const util = require('../../utils/util') Component({ properties: { duration: { type: Number, value: 60 }, remaining: { type: Number, value: 60 }, size: { type: Number, value: 280 }, ringWidth: { type: Number, value: 14 }, status: { type: String, value: 'idle' }, primaryColor: { type: String, value: '#FF6B35' }, primaryLightColor: { type: String, value: '#FF8C5A' }, // Track (background ring) color. Caller passes a darker shade in dark mode // so the ring isn't an eye-searing light circle on a dark background. trackColor: { type: String, value: '#EEEEEE' } }, data: { displayTime: '00:00', statusText: '准备开始' }, observers: { 'remaining, status, duration'() { const texts = { idle: '准备开始', running: '坚持住', paused: '已暂停', completed: '完成!' } this.setData({ displayTime: util.formatTime(this.data.remaining), statusText: texts[this.data.status] || '' }) }, 'remaining, duration, size, ringWidth, primaryColor, primaryLightColor, trackColor'() { this._draw() } }, lifetimes: { ready() { const query = this.createSelectorQuery() query.select('#ringCanvas') .fields({ node: true, size: true }) .exec((res) => { if (!res || !res[0] || !res[0].node) return const canvas = res[0].node const dpr = wx.getWindowInfo().pixelRatio || 2 const displaySize = this.data.size canvas.width = displaySize * dpr canvas.height = displaySize * dpr this._ctx = canvas.getContext('2d') this._dpr = dpr this._draw() }) } }, methods: { // '#FF6B35' -> [255, 107, 53] _hexToRgb(hex) { const m = /^#?([0-9a-f]{6})$/i.exec(hex || '') if (!m) return [255, 107, 53] const n = parseInt(m[1], 16) return [(n >> 16) & 255, (n >> 8) & 255, n & 255] }, _draw() { const ctx = this._ctx if (!ctx) return const { size, ringWidth, duration, remaining, primaryColor, primaryLightColor, trackColor } = this.data const dpr = this._dpr const w = size * dpr const h = size * dpr ctx.clearRect(0, 0, w, h) const cx = w / 2 const cy = h / 2 // reserve room for the glowing end dot so its shadow isn't clipped const glowPad = 6 * dpr const radius = (size - ringWidth) / 2 * dpr - glowPad const lw = ringWidth * dpr // track ring ctx.beginPath() ctx.arc(cx, cy, radius, 0, Math.PI * 2) ctx.strokeStyle = trackColor ctx.lineWidth = lw ctx.lineCap = 'round' ctx.stroke() // progress arc (clockwise from 12 o'clock) const ratio = duration > 0 ? Math.max(0, Math.min(1, remaining / duration)) : 0 if (ratio > 0.001) { const startAngle = -Math.PI / 2 const sweep = ratio * Math.PI * 2 const [r1, g1, b1] = this._hexToRgb(primaryColor) const [r2, g2, b2] = this._hexToRgb(primaryLightColor || primaryColor) // Conic gradient along the arc (light -> primary), drawn as small // arc segments. Segment count is bounded so per-frame redraws stay cheap. const segs = Math.max(16, Math.min(120, Math.ceil(sweep / 0.06))) for (let i = 0; i < segs; i++) { const a0 = startAngle + (sweep * i) / segs const a1 = startAngle + (sweep * (i + 1)) / segs + 0.004 // tiny overlap to hide seams const t = 1 - i / (segs - 1) // head (i=0, oldest remaining) is primary, tail is light const r = Math.round(r1 + (r2 - r1) * t) const g = Math.round(g1 + (g2 - g1) * t) const b = Math.round(b1 + (b2 - b1) * t) ctx.beginPath() ctx.arc(cx, cy, radius, a0, a1) ctx.strokeStyle = `rgb(${r},${g},${b})` ctx.lineWidth = lw ctx.lineCap = 'butt' ctx.stroke() } // round cap at the tail (12 o'clock side) ctx.beginPath() ctx.arc(cx + radius * Math.cos(startAngle), cy + radius * Math.sin(startAngle), lw / 2, 0, Math.PI * 2) ctx.fillStyle = `rgb(${r2},${g2},${b2})` ctx.fill() // glowing dot at the leading end const endAngle = startAngle + sweep const ex = cx + radius * Math.cos(endAngle) const ey = cy + radius * Math.sin(endAngle) ctx.save() ctx.shadowColor = primaryColor ctx.shadowBlur = 12 * dpr ctx.beginPath() ctx.arc(ex, ey, lw / 2, 0, Math.PI * 2) ctx.fillStyle = primaryColor ctx.fill() // white core for a "light bulb" feel ctx.shadowBlur = 0 ctx.beginPath() ctx.arc(ex, ey, lw / 4, 0, Math.PI * 2) ctx.fillStyle = 'rgba(255,255,255,0.9)' ctx.fill() ctx.restore() } } } })