- 作业:新增 Homework.assignDate(本地日期 YYYY-MM-DD;UTC 切片在晚上会把今天的作业算成明天),列表按天过滤与排序,新增 GET /homeworks?date= 与 GET /homeworks/days(日期高亮)供客户端与 Web 共用;客户端作业页改为"看作业 + 录作业"(不再显示完成状态),支持快捷短语(存本机配置,「设置 → 作业录入」可增删/恢复默认) - 教室机器录入:POST /homeworks 去掉 requireRole,权限下沉到 homeworks.service(staff 或本班班级账号);班级账号的 sub 是班级 id,写 createdBy 前换成该班班主任,避免撞 User 外键 - 提醒类型:ClassIslandPush.kind(notification / call)。通知类上课时段暂存、下课补弹,叫人/紧急立即弹;客户端灵动岛与 ClassIsland 插件共用同一套规则 - 灵动岛:新增 marginX / marginY(默认仍 8px,不动老外观)与「跟随鼠标屏幕」;文案统一成"灵动岛 / ClassIsland" - 设置页:新增「ClassIsland 联动」(联动状态 + 通知模式)与「作业录入」分区 - 校验:verify:e2e 增补 assignDate 默认当天 / ?date= 过滤 / days / 非法日期 422 / 班级账号录入 201 与跨班 403;verify:classisland 与插件静态契约增补上课时段暂存断言(57/57) - 文档:README 与 AGENTS.md 同步(作业按天、上课时段策略、两个方向的开关表、新增踩坑) 门禁:pnpm lint 0 error、pnpm typecheck 四包通过、verify:classisland-plugin 57/57 通过。 未跑:verify:e2e / verify:classisland(需后端启动)、verify:web / verify:desktop(需先构建产物)。
1466 lines
62 KiB
TypeScript
1466 lines
62 KiB
TypeScript
import path from 'node:path';
|
||
import { BrowserWindow, ipcMain, screen } from 'electron';
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import {
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||
DEFAULT_ISLAND_APPEARANCE,
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ISLAND_POSITIONS,
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ISLAND_SHADOW_PAD,
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ISLAND_SIZE_DELTA,
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ISLAND_SLIVER_WIDTH,
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ISLAND_STYLES,
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type IslandAppearance,
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type IslandMode,
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type IslandNotification,
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type IslandState,
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} from '@classhelper/shared';
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import { logger } from './logger.js';
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import { getConfig } from './config.js';
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/**
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* 灵动岛(Dynamic Island)主进程控制器。
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*
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* 形态:一个独立的、无边框、透明、置顶、不占任务栏、不抢焦点的小窗口,
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* 固定在主显示器工作区顶部居中("桌面中上方")。
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*
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* 行为(对应产品需求):
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* - 收到教师通知:变形为"新消息"胶囊;点击展开显示详情
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* - 上课时间段:非紧急通知不弹出(自动隐藏),进入待发队列
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* - 下课后:自动在桌面中上方弹出队列中的通知详情
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* - 紧急通知:无论是否在上课,立刻展开显示详情,无需点击
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*
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* 动画实现要点(需求 4:展开/收起不能抖动):
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* - 窗口尺寸用**单一 requestAnimationFrame 循环**插值,不再用 setTimeout 链(避免掉帧与回跳)
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* - 锚点固定:横向按停靠位置计算、纵向固定,形变过程中卡片上边缘不动
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* - 卡片本身是固定尺寸(渲染进程),只让窗口露出/裁切,内容不参与布局重排
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* - 展开完成之后才取焦点(避免取焦瞬间抢走动画帧)
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* - 关闭动画时直接落到目标尺寸
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*/
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/** 基础尺寸:真实尺寸 = 外观设置联动计算(见 sizes()) */
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/**
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* 形态尺寸(**岛本身的尺寸**,不是窗口尺寸):
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* - 胶囊 = 用户设置的 width/height(WinIsland compact 是 120×27,我们是文字型胶囊,默认 268×44)
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* - 展开/紧急/叫人 = 胶囊 + `ISLAND_SIZE_DELTA`(与渲染进程共用同一常量表)
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*
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* 窗口尺寸 = 最大形态 + `ISLAND_SHADOW_PAD`,**一次算好、开合过程中不变**(照搬 WinIsland:
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* 它的窗口也是一次创建成最大包围盒,形变全部发生在窗口内的画布上)。
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*/
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const BASE = {
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pill: { width: 216, height: 34 },
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expanded: { width: 216 + ISLAND_SIZE_DELTA.expanded.width, height: 34 + ISLAND_SIZE_DELTA.expanded.height },
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urgent: { width: 216 + ISLAND_SIZE_DELTA.urgent.width, height: 34 + ISLAND_SIZE_DELTA.urgent.height },
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/** "叫人"消息卡片(比普通详情略大,突出"请 XXX 同学找 XXX 老师") */
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call: { width: 216 + ISLAND_SIZE_DELTA.call.width, height: 34 + ISLAND_SIZE_DELTA.call.height },
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};
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// 说明:几何动画已全部移交渲染进程(渲染层用 WinIsland 的弹簧逐帧逼近岛的宽高/圆角),
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// 主进程不再做窗口帧动画,因此原 scheduleFrame / cancelFrame / requestAnimationFrame 声明已移除。
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const DEFAULT_SIZES: Record<IslandMode, { width: number; height: number }> = {
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hidden: BASE.pill,
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pill: BASE.pill,
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expanded: BASE.expanded,
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};
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let SIZES: Record<IslandMode, { width: number; height: number }> = { ...DEFAULT_SIZES };
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let URGENT_SIZE = { ...BASE.urgent };
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let CALL_SIZE = { ...BASE.call };
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/**
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* 空闲"细缝"尺寸(参考 WinIsland 的 hidden_width:空闲态是一条很窄的圆角柱)。
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* 高度取胶囊高度的一部分,宽度固定(`ISLAND_SLIVER_WIDTH`)。
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*/
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let SLIVER_SIZE = { width: ISLAND_SLIVER_WIDTH, height: 22 };
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/**
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* 固定包围盒窗口的尺寸:取所有形态里最大的一个,再加上阴影留白。
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* **只在设置变化时重算一次**,开合过程中窗口尺寸恒定(照搬 WinIsland 的"一次建大窗口")。
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*/
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let BBOX_SIZE = { width: 0, height: 0 };
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/** 各状态的自动收起/隐藏时长(毫秒),0 表示不自动收起 */
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const TIMEOUTS = {
