b6d94b21cd
- 光点移到段中点(am=(a0+a1)/2),两端粗细对称;重构为两遍绘制, 光点统一后绘浮于所有弧之上,不再被相邻圆头吞掉;加大加亮成珠状 - glowPad 6→18 与 _drawSetArcs pad 同步,arcR 外移 3→14, 分段弧与进度弧间距 -1 → +10dpr(size=420),呼吸光环不重叠
392 lines
14 KiB
JavaScript
392 lines
14 KiB
JavaScript
const util = require('../../utils/util')
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Component({
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properties: {
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duration: { type: Number, value: 60 },
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remaining: { type: Number, value: 60 },
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size: { type: Number, value: 280 },
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ringWidth: { type: Number, value: 14 },
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status: { type: String, value: 'idle' },
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primaryColor: { type: String, value: '#FF6B35' },
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primaryLightColor: { type: String, value: '#FF8C5A' },
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// Track (background ring) color. Caller passes a darker shade in dark mode
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// so the ring isn't an eye-searing light circle on a dark background.
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trackColor: { type: String, value: '#EEEEEE' },
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// Total elapsed seconds (since start). Shown in the ring center once the
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// countdown hits 0 (overtime mode) - replaces the old +Xs badge.
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elapsed: { type: Number, value: 0 },
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// Tick count. Caller passes the duration (one tick per second, capped at
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// 60 to avoid clutter). 0 = no ticks drawn. Quarter ticks are emphasized.
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ticks: { type: Number, value: 0 },
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// Small secondary label under the big time (e.g. "目标 30 秒"). Empty = hidden.
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subText: { type: String, value: '' },
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// ---- Circuit (循环训练) set progress ----
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// An outer band of arc segments, one per set, wrapped around the countdown
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// ring. sets <= 0 (default) disables the band entirely so single/free mode
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// renders exactly as before (zero extra draw cost).
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sets: { type: Number, value: 0 },
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// 1-based index of the set the CircuitTimer is currently on. While resting it
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// still points at the just-finished set (same contract as the old dots panel):
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// working -> sets before it are done, itself is active;
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// resting -> itself is done, the next set is highlighted green.
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currentSet: { type: Number, value: 0 },
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resting: { type: Boolean, value: false },
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// Highlight color for the "next set" preview during rest.
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successColor: { type: String, value: '#00B578' }
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},
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data: {
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displayTime: '00:00'
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},
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observers: {
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'remaining, status, duration, elapsed'() {
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// 倒计时阶段显示剩余;达标后 remaining 归零,改显总训练时长(overtime 模式)
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const shown = this.data.remaining > 0 ? this.data.remaining : (this.data.elapsed || 0)
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this.setData({
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displayTime: util.formatTime(shown)
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})
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},
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'remaining, duration, size, ringWidth, primaryColor, primaryLightColor, trackColor, ticks'() {
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this._draw()
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},
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// Set-progress band: re-render and (re)arm / stop the breathing loop.
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'sets, currentSet, resting, status'() {
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this._syncSetPulse()
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}
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},
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lifetimes: {
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ready() {
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const query = this.createSelectorQuery()
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query.select('#ringCanvas')
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.fields({ node: true, size: true })
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.exec((res) => {
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if (!res || !res[0] || !res[0].node) return
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const canvas = res[0].node
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const dpr = wx.getWindowInfo().pixelRatio || 2
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const displaySize = this.data.size
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canvas.width = displaySize * dpr
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canvas.height = displaySize * dpr
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this._ctx = canvas.getContext('2d')
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this._dpr = dpr
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this._canvas = canvas
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this._draw()
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this._syncSetPulse()
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})
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},
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detached() {
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this._stopSetPulse()
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}
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},
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methods: {
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// '#FF6B35' -> [255, 107, 53]
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_hexToRgb(hex) {
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const m = /^#?([0-9a-f]{6})$/i.exec(hex || '')
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if (!m) return [255, 107, 53]
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const n = parseInt(m[1], 16)
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return [(n >> 16) & 255, (n >> 8) & 255, n & 255]
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},
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_draw() {
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const ctx = this._ctx
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if (!ctx) return
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const { size, ringWidth, duration, remaining, primaryColor, primaryLightColor, trackColor, ticks } = this.data
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const dpr = this._dpr
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const w = size * dpr
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const h = size * dpr
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ctx.clearRect(0, 0, w, h)
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const cx = w / 2
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const cy = h / 2
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// Reserve room for the glowing end dot's shadow AND the outer set-progress
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// band (circuit mode). _drawSetArcs derives its band radius from this same
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// pad, so increasing it here also widens the gap between the countdown
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// arc and the set band. 18dpr gives a ~10dpr visible gap (size=420).
