx.arc(p.x * w, p.y * h, r, 0, Math.PI * 2);
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ctx.fill();
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return;
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}
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ctx.lineCap = 'round';
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ctx.lineJoin = 'round';
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ctx.lineWidth = r * 2;
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ctx.strokeStyle = 'rgba(0,0,0,1)';
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ctx.beginPath();
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const first = pts[0];
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if (!first) return;
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ctx.moveTo(first.x * w, first.y * h);
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for (let i = 1; i < pts.length; i++) {
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const p = pts[i];
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if (!p) continue;
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ctx.lineTo(p.x * w, p.y * h);
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}
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ctx.stroke();
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}
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export function SceneDarknessOverlay({
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state,
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viewport,
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overlayAlpha,
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style,
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}: SceneDarknessOverlayProps) {
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const canvasRef = useRef<HTMLCanvasElement | null>(null);
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useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas || !state?.enabled || !viewport) return;
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const w = Math.max(1, Math.round(viewport.w));
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const h = Math.max(1, Math.round(viewport.h));
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if (canvas.width !== w) canvas.width = w;
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if (canvas.height !== h) canvas.height = h;
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const ctx = canvas.getContext('2d');
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if (!ctx) return;
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ctx.globalCompositeOperation = 'source-over';
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ctx.fillStyle = '#000000';
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ctx.fillRect(0, 0, w, h);
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ctx.globalCompositeOperation = 'destination-out';
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for (const stroke of state.strokes) {
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drawRevealStroke(ctx, stroke, w, h);
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}
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if (state.draft && state.draft.points.length > 0) {
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drawRevealStroke(ctx, state.draft, w, h);
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}
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}, [state, viewport]);
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if (!state?.enabled || !viewport) return null;
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return (
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<canvas
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ref={canvasRef}
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aria-hidden
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style={{
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position: 'absolute',
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left: viewport.x,
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top: viewport.y,
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width: viewport.w,
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height: viewport.h,
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opacity: overlayAlpha,
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pointerEvents: 'none',
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zIndex: 3,
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...style,
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}}
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/>
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);
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}
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