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pill: 15_000,
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afterClassExpanded: 14_000,
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afterClassPill: 25_000,
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expanded: 20_000,
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urgent: 45_000,
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/** 叫人消息常驻更久,避免学生走开一会儿回来就看不到 */
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call: 90_000,
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};
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export interface IslandPushContext {
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inClass?: boolean;
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currentPeriodEnd?: string | null;
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week?: number;
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/** 设置页"预览效果":直接展开示例岛、失焦不收起、到点自行消失 */
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preview?: boolean;
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}
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export interface IslandClassStatePayload {
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inClass: boolean;
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currentPeriodEnd?: string | null;
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week?: number;
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}
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type IslandActionName = 'expand' | 'collapse' | 'dismiss' | 'mark-read' | 'open-app';
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interface IslandActionPayload {
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action: IslandActionName;
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id?: string;
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}
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class IslandController {
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private win: BrowserWindow | null = null;
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private rendererUrl: string | null = null;
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private ready = false;
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private pendingState: IslandState | null = null;
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private collapseTimer: ReturnType<typeof setTimeout> | null = null;
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/** 尺寸(形变)动画令牌:新动画会作废上一轮,避免互相打架 */
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private boundsToken = 0;
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/** 透明度(淡入淡出)动画令牌,与尺寸动画分开,否则淡入会立刻取消形变 */
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private fadeToken = 0;
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/** 尺寸动画的 requestAnimationFrame 句柄(需求 4:单循环,避免抖动) */
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private boundsFrame: number | null = null;
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/** 外观设置(设置页可调,主进程持久化) */
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private appearance: IslandAppearance = { ...DEFAULT_ISLAND_APPEARANCE };
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/** 当前生效的窗口背景材质('acrylic' | 'none'),用于避免重复设置与冒烟断言 */
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private backgroundMaterial: string = 'none';
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/** 当前是否接收鼠标(固定大包围盒窗口默认穿透,由渲染进程按命中动态打开) */
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/** 是否允许"失焦自动收起"(冒烟可临时关闭,避免焦点抖动干扰断言) */
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private blurCollapseEnabled = true;
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private interactive = false;
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/** 渲染进程上报的岛体矩形(窗口内 CSS px):主进程据此做光标命中兜底轮询 */
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private hitRect: { x: number; y: number; width: number; height: number } | null = null;
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/** 光标命中兜底轮询定时器(见 syncHitFromCursor 注释) */
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private hitTimer: ReturnType<typeof setInterval> | null = null;
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/** 诊断/冒烟用:覆盖光标位置(屏幕坐标),null 表示使用真实光标 */
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private cursorOverride: { x: number; y: number } | null = null;
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/** 上次按矩形立即校正命中的时刻(限流用) */
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private lastHitSyncAt = 0;
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/** 设置页"预览效果"的示例通知 id(预览期间失焦不收起) */
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private previewId: string | null = null;
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/** 上课时段里"用户主动点开"的通知 id(syncWindow 的上课守卫对它放行) */
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private explicitShowId: string | null = null;
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/** 预览示例岛的自动收尾定时器 */
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private previewTimer: ReturnType<typeof setTimeout> | null = null;
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/** 渲染进程最近一次心跳/存活信号(用于发现"卡死的幽灵窗口") */
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private lastAliveAt = 0;
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/** 正在重建窗口(避免并发重建) */
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private recovering = false;
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/** 最近的窗口重建时刻(限流用) */
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private recoverAt: number[] = [];
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private state: IslandState = {
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mode: 'hidden',
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active: null,
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queued: [],
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inClass: false,
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currentPeriodEnd: null,
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reason: null,
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updatedAt: Date.now(),
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};
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/** 灵动岛展开时点击"打开应用"交给外部处理 */
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private openAppHandler: (() => void) | null = null;
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/** 灵动岛点"标为已读"时交给外部(主窗口渲染进程)同步通知中心 */
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private markReadHandler: ((id: string) => void) | null = null;
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setOpenAppHandler(handler: () => void): void {
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this.openAppHandler = handler;
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}
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setMarkReadHandler(handler: (id: string) => void): void {