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const glowPad = 18 * dpr
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const radius = (size - ringWidth) / 2 * dpr - glowPad
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const lw = ringWidth * dpr
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// track ring
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ctx.beginPath()
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ctx.arc(cx, cy, radius, 0, Math.PI * 2)
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ctx.strokeStyle = trackColor
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ctx.lineWidth = lw
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ctx.lineCap = 'round'
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ctx.stroke()
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// ---- tick marks (inside the band) ----
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if (ticks > 0) {
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const innerR = radius - lw / 2 - (4 * dpr) // just inside the band
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const shortLen = 6 * dpr
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const longLen = 12 * dpr
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const stepDeg = 360 / ticks
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// 短刻度:均匀铺满;但跳过靠近四方位(12/3/6/9 点)的,让位给长刻度,避免双线重叠
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for (let i = 0; i < ticks; i++) {
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const deg = (i / ticks) * 360
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const nearestQuarter = Math.round(deg / 90) * 90
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if (Math.abs(deg - nearestQuarter) < stepDeg) continue
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const ang = -Math.PI / 2 + (deg * Math.PI) / 180
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const cos = Math.cos(ang)
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const sin = Math.sin(ang)
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ctx.beginPath()
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ctx.moveTo(cx + innerR * cos, cy + innerR * sin)
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ctx.lineTo(cx + (innerR - shortLen) * cos, cy + (innerR - shortLen) * sin)
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ctx.lineWidth = 1.5 * dpr
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ctx.lineCap = 'round'
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ctx.strokeStyle = 'rgba(0,0,0,0.12)'
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ctx.stroke()
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}
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// 四分位长刻度:精确落在 12/3/6/9 点(无论 ticks 是否整除 4,都对齐正中)
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for (let k = 0; k < 4; k++) {
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const ang = -Math.PI / 2 + k * (Math.PI / 2)
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const cos = Math.cos(ang)
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const sin = Math.sin(ang)
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ctx.beginPath()
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ctx.moveTo(cx + innerR * cos, cy + innerR * sin)
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ctx.lineTo(cx + (innerR - longLen) * cos, cy + (innerR - longLen) * sin)
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ctx.lineWidth = 3 * dpr
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ctx.lineCap = 'round'
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ctx.strokeStyle = 'rgba(0,0,0,0.28)'
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ctx.stroke()
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}
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}
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// progress arc (clockwise from 12 o'clock)
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const ratio = duration > 0 ? Math.max(0, Math.min(1, remaining / duration)) : 0
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if (ratio > 0.001) {
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const startAngle = -Math.PI / 2
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const sweep = ratio * Math.PI * 2
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const [r1, g1, b1] = this._hexToRgb(primaryColor)
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const [r2, g2, b2] = this._hexToRgb(primaryLightColor || primaryColor)
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// Conic gradient along the arc (light -> primary), drawn as small
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// arc segments. Segment count is bounded so per-frame redraws stay cheap.