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this.markReadHandler = handler;
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}
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async init(rendererUrl: string | null): Promise<void> {
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this.rendererUrl = rendererUrl;
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// 恢复用户保存的个性化外观(尺寸/位置/透明度/动画…),失败则用默认值
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try {
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this.appearance = normalizeAppearance({ ...DEFAULT_ISLAND_APPEARANCE, ...getConfig().island });
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} catch {
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this.appearance = { ...DEFAULT_ISLAND_APPEARANCE };
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}
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recomputeSizes(this.appearance);
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if (this.win && !this.win.isDestroyed()) return;
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const win = new BrowserWindow({
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// 固定包围盒(最大形态 + 阴影留白):开合过程中**窗口不再移动/缩放**
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...this.windowBounds(),
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show: false,
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frame: false,
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transparent: true,
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resizable: false,
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movable: false,
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minimizable: false,
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maximizable: false,
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fullscreenable: false,
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skipTaskbar: true,
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hasShadow: false,
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/**
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* **必须可激活**(focusable: true)。
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*
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* Windows 下 `WS_EX_NOACTIVATE` 且窗口不是活动窗口时,鼠标**按下**事件会被丢掉:
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* 渲染进程只会收到 mouseup、收不到 mousedown/click,于是胶囊怎么点都没反应
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* (真机实测:胶囊态只有 mouseup;展开态 focusable 时是完整的 mousedown+mouseup+click)。
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* "不抢焦点"靠 `showInactive()`(显示时不激活)+ 收起时 `blur()` 保证,而不是靠
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* 关掉可激活性 —— 关掉可激活性的代价就是"点不动"。
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*/
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focusable: true,
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alwaysOnTop: true,
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type: 'toolbar',
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webPreferences: {
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preload: path.join(__dirname, '../preload/island.js'),
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contextIsolation: true,
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nodeIntegration: false,
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sandbox: true,
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backgroundThrottling: false,
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},
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});
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win.setAlwaysOnTop(this.appearance.alwaysOnTop, 'screen-saver');
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win.setVisibleOnAllWorkspaces(true, { visibleOnFullScreen: true });
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// 启动时即应用已保存的风格(glass 需要窗口创建后立刻设置材质)
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this.backgroundMaterial = 'none';
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this.applyBackgroundMaterial();
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// 默认整块窗口不接收鼠标(避免大面积透明窗口吞掉桌面点击),
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// 只有指针进入"岛"的可见区域时,渲染进程才通过 island:set-interactive 打开命中。
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win.setIgnoreMouseEvents(true, { forward: true });
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// 光标命中兜底轮询:即使 forward 的 mousemove 丢失,也能按光标位置自行校正命中
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this.startHitPoll();
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win.on('closed', () => {
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this.win = null;
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this.ready = false;
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});
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/**
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* 点击屏幕任意位置收起:展开态临时允许窗口获得焦点,
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* 用户点到别处(桌面、浏览器、其他应用)时窗口失焦 → 回缩为胶囊。
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*
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* 但 `win.focus()` 在 Windows 上并不可靠:展开时 `setFocusable(true) + focus()`
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* 常常先给焦点、再被系统收回,产生一次与用户操作无关的 blur(实测 70ms~520ms 后到达)。
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* 它落在 `BLUR_GRACE_MS` 宽限期内会被忽略,落在之后就会把刚展开的岛缩回胶囊 ——
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* 用户看到的就是「点了没反应 / 点开又立刻缩回去」。
|
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* 因此这里再用**指针位置**兜一层:指针还在岛上就绝不收起(详见 isCursorOnIsland)。
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*/
|
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win.on('blur', () => {
|
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// 冒烟里可以临时关掉"失焦收起",避免测试过程被无关的焦点变化打断(默认开启)
|
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if (!this.blurCollapseEnabled) return;
|
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if (this.state.mode !== 'expanded' || this.state.inClass) return;
|
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// 设置页预览:示例岛要继续留在屏幕上(用户在调滑块时主窗口一直是焦点)
|
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if (this.previewId && this.state.active?.id === this.previewId) return;
|
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const sinceActivated = Date.now() - this.state.updatedAt;
|
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if (this.isCursorOnIsland()) {
|
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logger.info(
|
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`灵动岛:忽略失焦(指针仍在岛上,判定为展开时的激活抖动)距上次状态=${sinceActivated}ms`,
|
||
);
|
||
return;
|
||
}
|
||
if (sinceActivated < BLUR_GRACE_MS) {
|
||
logger.info(`灵动岛:忽略激活后 ${sinceActivated}ms 内的失焦(宽限期内不收起)`);
|
||
return;
|
||
}
|
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logger.info('灵动岛:点击屏幕其他位置,回缩为胶囊');
|
||
this.handleAction({ action: 'collapse' });
|
||
});
|
||
|
||
this.win = win;
|
||
this.lastAliveAt = Date.now();
|
||
|
||
/**
|
||
* 渲染进程没了/卡了时的自愈:隐藏死窗口(避免留下"幽灵胶囊")并重建窗口。
|
||
* 三种触发:进程崩溃、系统判定无响应、心跳超时(见 checkRendererAlive)。
|
||
*/
|
||
win.webContents.on('render-process-gone', (_event, details) => {
|
||
logger.error(
|
||
`灵动岛渲染进程已退出(reason=${details.reason} exitCode=${details.exitCode}),开始重建窗口`,
|
||
);
|
||
this.recoverWindow('渲染进程退出');
|
||
});
|
||
win.webContents.on('unresponsive', () => {
|
||
logger.warn('灵动岛渲染进程无响应(等待心跳恢复,超时将重建窗口)');
|
||
});
|
||
win.webContents.on('responsive', () => {
|
||
logger.info('灵动岛渲染进程已恢复响应');
|
||
this.lastAliveAt = Date.now();
|
||
});
|
||
|
||
// 开发/冒烟时把灵动岛渲染进程的日志转发到主进程,便于排查"窗口空白"之类问题
|
||
win.webContents.on('console-message', (...args) => {
|
||
const first = args[0];
|
||
const isEventObject = first && typeof first === 'object' && 'message' in first;
|
||
const level = isEventObject ? first.level : args[1];
|
||
const message = isEventObject ? first.message : args[2];
|
||
const isProblem = level === 'error' || level === 'warning' || level === 2 || level === 3;
|
||
if (isProblem || process.env.ELECTRON_SMOKE_TEST === '1') {
|
||
logger.info(`[island-renderer] ${String(message)}`);
|
||
}
|
||
});
|
||
|
||
if (rendererUrl) {
|
||
await win.loadURL(rendererUrl);
|
||
} else {
|
||
await win.loadFile(path.join(__dirname, '../renderer/island.html'));
|
||
}
|
||
this.ready = true;
|
||
if (this.pendingState) {
|
||
this.emit(this.pendingState);
|
||
this.pendingState = null;
|
||
}
|
||
// 首次进入时同步一次外观与状态,保证渲染进程不会停在初始默认值
|
||
this.emitAppearance();
|
||
this.emit();
|
||
logger.info('灵动岛已就绪(置顶透明窗口,顶部居中)');
|
||
}
|
||
|
||
getWindow(): BrowserWindow | null {
|
||
return this.win;
|
||
}
|
||
|
||
getState(): IslandState {
|
||
return { ...this.state, queued: [...this.state.queued] };
|
||
}
|
||
|
||
isReady(): boolean {
|
||
return this.ready && Boolean(this.win) && !this.win?.isDestroyed();
|
||
}
|
||
|
||
/* ------------------------------------------------------------ 对外行为 */
|
||
|
||
/**
|
||
* 是否需要"立即展开、无视上课时段"。
|
||
* 只认 URGENT:紧急通知、以及"紧急叫人"(服务端 urgent=true 落库为 URGENT)。
|
||
* 普通叫人(HIGH)与普通通知同等待遇 —— 上课时段只进队列,不打断课堂。
|
||
*/
|
||
private isImmediate(notification: IslandNotification): boolean {
|
||
return notification.priority === 'URGENT';
|
||
}
|
||
|
||
/**
|
||
* 是否"允许点开"(上课时段也允许):
|
||
* - 紧急消息(含紧急叫人):必须立刻看到;
|
||
* - **任何"叫人"**:老师在等学生,允许学生主动点开看(但普通叫人不会自动展开打断课堂)。
|
||
* 其它普通通知在上课时段一律不显示、也不可点开。
|
||
*/
|
||
private isOpenable(notification: IslandNotification | null | undefined): boolean {
|
||
if (!notification) return false;
|
||
return this.isImmediate(notification) || notification.kind === 'call';
|
||
}
|
||
|
||
/**
|
||
* 同一条消息**可能经由两条广播链路到达**:服务端 `createCall` 既发 `notification:new`
|
||
* (班级房间)又发 `call:new`(学生/班级 user 房间),两条 DTO 的 id 相同、
|
||
* 只有"是否叫人"的语义不同。后到的那条绝不能把已有的"叫人"降级成普通通知 ——
|
||
* 否则胶囊显示成"新消息"、上课时段还会被当成普通通知隐藏(用户实测截图:
|
||
* 叫人胶囊写着"新消息 / 系统管理员 · 点击查看")。
|
||
*
|
||
* 合并规则:类型取更特殊的(call 优先),优先级取更高的(URGENT > HIGH > NORMAL)。
|
||
*/
|
||
private mergeNotification(
|
||
existing: IslandNotification | null,
|
||
incoming: IslandNotification,
|
||
): IslandNotification {
|
||
if (!existing || existing.id !== incoming.id) return incoming;
|
||
const kind = existing.kind === 'call' || incoming.kind === 'call' ? 'call' : incoming.kind;
|
||
const rank: Record<IslandNotification['priority'], number> = {
|
||
LOW: 0,
|
||
NORMAL: 1,
|
||
HIGH: 2,
|
||
URGENT: 3,
|
||
};
|
||
const priority = rank[incoming.priority] >= rank[existing.priority] ? incoming.priority : existing.priority;
|
||
return { ...incoming, kind, priority };
|
||
}
|
||
|
||
/** 找到同 id 的已知消息(正在展示的或队列里的) */
|
||
private findKnownNotification(id: string): IslandNotification | null {
|
||
if (this.state.active?.id === id) return this.state.active;
|
||
return this.state.queued.find((item) => item.id === id) ?? null;
|
||
}
|
||
|
||
/**
|
||
* 收到一条消息。
|
||
* - 紧急(含紧急叫人):立刻展开(无视上课时段)
|
||
* - 预览(设置页"预览效果"):直接展开,且不因失焦收起
|
||
* - 上课中:普通通知进队列并保持隐藏;**叫人**仍以胶囊形式可见(可点开、不自动展开)
|
||
* - 其它:显示"新消息/新作业/叫人"胶囊,等待点击展开
|
||
*/
|
||
pushNotification(raw: IslandNotification, context: IslandPushContext = {}): void {
|
||
// 同一 id 的第二条链路(通知/叫人双播):合并而不是覆盖,保住"叫人/紧急"语义
|
||
const notification = this.mergeNotification(this.findKnownNotification(raw.id), raw);
|
||
const inClass = context.inClass ?? this.state.inClass;
|
||
this.state.inClass = inClass;
|
||
if (context.currentPeriodEnd !== undefined)
|
||
this.state.currentPeriodEnd = context.currentPeriodEnd ?? null;
|
||
|
||
// 设置页"预览效果":直接把示例岛展开(并标记为预览,失焦不收起、超时后自行消失)
|
||
if (context.preview) {
|
||
this.previewId = notification.id;
|
||
this.clearTimers();
|
||
this.state.queued = this.state.queued.filter((item) => item.id !== notification.id);
|
||
this.state.active = notification;
|
||
this.state.updatedAt = Date.now();
|
||
this.setState({ mode: 'expanded' });
|
||
this.previewTimer = setTimeout(() => {
|
||
this.previewTimer = null;
|
||
this.endPreview(notification.id);
|
||
}, PREVIEW_DURATION_MS);
|
||
logger.info(`灵动岛预览:${notification.title}`);
|
||
return;
|
||
}
|
||
if (this.previewId && this.previewId !== notification.id) this.endPreview(this.previewId);
|
||
|
||
if (this.isImmediate(notification)) {
|
||
// 插播:如果正在展示别的消息,把它放回队列
|
||
if (this.state.active && this.state.active.id !== notification.id) {
|
||
this.state.queued.push(this.state.active);
|
||
}
|
||
this.state.queued = this.state.queued.filter((item) => item.id !== notification.id);
|
||
const reason = notification.kind === 'call' ? 'call' : 'urgent';
|
||
this.activate(notification, reason, 'expanded');
|
||
logger.info(
|
||
notification.kind === 'call'
|
||
? `灵动岛紧急叫人消息:${notification.title}`
|
||
: `灵动岛紧急插播:${notification.title}`,
|
||
);
|
||
return;
|
||
}
|
||
|
||
if (inClass && notification.kind === 'call') {
|
||
// 上课时段的**普通叫人**:不自动展开(不打断课堂),但保留胶囊让学生能主动点开
|
||
if (this.state.active && this.state.active.id !== notification.id) {
|
||
this.state.queued.push(this.state.active);
|
||
}
|
||
this.activate(notification, 'call', 'pill');
|
||
logger.info(`灵动岛叫人消息(上课中,保持胶囊可点开):${notification.title}`);
|
||
return;
|
||
}
|
||
|
||
if (inClass) {
|
||
// 上课时段:自动隐藏,暂存待下课后弹出
|
||
this.state.queued = [...this.state.queued.filter((item) => item.id !== notification.id), notification];
|
||
if (this.state.mode !== 'hidden') {
|
||
this.setState({ mode: 'hidden', reason: null });
|
||
}
|
||
this.state.updatedAt = Date.now();
|
||
this.emit();
|
||
logger.info(`灵动岛暂存通知(上课中,下课后弹出):${notification.title}`);
|
||
return;
|
||
}
|
||
|
||
// 展示新的一条之前,把"正在展示的上一条"放回队列(否则它会被静默顶掉,
|
||
// 收起后的类型汇总与"还有 N 条"都会漏掉它)
|
||
if (this.state.active && this.state.active.id !== notification.id) {
|
||
if (!this.state.queued.some((item) => item.id === this.state.active?.id)) {
|
||
this.state.queued.push(this.state.active);
|
||
}
|
||
}
|
||
this.state.queued = [...this.state.queued.filter((item) => item.id !== notification.id), notification];
|
||
this.activate(notification, 'new', 'pill');
|
||
}
|
||
|
||
/** 上课状态变化:进入上课隐藏;下课则自动弹出队列 */
|
||
setClassState(payload: IslandClassStatePayload): void {
|
||
const wasInClass = this.state.inClass;