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const segs = Math.max(16, Math.min(120, Math.ceil(sweep / 0.06)))
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for (let i = 0; i < segs; i++) {
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const a0 = startAngle + (sweep * i) / segs
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const a1 = startAngle + (sweep * (i + 1)) / segs + 0.004 // tiny overlap to hide seams
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const t = 1 - i / (segs - 1) // head (i=0, oldest remaining) is primary, tail is light
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const r = Math.round(r1 + (r2 - r1) * t)
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const g = Math.round(g1 + (g2 - g1) * t)
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const b = Math.round(b1 + (b2 - b1) * t)
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ctx.beginPath()
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ctx.arc(cx, cy, radius, a0, a1)
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ctx.strokeStyle = `rgb(${r},${g},${b})`
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ctx.lineWidth = lw
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ctx.lineCap = 'butt'
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ctx.stroke()
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}
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// round cap at the tail (12 o'clock side)
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ctx.beginPath()
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ctx.arc(cx + radius * Math.cos(startAngle), cy + radius * Math.sin(startAngle), lw / 2, 0, Math.PI * 2)
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ctx.fillStyle = `rgb(${r2},${g2},${b2})`
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ctx.fill()
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// glowing dot at the leading end
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const endAngle = startAngle + sweep
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const ex = cx + radius * Math.cos(endAngle)
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const ey = cy + radius * Math.sin(endAngle)
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ctx.save()
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ctx.shadowColor = primaryColor
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ctx.shadowBlur = 12 * dpr
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ctx.beginPath()
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ctx.arc(ex, ey, lw / 2, 0, Math.PI * 2)
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ctx.fillStyle = primaryColor
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ctx.fill()
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// white core for a "light bulb" feel
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ctx.shadowBlur = 0
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ctx.beginPath()
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ctx.arc(ex, ey, lw / 4, 0, Math.PI * 2)
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ctx.fillStyle = 'rgba(255,255,255,0.9)'
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ctx.fill()
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ctx.restore()
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}
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// set-progress band (circuit mode only; no-op when sets <= 0)
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this._drawSetArcs(this._setPulsePhase || 0.6)
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},
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/**
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* Map currentSet/resting onto the three segment states, mirroring the old
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* dots panel's contract (see the property doc for the semantics).
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*/
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_setArcState() {
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const { sets, currentSet, resting } = this.data
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let done = 0
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let active = 0
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let next = 0
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if (sets > 0 && currentSet > 0) {
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if (resting) {
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done = Math.min(currentSet, sets)
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if (currentSet < sets) next = currentSet + 1
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} else {
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done = Math.max(0, currentSet - 1)
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active = currentSet
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}
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}
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return { done, active, next }
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},
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/**
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* Draw (or re-draw) the outer set-progress band. `pulse` is the breathing
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* phase 0..1 used for the active / next segment; pass a fixed value for a
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* static render (idle / paused).
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*
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* Only the band itself is cleared (clipped to a ring) so the inner
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* countdown arc is never touched — the rAF loop below re-renders this
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* band every frame without interfering with the per-second _draw().
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*/
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_drawSetArcs(pulse) {
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const ctx = this._ctx
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if (!ctx) return
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const { size, ringWidth, sets, primaryColor, trackColor, successColor, status } = this.data
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if (!sets || sets <= 0) return
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const dpr = this._dpr
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const cx = (size / 2) * dpr
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const cy = (size / 2) * dpr
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// Same radius math as _draw(): the countdown arc sits at `radius`; the
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// set band wraps just outside it so the two read as concentric layers.
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// NOTE: the -18*dpr pad MUST stay in sync with glowPad in _draw().
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const radius = ((size - ringWidth) / 2) * dpr - 18 * dpr
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const arcR = radius + (ringWidth / 2) * dpr + 14 * dpr
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const arcW = 8 * dpr
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const band = arcW / 2 + 3 * dpr
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const { done, active, next } = this._setArcState()
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// Clear only the outer band (ring clip -> inner arc untouched).
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ctx.save()
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ctx.beginPath()
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ctx.arc(cx, cy, arcR + band, 0, Math.PI * 2)
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ctx.arc(cx, cy, arcR - band, 0, Math.PI * 2, true)
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ctx.clip()
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ctx.clearRect(cx - arcR - band, cy - arcR - band, (arcR + band) * 2, (arcR + band) * 2)
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ctx.restore()
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const p = pulse == null ? 0.6 : Math.max(0, Math.min(1, pulse))
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const paused = status === 'paused'
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const segAngle = (Math.PI * 2) / sets
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const gap = (2.5 * Math.PI) / 180
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const startAngle = -Math.PI / 2
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// Pass 1: draw every segment arc. Breathing dots are collected and painted
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// in pass 2, AFTER all arcs, so a dot always floats ON TOP of its segment
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// instead of being partially buried under neighbouring round caps.