|
||
this.state.inClass = payload.inClass;
|
||
this.state.currentPeriodEnd = payload.currentPeriodEnd ?? null;
|
||
|
||
if (payload.inClass) {
|
||
if (!wasInClass) logger.info('灵动岛:进入上课时间段,自动隐藏');
|
||
this.explicitShowId = null;
|
||
if (this.state.mode !== 'hidden') {
|
||
// 上课期间自动隐藏(紧急通知也遵循,避免持续遮挡课堂投影)
|
||
this.setState({ mode: 'hidden', reason: null });
|
||
} else {
|
||
this.state.updatedAt = Date.now();
|
||
this.emit();
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (wasInClass && !payload.inClass) {
|
||
const active = this.state.active;
|
||
if (active && this.isOpenable(active) && this.state.mode === 'pill') {
|
||
// 上课期间被收起的紧急消息 / 叫人:下课后自动展开,避免学生错过
|
||
logger.info('灵动岛:下课,重新展开被收起的紧急消息 / 叫人');
|
||
this.setState({ mode: 'expanded' });
|
||
this.scheduleCollapse(active.kind === 'call' ? TIMEOUTS.call : TIMEOUTS.urgent);
|
||
return;
|
||
}
|
||
logger.info('灵动岛:下课,弹出上课期间暂存的通知');
|
||
this.flushQueueAfterClass();
|
||
return;
|
||
}
|
||
|
||
this.state.updatedAt = Date.now();
|
||
this.emit();
|
||
}
|
||
|
||
/** 下课:弹出队列中最新的一条(展开显示详情),其余保留为"还有 N 条" */
|
||
flushQueueAfterClass(): void {
|
||
const next = this.state.queued[this.state.queued.length - 1];
|
||
if (!next) {
|
||
this.setState({ mode: 'hidden', reason: null });
|
||
return;
|
||
}
|
||
const urgent = this.state.queued.find((item) => item.priority === 'URGENT');
|
||
const target = urgent ?? next;
|
||
this.activate(target, 'after-class', 'expanded');
|
||
}
|
||
|
||
handleAction(payload: IslandActionPayload): void {
|
||
// 渲染进程(胶囊/卡片/按钮)点进来的动作:日志是排查"点了没反应"的关键证据
|
||
logger.info(
|
||
`灵动岛:收到用户动作 ${payload.action}${payload.id ? ` id=${payload.id}` : ''}(当前 ${this.state.mode})`,
|
||
);
|
||
switch (payload.action) {
|
||
case 'expand': {
|
||
// 上课时段:普通通知(含普通叫人)一律不显示;但紧急通知 / 紧急叫人本来就是必须
|
||
// 立刻看到的,收起(回缩为胶囊)之后必须能再次点开——否则学生会误以为消息消失了。
|
||
const showing = this.state.active;
|
||
// 岛当前可见(胶囊态)时,用户是"对着屏幕上这条岛"点的:
|
||
// 只要队列里有更**新**的消息(例如紧急通知之后又来了作业),就应当打开新那条,
|
||
// 而不是反复打开上一条 —— 否则表现为"点不开新作业"(用户反馈的联合通知场景)。
|
||
// 岛完全隐藏时仍严格遵循上课不打扰。
|
||
const islandVisible = this.state.mode !== 'hidden';
|
||
if (this.state.inClass && !this.isOpenable(showing) && !islandVisible) {
|
||
logger.info(
|
||
`灵动岛:上课时段忽略展开(priority=${showing?.priority ?? '-'} kind=${showing?.kind ?? '-'} id=${showing?.id ?? '-'})`,
|
||
);
|
||
break;
|
||
}
|
||
const newestQueued = this.state.queued[this.state.queued.length - 1];
|
||
const shouldOpenNewest = Boolean(
|
||
newestQueued &&
|
||
(!showing || String(newestQueued.createdAt ?? '') > String(showing.createdAt ?? '')),
|
||
);
|
||
if (!this.state.active || shouldOpenNewest) {
|
||
const pending = newestQueued;
|
||
if (pending) {
|
||
// 当前展示的那条回队列,换成最新的一条
|
||
if (this.state.active && this.state.active.id !== pending.id) {
|
||
this.state.queued = this.state.queued.filter(
|
||
(item) => item.id !== pending.id && item.id !== this.state.active?.id,
|
||
);
|
||
this.state.queued.push(this.state.active);
|
||
} else {
|
||
this.state.queued = this.state.queued.filter((item) => item.id !== pending.id);
|
||
}
|
||
this.state.active = pending;
|
||
logger.info(
|
||
`灵动岛:收起态点击,打开最新通知 ${pending.id}(队列 ${this.state.queued.length} 条)`,
|
||
);
|
||
}
|
||
}
|
||
const active = this.state.active;
|
||
if (active) {
|
||
if (this.state.mode !== 'expanded') {
|
||
logger.info(
|
||
`灵动岛:展开通知 ${active.id}(priority=${active.priority} kind=${active.kind ?? '-'})`,
|
||
);
|
||
}
|
||
// 上课时段里"用户主动点开"的消息要能真的留在屏幕上:
|
||
// 记下这条 id,syncWindow 的上课守卫对它是放行的(否则展开后会被立刻隐藏,
|
||
// 表现为"点不开新作业"——用户反馈的联合通知场景)。
|
||
this.explicitShowId = this.state.inClass ? active.id : null;
|
||
this.setState({ mode: 'expanded' });
|
||
this.scheduleCollapse(
|
||
this.isImmediate(active)
|
||
? active.kind === 'call'
|
||
? TIMEOUTS.call
|
||
: TIMEOUTS.urgent
|
||
: TIMEOUTS.expanded,
|
||
);
|
||
}
|
||
break;
|
||
}
|
||
case 'collapse':
|
||
// 点击卡片空白处 / 右上角收起按钮 / 点击屏幕任意位置:回缩到灵动岛(胶囊)
|
||
// 上课时段:普通通知彻底隐藏;**叫人 / 紧急消息**回缩为胶囊(保持可见,允许再次展开)
|
||
if (this.state.inClass && !this.isOpenable(this.state.active)) {
|
||
this.hideImmediately();
|
||
break;
|
||
}
|
||
if (this.state.active) {
|
||
this.setState({ mode: 'pill', reason: this.state.reason });
|
||
this.scheduleCollapse(TIMEOUTS.pill);
|
||
} else {
|
||
this.hide();
|
||
}
|
||
break;
|
||
case 'dismiss':
|
||
this.dismissActive();
|
||
break;
|
||
case 'mark-read': {
|
||
const id = payload.id;
|
||
const queue = this.state.queued.filter((item) => item.id !== id);
|
||
this.state.queued = queue;
|
||
if (this.state.active?.id === id) this.state.active = null;
|
||
this.state.updatedAt = Date.now();
|
||
if (this.state.mode === 'hidden') this.emit();
|
||
else this.dismissActive();
|
||
// 通知中心同步:转交主窗口渲染进程调用"标记已读"接口并刷新列表
|
||
if (id) {
|
||
logger.info(`灵动岛标记已读:${id}`);
|
||
this.markReadHandler?.(id);
|
||
}
|
||
break;
|
||
}
|
||
case 'open-app':
|
||
this.openAppHandler?.();
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
hide(): void {
|
||
this.clearTimers();
|
||
this.explicitShowId = null;
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
// 开启"空闲细缝"时不能走 fadeOut + skipWindow:那样会完全隐藏,
|
||
// 必须让 syncWindow() 把窗口收成一条细缝(上课时段仍由 syncWindow 兜底为立即隐藏)。
|
||
if (this.appearance.idleSliver) {
|
||
this.setState({ mode: 'hidden', reason: null });
|
||
return;
|
||
}
|
||
this.fadeOut();
|
||
this.setState({ mode: 'hidden', reason: null }, { skipWindow: true });
|
||
}
|
||
|
||
/**
|
||
* 立刻隐藏(不做淡出):
|
||
* 上课时间段必须"完全不显示灵动岛",任何残留的淡出都会被投影/屏幕录制看到。
|
||
*/
|
||
hideImmediately(): void {
|
||
this.clearTimers();
|
||
this.cancelBoundsAnimation();
|
||
this.setInteractive(false, '立即隐藏');
|
||
this.explicitShowId = null;
|
||
this.fadeToken += 1;
|
||
const changed = this.state.mode !== 'hidden' || this.state.reason !== null;
|
||
if (changed) {
|
||
this.state = { ...this.state, mode: 'hidden', reason: null, updatedAt: Date.now() };
|
||
this.emit();
|
||
}
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
// 焦点/可激活性统一由 applyFocusable 维护(窗口必须始终可激活,否则丢 mousedown)
|
||
if (this.win.isFocused()) this.win.blur();
|
||
if (this.win.isVisible()) this.win.hide();
|
||
this.win.setOpacity(1);
|
||
}
|
||
|
||
destroy(): void {
|
||
this.clearTimers();
|
||
this.stopHitPoll();
|
||
this.cancelBoundsAnimation();
|
||
if (this.win && !this.win.isDestroyed()) this.win.destroy();
|
||
this.win = null;
|
||
}
|
||
|
||
/* ------------------------------------------------------------ 内部实现 */
|
||
|
||
private dismissActive(): void {
|
||
this.clearTimers();
|
||
if (this.state.active) {
|
||
this.state.queued = this.state.queued.filter((item) => item.id !== this.state.active?.id);
|
||
}
|
||
this.state.active = null;
|
||
|
||
const next = this.state.queued[this.state.queued.length - 1];
|
||
if (next) {
|
||
// 还有未看的通知:退成胶囊态提示"还有 N 条"
|
||
this.state.active = next;
|
||
this.setState({ mode: 'pill', reason: 'after-class' });
|
||
this.scheduleCollapse(TIMEOUTS.afterClassPill);
|
||
return;
|
||
}
|
||
this.hide();
|
||
}
|
||
|
||
private activate(notification: IslandNotification, reason: IslandState['reason'], mode: IslandMode): void {
|
||
this.clearTimers();
|
||
// 正在展示的通知从队列中移出,queue 只保留"尚未看过"的
|
||
this.state.queued = this.state.queued.filter((item) => item.id !== notification.id);
|
||
this.state.active = notification;
|
||
this.state.updatedAt = Date.now();
|
||
this.setState({ mode, reason });
|
||
if (notification.priority === 'URGENT') {
|
||
this.scheduleCollapse(TIMEOUTS.urgent);
|
||
} else if (reason === 'after-class') {
|
||
this.scheduleCollapse(TIMEOUTS.afterClassExpanded);
|
||
} else if (mode === 'pill') {
|
||
this.scheduleCollapse(TIMEOUTS.pill);
|
||
} else {
|
||
this.scheduleCollapse(TIMEOUTS.expanded);
|
||
}
|
||
}
|
||
|
||
private scheduleCollapse(delayMs: number): void {
|
||
// 设置页"预览效果":示例岛由 previewTimer 自行收尾(不参与"常驻胶囊"逻辑,也不因失焦收起)
|
||
if (this.previewId && this.state.active?.id === this.previewId) return;
|
||
this.clearTimers();
|
||
this.collapseTimer = setTimeout(() => {
|
||
this.collapseTimer = null;
|
||
// 上课时段 + 紧急消息(含紧急叫人):不自动隐藏(学生必须一直能看到、随时能再点开),
|
||
// 只把展开卡回缩为胶囊;下课后再恢复为展开提示。
|
||
const immediateActive = this.state.active;
|
||
if (this.state.inClass && this.isOpenable(immediateActive)) {
|
||
if (this.state.mode === 'expanded') this.setState({ mode: 'pill' });
|
||
return;
|
||
}
|
||
// 关键行为:只要还有"没处理完"的通知(当前展示的或队列里的),收起后**保持胶囊**,
|
||
// 不再直接消失 —— 否则用户看到岛收起了却点不到("收起状态无法再次打开")。
|
||
// 彻底隐藏只发生在:用户点了"知道了 / 标为已读"、队列清空、或进入上课时段。
|
||
const pending = this.state.active !== null || this.state.queued.length > 0;
|
||
if (this.state.mode === 'expanded' && this.state.queued.length > 1) {
|
||
// 还有多条未看:先回缩为"还有 N 条"胶囊
|
||
this.setState({ mode: 'pill' });
|
||
if (pending) return;
|
||
this.hide();
|
||
return;
|
||
}
|
||
if (pending) {
|
||
if (this.state.mode !== 'pill') this.setState({ mode: 'pill' });
|
||
return;
|
||
}
|
||
this.hide();
|
||
}, delayMs);
|
||
}
|
||
|
||
private clearTimers(): void {
|
||
if (this.collapseTimer) {
|
||
clearTimeout(this.collapseTimer);
|
||
this.collapseTimer = null;
|
||
}
|
||
if (this.previewTimer) {
|
||
clearTimeout(this.previewTimer);
|
||
this.previewTimer = null;
|
||
}
|
||
}
|
||
|
||
/** 结束设置页"预览效果":清定时器,并在需要时把示例通知移出灵动岛 */
|
||
private endPreview(id: string): void {
|
||
if (this.previewId === id) this.previewId = null;
|
||
if (this.previewTimer) {
|
||
clearTimeout(this.previewTimer);
|
||
this.previewTimer = null;
|
||
}
|
||
if (this.state.active?.id === id) this.dismissActive();
|
||
}
|
||
|
||
/**
|
||
* 屏幕锚点:由停靠位置决定的"不动的那条边/中心",全程使用**整数**。
|
||
*
|
||
* 关键点(修复"开合时震动"):
|
||
* - 锚点只跟屏幕工作区与停靠位置有关,与窗口尺寸无关 → 形变过程中不会逐帧漂移;
|
||
* - 全部取整,避免 `Math.round` 在 0.5 边界上左右跳变(那会表现为 ±0.5px 的横向抖动)。
|
||
*/
|
||
private resolveAnchor(): IslandAnchor {
|
||
// 多显示器教室电脑:打开"跟随鼠标屏幕"后,岛出现在鼠标所在的那块屏(讲台切换投影时不用改设置)
|
||
const display = this.appearance.followCursorDisplay
|
||
? screen.getDisplayNearestPoint(screen.getCursorScreenPoint())
|
||
: screen.getPrimaryDisplay();
|
||
const area = display.workArea;
|
||
const marginX = Math.round(this.appearance.marginX ?? ISLAND_MARGIN);
|
||
const marginY = Math.round(this.appearance.marginY ?? ISLAND_MARGIN);
|
||
const center = Math.round(area.x + area.width / 2);
|
||
|
||
// 6 个停靠位置(顶/底 × 左/中/右),与 WinIsland 的 DockPosition 一一对应
|
||
const position = this.appearance.position;
|
||
const vMode: IslandAnchor['vMode'] = position.startsWith('bottom') ? 'bottom' : 'top';
|
||
const vValue = vMode === 'bottom' ? area.y + area.height - marginY : area.y + marginY;
|
||
const hMode: IslandAnchor['hMode'] = position.endsWith('left')
|
||
? 'left'
|
||
: position.endsWith('right')
|
||
? 'right'
|
||
: 'center';
|
||
const hValue =
|
||
hMode === 'left'
|
||
? area.x + marginX
|
||
: hMode === 'right'
|
||
? area.x + area.width - marginX
|
||
: center;
|
||
return { hMode, hValue, vMode, vValue };
|
||
}
|
||
|
||
/** 状态变更:先通知渲染进程,再驱动窗口尺寸/透明度动画 */
|
||
private setState(patch: Partial<IslandState>, options: { skipWindow?: boolean } = {}): void {
|
||
this.state = { ...this.state, ...patch, updatedAt: Date.now() };
|
||
this.emit();
|
||
if (!options.skipWindow) this.syncWindow();
|
||
}
|
||
|
||
private emit(state?: IslandState): void {
|
||
const payload = state ?? this.getState();
|
||
if (!this.win || this.win.isDestroyed()) {
|
||
this.pendingState = payload;
|
||
return;
|
||
}
|
||
if (!this.ready) {
|
||
this.pendingState = payload;
|
||
return;
|
||
}
|
||
this.win.webContents.send('island:state', payload);
|
||
}
|
||
|
||
/**
|
||
* 灵动岛窗口是**固定包围盒**(照搬 WinIsland):开合过程中只改渲染层里岛的宽高/圆角,
|
||
* 窗口本身**一帧都不动**,因此不会有"逐帧移动+缩放透明窗口"带来的抖动与残影。
|
||
*
|
||
* 这里只负责三件事:可见性、焦点、透明度;几何交给渲染进程的弹簧形变。
|
||
*/
|
||
private syncWindow(): void {
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
|
||
// 上课时间段:一律不显示灵动岛(只有"正在展示的紧急通知 / 叫人"允许出现在屏幕上)
|
||
// 上课时段:只有"紧急通知 / 叫人"允许出现在屏幕上——展开态与胶囊态都算
|
||
// (胶囊态也允许,学生收起后还能再点开;普通通知则一律隐藏)
|
||
const openableShowing = this.state.active !== null && this.isOpenable(this.state.active);
|
||
// 用户在课中主动点开的那条同样允许显示(否则"点开了又被立刻隐藏")
|
||
const explicitShowing =
|
||
this.state.active !== null && this.state.active.id === this.explicitShowId && !this.previewId;
|
||
if (this.state.inClass && !openableShowing && !explicitShowing) {
|
||
this.hideImmediately();
|
||
return;
|
||
}
|
||
|
||
// 展开态才允许获得焦点,这样点击屏幕其他位置会 blur → 自动收起
|
||
this.applyFocusable();
|
||
|
||
if (this.state.mode === 'hidden') {
|
||
// 空闲"细缝"(参考 WinIsland):打开后空闲不再完全隐藏,而是留一条很窄的圆角柱;
|
||
// 关闭时保持原行为(完全淡出并隐藏)。
|
||
this.setInteractive(false, '隐藏态');
|
||
if (this.appearance.idleSliver) {
|
||
this.cancelFade();
|
||
this.win.setOpacity(this.appearance.opacity);
|
||
if (!this.win.isVisible()) this.win.showInactive();
|
||
// 细缝也要"可见即可点":按真实光标位置决定是否接收鼠标
|
||
this.syncHitFromCursor();
|
||
return;
|
||
}
|
||
this.fadeOut();
|
||
return;
|
||
}
|
||
|
||
// 岛应该可见:**必须**先取消可能还在跑的淡出 —— 否则那次淡出会继续把透明度降到 0
|
||
// 并 hide() 掉窗口,造成"状态是胶囊/展开、窗口却被隐藏"的错位(岛看着在、点不动或直接消失)。
|
||
this.cancelFade();
|
||
if (this.win.getOpacity() !== this.appearance.opacity) {
|
||
this.win.setOpacity(this.appearance.opacity);
|
||
}
|
||
if (!this.win.isVisible()) {
|
||
// 窗口位置由固定包围盒决定(applyWindowLayout),这里只负责显示
|
||
this.win.showInactive();
|
||
}
|
||
// 命中一律按"真实光标是否落在岛上"决定:**绝不**整块固定包围盒吃鼠标,
|
||
// 否则岛一旦弹出,屏幕上方就会有一块看不见却点不动的区域。
|
||
this.syncHitFromCursor();
|
||
}
|
||
|
||
/**
|
||
* 按当前外观把窗口放到锚点上(**只在尺寸/位置设置变化时调用**,开合时不调用)。
|
||
* 窗口尺寸 = 最大形态 + 2×阴影留白,因此任何形态的岛都能完整容纳。
|
||
*/
|
||
private applyWindowLayout(): void {
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
const next = this.windowBounds();
|
||
const current = this.win.getBounds();
|
||
if (
|
||
current.x === next.x &&
|
||
current.y === next.y &&
|
||
current.width === next.width &&
|
||
current.height === next.height
|
||
) {
|
||
return;
|
||
}
|
||
this.win.setBounds(next);
|
||
}
|
||
|
||
/** 固定包围盒窗口的矩形:以锚点定位,尺寸恒为"最大形态 + 阴影留白" */
|
||
private windowBounds(): Bounds {
|
||
const width = Math.round(BBOX_SIZE.width);
|
||
const height = Math.round(BBOX_SIZE.height);
|
||
const anchor = this.resolveAnchor();
|
||
|
||
// 窗口比岛大 ISLAND_SHADOW_PAD(给投影留白),因此窗口要再偏移一个 pad,
|
||
// 保证**岛**的边/中心精确落在锚点上(而不是让窗口落在锚点上)。
|
||