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const dots = []
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for (let i = 1; i <= sets; i++) {
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const a0 = startAngle + (i - 1) * segAngle + gap / 2
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const a1 = startAngle + i * segAngle - gap / 2
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let color = trackColor
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if (i <= done || i === active) color = primaryColor
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else if (i === next) color = successColor
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const emphasized = i === active || i === next
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const alpha = emphasized ? (paused ? 0.7 : 0.45 + 0.55 * p) : 1
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ctx.globalAlpha = alpha
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ctx.beginPath()
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ctx.arc(cx, cy, arcR, a0, a1)
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ctx.strokeStyle = color
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ctx.lineWidth = arcW
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ctx.lineCap = 'round'
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ctx.stroke()
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ctx.globalAlpha = 1
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if (emphasized) {
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const am = (a0 + a1) / 2
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dots.push({
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x: cx + arcR * Math.cos(am),
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y: cy + arcR * Math.sin(am),
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color: i === active ? primaryColor : successColor
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})
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}
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}
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// Pass 2: glowing dot on each emphasized segment, drawn over every arc.
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// Placed at the segment MIDDLE (not the a1 end): a dot pinned to the
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// trailing end made that end look visibly thicker than the round-cap
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// start, so both ends of the arc stay symmetric. Slightly larger than
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// the band width so it reads as a bead riding on top of the arc.
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for (const dot of dots) {
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const dotR = (arcW / 2) * (paused ? 1.3 : 1.15 + 0.25 * p)
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ctx.save()
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ctx.shadowColor = dot.color
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ctx.shadowBlur = 8 * dpr
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ctx.globalAlpha = paused ? 0.95 : 0.7 + 0.3 * p
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ctx.beginPath()
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ctx.arc(dot.x, dot.y, dotR, 0, Math.PI * 2)
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ctx.fillStyle = dot.color
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ctx.fill()
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ctx.restore()
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// white core for a "light bulb" feel
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ctx.beginPath()
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ctx.arc(dot.x, dot.y, dotR * 0.45, 0, Math.PI * 2)
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ctx.fillStyle = 'rgba(255,255,255,0.9)'
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ctx.fill()
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}
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},
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_startSetPulse() {
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if (this._setPulseRAF != null) return
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const canvas = this._canvas
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if (!canvas || typeof canvas.requestAnimationFrame !== 'function') {
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// Older canvas implementations without rAF: render one static frame.
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this._drawSetArcs(0.6)
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return
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}
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const loop = () => {
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if (!this._ctx) return
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const t = Date.now() / 1000
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this._setPulsePhase = 0.5 + 0.5 * Math.sin((t * Math.PI * 2) / 1.6)
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this._drawSetArcs(this._setPulsePhase)
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this._setPulseRAF = canvas.requestAnimationFrame(loop)
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}
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this._setPulseRAF = canvas.requestAnimationFrame(loop)
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},
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_stopSetPulse() {
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if (this._setPulseRAF == null) return
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const canvas = this._canvas
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if (canvas && typeof canvas.cancelAnimationFrame === 'function') {
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canvas.cancelAnimationFrame(this._setPulseRAF)
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}
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this._setPulseRAF = null
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},
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/**
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* (Re)arm or stop the breathing loop based on the current state.
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* - sets <= 0 -> nothing to draw (single/free mode)
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* - idle / completed -> static render (no active/next segment)
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* - paused -> static render (pausing freezes all motion)
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* - working / resting -> breathe the active / next segment
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*/
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_syncSetPulse() {
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if (!this._ctx) return
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const { sets, status } = this.data
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if (sets <= 0) {
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this._stopSetPulse()
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return
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}
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const state = this._setArcState()
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const wantsPulse = (state.active > 0 || state.next > 0) && status !== 'paused'
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if (wantsPulse) {
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this._startSetPulse()
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} else {
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this._stopSetPulse()
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this._setPulsePhase = 0.6
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this._drawSetArcs(0.6)
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}
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}
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}
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})
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