const pad = ISLAND_SHADOW_PAD;
|
||
let x: number;
|
||
switch (anchor.hMode) {
|
||
case 'left':
|
||
x = anchor.hValue - pad;
|
||
break;
|
||
case 'right':
|
||
x = anchor.hValue + pad - width;
|
||
break;
|
||
default:
|
||
x = anchor.hValue - Math.round(width / 2);
|
||
break;
|
||
}
|
||
const y = anchor.vMode === 'bottom' ? anchor.vValue + pad - height : anchor.vValue - pad;
|
||
|
||
return { x, y, width, height };
|
||
}
|
||
|
||
/** 作废进行中的淡入淡出动画 */
|
||
private cancelFade(): void {
|
||
this.fadeToken += 1;
|
||
}
|
||
|
||
/**
|
||
* 焦点策略:**窗口始终可激活**,只有展开态才真正持有键盘焦点。
|
||
*
|
||
* 为什么不能把可激活性关掉(focusable=false):Windows 下 `WS_EX_NOACTIVATE` 且非活动窗口
|
||
* 会**丢掉鼠标按下事件**(实测只到 mouseup、没有 mousedown/click),胶囊就"点不动"了。
|
||
* 因此收起/隐藏时改为 `blur()`:既不占着用户的键盘焦点,又保持可激活(点击能正常送达)。
|
||
* 展开态 `focus()` 是为了"点屏幕别处 → 失焦 → 回缩为胶囊"这条交互生效。
|
||
*/
|
||
private applyFocusable(): void {
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
if (!this.win.isFocusable()) this.win.setFocusable(true);
|
||
if (this.state.mode === 'expanded') {
|
||
this.win.focus();
|
||
return;
|
||
}
|
||
if (this.win.isFocused()) this.win.blur();
|
||
}
|
||
|
||
private fadeIn(): void {
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
const target = this.appearance.opacity;
|
||
if (!this.appearance.animations) {
|
||
this.fadeToken += 1;
|
||
this.win.setOpacity(target);
|
||
return;
|
||
}
|
||
const token = ++this.fadeToken;
|
||
let opacity = this.win.getOpacity();
|
||
const step = (): void => {
|
||
if (!this.win || this.win.isDestroyed() || token !== this.fadeToken) return;
|
||
opacity = Math.min(target, opacity + 0.16);
|
||
this.win.setOpacity(opacity);
|
||
if (opacity < target) setTimeout(step, 16);
|
||
};
|
||
step();
|
||
}
|
||
|
||
private fadeOut(): void {
|
||
if (!this.win || this.win.isDestroyed() || !this.win.isVisible()) return;
|
||
if (!this.appearance.animations) {
|
||
this.fadeToken += 1;
|
||
this.win.hide();
|
||
this.win.setOpacity(1);
|
||
return;
|
||
}
|
||
const token = ++this.fadeToken;
|
||
let opacity = this.win.getOpacity();
|
||
const step = (): void => {
|
||
if (!this.win || this.win.isDestroyed() || token !== this.fadeToken) return;
|
||
opacity = Math.max(0, opacity - 0.2);
|
||
this.win.setOpacity(opacity);
|
||
if (opacity > 0.02) {
|
||
setTimeout(step, 16);
|
||
return;
|
||
}
|
||
this.win.hide();
|
||
this.win.setOpacity(1);
|
||
};
|
||
step();
|
||
}
|
||
|
||
/**
|
||
* 几何动画已完全移交渲染进程(固定窗口内做弹簧形变),这里只保留一个"取消"入口,
|
||
* 供 `hideImmediately()` 等在打断场景下调用(现在无需真正取消任何窗口动画)。
|
||
*/
|
||
private cancelBoundsAnimation(): void {
|
||
this.boundsFrame = null;
|
||
this.boundsToken += 1;
|
||
}
|
||
|
||
/**
|
||
* 应用外观设置(设置页实时生效):尺寸联动、透明度、置顶、动画开关与位置。
|
||
* 窗口只在尺寸/位置变化时**重排一次**(`applyWindowLayout`),开合过程不碰窗口。
|
||
*/
|
||
setAppearance(patch: Partial<IslandAppearance>): void {
|
||
this.appearance = normalizeAppearance({ ...this.appearance, ...patch });
|
||
recomputeSizes(this.appearance);
|
||
|
||
if (this.win && !this.win.isDestroyed()) {
|
||
this.win.setAlwaysOnTop(this.appearance.alwaysOnTop, 'screen-saver');
|
||
this.applyBackgroundMaterial();
|
||
if (this.win.isVisible()) {
|
||
// 显示中:立即应用透明度(隐藏时由 fadeIn 负责)
|
||
this.win.setOpacity(this.appearance.opacity);
|
||
}
|
||
}
|
||
this.emitAppearance();
|
||
// 包围盒/锚点可能变化:窗口重排一次(**不是逐帧**,开合过程中绝不会再碰窗口)
|
||
this.applyWindowLayout();
|
||
// 外观变化后按新尺寸重新同步(隐藏态不显示,不做额外动作)
|
||
if (this.state.mode !== 'hidden') this.syncWindow();
|
||
logger.info(
|
||
`灵动岛外观已更新:${this.appearance.width}x${this.appearance.height} 圆角=${this.appearance.radius} ` +
|
||
`透明度=${this.appearance.opacity} 位置=${this.appearance.position} 风格=${this.appearance.style} ` +
|
||
`字号=${this.appearance.fontSize} 动画=${this.appearance.animations} 速度=${this.appearance.speed} ` +
|
||
`空闲细缝=${this.appearance.idleSliver}`,
|
||
);
|
||
}
|
||
|
||
/**
|
||
* 应用窗口背景材质(对应 WinIsland 的 `DWMWA_USE_HOSTBACKDROPBRUSH` / HostBackdropBrush):
|
||
* - `glass` 风格:Windows 11 的 acrylic 亚克力(真正的桌面模糊)
|
||
* - 其他风格:`none`(纯色由渲染进程绘制,避免多余的模糊开销)
|
||
* 平台不支持时静默降级为半透明纯色。
|
||
*/
|
||
private applyBackgroundMaterial(): void {
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
const material = this.appearance.style === 'glass' ? 'acrylic' : 'none';
|
||
if (this.backgroundMaterial === material) return;
|
||
try {
|
||
this.win.setBackgroundMaterial(material);
|
||
this.backgroundMaterial = material;
|
||
} catch (error) {
|
||
logger.warn(`设置窗口背景材质失败(降级为纯色):${(error as Error).message}`);
|
||
this.backgroundMaterial = 'none';
|
||
}
|
||
}
|
||
|
||
/** 当前窗口背景材质(供冒烟验证与设置页展示) */
|
||
getBackgroundMaterial(): string {
|
||
return this.backgroundMaterial;
|
||
}
|
||
|
||
/**
|
||
* 鼠标命中开关(照搬 WinIsland 的 `set_cursor_hittest`):
|
||
* 窗口是固定大包围盒,若不控制命中就会把整片桌面的点击都吃掉。
|
||
* 渲染进程做命中测试(指针是否在"岛"的可见区域/可交互控件内),再回调这里切换。
|
||
*
|
||
* 另外主进程还有一路**兜底**:`syncHitFromCursor()` 每 120ms 直接读光标坐标与渲染进程
|
||
* 上报的岛体矩形比对。原因是 Windows 下 `forward: true` 的 mousemove 转发并不总是可靠,
|
||
* 一旦"展开 → 收起"后转发丢失,窗口会永远停在穿透状态 —— 用户看到的就是
|
||
* "点开了再收起,就再也点不开了"。
|
||
*/
|
||
setInteractive(interactive: boolean, source = '未知'): void {
|
||
if (this.interactive === interactive) return;
|
||
this.interactive = interactive;
|
||
logger.info(
|
||
`灵动岛:鼠标命中=${interactive}(来自${source})mode=${this.state.mode} ` +
|
||
`窗口可见=${this.win?.isVisible() ?? false} 岛体矩形=${
|
||
this.hitRect ? `${Math.round(this.hitRect.width)}x${Math.round(this.hitRect.height)}` : '无'
|
||
}`,
|
||
);
|
||
if (!this.win || this.win.isDestroyed()) return;
|
||
// forward: true 让窗口在"忽略鼠标"时仍把 mousemove 转发给渲染进程,
|
||
// 这样渲染进程才能发现指针进入岛体并重新打开命中。
|
||
this.win.setIgnoreMouseEvents(!interactive, { forward: true });
|
||
}
|
||
|
||
/** 渲染进程上报的岛体矩形(窗口内 CSS px,坐标系与窗口 DIP 一致) */
|
||
setHitRect(rect: { x: number; y: number; width: number; height: number } | null): void {
|
||
this.hitRect = rect && rect.width > 0 && rect.height > 0 ? { ...rect } : null;
|
||
// 立即校正一次(形变期间渲染进程已限流到 ~10 次/秒,这里再兜一层 60ms 防止抖动)
|
||
const now = Date.now();
|
||
if (now - this.lastHitSyncAt >= 60) {
|
||
this.lastHitSyncAt = now;
|
||
this.syncHitFromCursor();
|
||
}
|
||
}
|
||
|
||
/** 当前岛体矩形(供冒烟验证) */
|
||
getHitRect(): { x: number; y: number; width: number; height: number } | null {
|
||
return this.hitRect ? { ...this.hitRect } : null;
|
||
}
|
||
|
||
/**
|
||
* 诊断 / 冒烟专用:覆盖"光标位置"(屏幕坐标),让命中兜底轮询按指定坐标校正。
|
||
*
|
||
* 真实场景用 `screen.getCursorScreenPoint()`;冒烟里不能去挪用户的物理鼠标,
|
||
* 因此提供一个显式注入点,把"光标在岛上 / 不在岛上"两种情况都变成可复现的断言。
|
||
*/
|
||
setHitTestCursor(point: { x: number; y: number } | null): void {
|
||
this.cursorOverride = point ? { ...point } : null;
|
||
this.syncHitFromCursor();
|
||
}
|
||
|
||
/**
|
||
* 光标相对窗口左上角的本地坐标(CSS px / DIP,与渲染进程上报的岛体矩形同一坐标系)。
|
||
* 冒烟里用 `setHitTestCursor` 注入,真实场景读系统光标。
|
||
*/
|
||
private cursorLocal(): { x: number; y: number } | null {
|
||
if (!this.win || this.win.isDestroyed()) return null;
|
||
const bounds = this.win.getBounds();
|
||
const point = this.cursorOverride ?? screen.getCursorScreenPoint();
|
||
return { x: point.x - bounds.x, y: point.y - bounds.y };
|
||
}
|
||
|
||
/**
|
||
* 岛体矩形:优先用渲染进程上报的真实几何;渲染进程还没上报时用**主进程按当前形态算出的
|
||
* 目标矩形**兜底 —— 否则会出现"岛明明可见、窗口却一直不接收鼠标(点了没反应)"这种死局。
|
||
*/
|
||
private effectiveHitRect(): { x: number; y: number; width: number; height: number } | null {
|
||
return this.hitRect ?? this.expectedHitRect();
|
||
}
|
||
|
||
/** 按当前形态/停靠位置算出岛体目标矩形(窗口内 CSS px),仅作兜底 */
|
||
private expectedHitRect(): { x: number; y: number; width: number; height: number } {
|
||
let size = SIZES.pill;
|
||
if (this.state.mode === 'expanded') {
|
||
size =
|
||
this.state.active?.kind === 'call'
|
||
? CALL_SIZE
|
||
: this.state.active?.priority === 'URGENT'
|
||
? URGENT_SIZE
|
||
: SIZES.expanded;
|
||
} else if (this.state.mode === 'hidden' && this.appearance.idleSliver) {
|
||
size = SLIVER_SIZE;
|
||
}
|
||
const pad = ISLAND_SHADOW_PAD;
|
||
const position = this.appearance.position;
|
||
const width = Math.round(BBOX_SIZE.width);
|
||
const height = Math.round(BBOX_SIZE.height);
|
||
const x = position.endsWith('left')
|
||
? pad
|
||
: position.endsWith('right')
|
||
? width - pad - size.width
|
||
: Math.round((width - size.width) / 2);
|
||
const y = position.startsWith('bottom') ? height - pad - size.height : pad;
|
||
return { x, y, width: size.width, height: size.height };
|
||
}
|
||
|
||
/** 本地坐标是否落在岛体矩形内(含 2px 容差) */
|
||
private isInsideHitRect(local: { x: number; y: number } | null): boolean {
|
||
const rect = this.effectiveHitRect();
|
||
if (!local || !rect) return false;
|
||
const margin = 2;
|
||
return (
|
||
local.x >= rect.x - margin &&
|
||
local.x <= rect.x + rect.width + margin &&
|
||
local.y >= rect.y - margin &&
|
||
local.y <= rect.y + rect.height + margin
|
||
);
|
||
}
|
||
|
||
/**
|
||
* 指针当前是否落在岛体(卡片)上。
|
||
*
|
||
* 用途:区分"用户点了屏幕别处"和"展开自身引发的激活抖动" —— 两者都会让窗口失焦,
|
||
* 但只有前者会把指针留在岛外。岛是置顶窗口,用户点到岛上时点击必然落在岛上,
|
||
* 因此"指针还在岛上却收到 blur"一定是系统/程序造成的假失焦,此时绝不能收起
|
||
* (否则表现为「点了没反应 / 点开又立刻缩回胶囊」)。
|
||
*/
|
||
private isCursorOnIsland(): boolean {
|
||
if (!this.win || this.win.isDestroyed() || !this.win.isVisible()) return false;
|
||
return this.isInsideHitRect(this.cursorLocal());
|
||
}
|
||
|
||
/** 按光标位置校正命中(不依赖渲染进程是否收到 mousemove) */
|
||
private syncHitFromCursor(): void {
|
||
if (!this.win || this.win.isDestroyed() || !this.win.isVisible()) {
|
||
this.setInteractive(false, '窗口不可见');
|
||
return;
|
||
}
|
||
// 完全隐藏(含淡出过程中):一律不再接收鼠标,避免窗口在消失的几百毫秒里吞掉桌面点击。
|
||
// 空闲细缝态(idleSliver)是"可见即可点",不走这条。
|
||
if (this.state.mode === 'hidden' && !this.appearance.idleSliver) {
|
||
this.setInteractive(false, '隐藏态');
|
||
return;
|
||
}
|
||
this.setInteractive(this.isInsideHitRect(this.cursorLocal()), '光标轮询');
|
||
}
|
||
|
||
private startHitPoll(): void {
|
||
if (this.hitTimer) return;
|
||
// 60ms:渲染进程的 mousemove 转发在 Windows 上并不可靠,这里是命中的**权威来源**,
|
||
// 间隔必须足够小,否则"指针移上胶囊后立刻点击"会因窗口还没接收鼠标而点空(用户反馈过)。
|
||
this.hitTimer = setInterval(() => {
|
||
this.syncHitFromCursor();
|
||
this.checkRendererAlive();
|
||
}, 60);
|
||
// 定时器不应拖住进程退出
|
||
this.hitTimer.unref?.();
|
||
}
|
||
|
||
private stopHitPoll(): void {
|
||
if (!this.hitTimer) return;
|
||
clearInterval(this.hitTimer);
|
||
this.hitTimer = null;
|
||
}
|
||
|
||
/** 渲染进程心跳(渲染进程每隔几秒上报一次) */
|
||
noteRendererAlive(): void {
|
||
this.lastAliveAt = Date.now();
|
||
}
|
||
|
||
/**
|
||
* 心跳检查:岛可见(非隐藏态)却长时间收不到渲染进程心跳 → 判定渲染进程卡死,
|
||
* 隐藏死窗口并重建。这是"幽灵胶囊(看着在、点不动)"的兜底自愈。
|
||
*/
|
||
private checkRendererAlive(): void {
|
||
if (!this.win || this.win.isDestroyed() || !this.win.isVisible()) return;
|
||
if (this.state.mode === 'hidden' && !this.appearance.idleSliver) return;
|
||
if (Date.now() - this.lastAliveAt <= RENDERER_ALIVE_TIMEOUT_MS) return;
|
||
logger.error(
|
||
`灵动岛渲染进程超过 ${Math.round(RENDERER_ALIVE_TIMEOUT_MS / 1000)}s 没有心跳(疑似卡死),重建窗口`,
|
||
);
|
||
this.lastAliveAt = Date.now(); // 先重置,避免 60ms 轮询里重复触发
|
||
this.recoverWindow('心跳超时');
|
||
}
|
||
|
||
/**
|
||
* 重建灵动岛窗口(渲染进程崩溃/卡死后的自愈)。
|
||
*
|
||
* 关键:先把**窗口隐藏**,否则 Windows 会保留最后一帧 —— 用户看到"岛还挂在屏幕上,
|
||
* 但怎么点都没反应"。随后销毁旧窗口并重新 init(状态与外观会重新下发)。
|
||
* 限流:10 分钟内最多重建 RECOVER_MAX_TIMES 次,超出则暂停并隐藏,避免无限重建。
|
||
*/
|
||
private recoverWindow(reason: string): void {
|
||
if (this.recovering) return;
|
||
const now = Date.now();
|
||
this.recoverAt = this.recoverAt.filter((at) => now - at < RECOVER_WINDOW_MS);
|
||
if (this.recoverAt.length >= RECOVER_MAX_TIMES) {
|
||
logger.error(`灵动岛已连续重建 ${RECOVER_MAX_TIMES} 次(${reason}),暂停自动恢复并隐藏窗口`);
|
||
this.hideImmediately();
|
||
return;
|
||
}
|
||
this.recoverAt.push(now);
|
||
this.recovering = true;
|
||
// 1) 立刻隐藏死窗口:不然屏幕上会留一帧"点不动的幽灵胶囊"
|
||
try {
|
||
this.setInteractive(false, '重建窗口');
|
||
this.win?.hide();
|
||
} catch {
|
||
// 忽略:窗口可能已销毁
|
||
}
|
||
// 2) 销毁旧窗口并重建
|
||
const old = this.win;
|
||
this.win = null;
|
||
this.ready = false;
|
||
try {
|
||
if (old && !old.isDestroyed()) old.destroy();
|
||
} catch {
|
||
// 忽略
|
||
}
|
||
void this.init(this.rendererUrl)
|
||
.then(() => {
|
||
// 新窗口是 show:false 创建的,必须按当前状态同步一次可见性/命中
|
||
this.syncWindow();
|
||
logger.info(`灵动岛窗口已重建(${reason}),状态与外观已重新下发`);
|
||
})
|
||
.catch((error) => {
|
||
logger.error(`灵动岛窗口重建失败:${(error as Error).message}`);
|
||
})
|
||
.finally(() => {
|
||
this.recovering = false;
|
||
});
|
||
}
|
||
|
||
/** 当前是否在重建窗口(供冒烟验证) */
|
||
isRecovering(): boolean {
|
||
return this.recovering;
|
||
}
|
||
|
||
/** 当前是否接收鼠标(供冒烟验证) */
|
||
/** 诊断/冒烟用:开关"失焦自动收起" */
|
||
setBlurCollapseEnabled(enabled: boolean): void {
|
||
this.blurCollapseEnabled = enabled;
|
||
}
|
||
|
||
getInteractive(): boolean {
|
||
return this.interactive;
|
||
}
|
||
|
||
/** 固定包围盒窗口的矩形(供冒烟验证"窗口全程不变") */
|
||
getWindowBounds(): Bounds {
|
||
if (!this.win || this.win.isDestroyed()) return { x: 0, y: 0, width: 0, height: 0 };
|
||
return this.win.getBounds();
|
||
}
|
||
|
||
getAppearance(): IslandAppearance {
|
||
return { ...this.appearance };
|
||
}
|
||
|
||
/** 把外观同步给灵动岛渲染进程(CSS 变量) */
|
||
private emitAppearance(): void {
|
||
if (!this.win || this.win.isDestroyed() || !this.ready) return;
|
||
this.win.webContents.send('island:appearance', this.getAppearance());
|
||
}
|
||
}
|
||
|
||
/** 按外观设置换算各形态尺寸(胶囊尺寸可调,展开卡按比例联动,保证内容不溢出) */
|
||
export function recomputeSizes(appearance: IslandAppearance): void {
|
||
const widthDelta = appearance.width - BASE.pill.width;
|
||
const heightDelta = appearance.height - BASE.pill.height;
|
||
const grow = (size: { width: number; height: number }): { width: number; height: number } => ({
|
||
width: Math.max(appearance.width, size.width + widthDelta),
|
||
height: Math.max(appearance.height, size.height + heightDelta),
|
||
});
|
||
SIZES = {
|
||
hidden: { width: appearance.width, height: appearance.height },
|
||
pill: { width: appearance.width, height: appearance.height },
|
||
expanded: grow(BASE.expanded),
|
||
};
|
||
URGENT_SIZE = grow(BASE.urgent);
|
||
CALL_SIZE = grow(BASE.call);
|
||
// 空闲细缝:宽固定 6px(WinIsland hidden_width 的思路),高取胶囊高度的一部分。
|
||
// 岛在固定窗口内形变,因此这里就是**岛的尺寸**,不受窗口最小高度限制。
|
||
SLIVER_SIZE = {
|
||
width: ISLAND_SLIVER_WIDTH,
|
||
height: Math.max(12, Math.min(28, appearance.height - 22)),
|
||
};
|
||
|
||
// 固定窗口包围盒 = 最大形态 + 2×阴影留白(岛在其中居中/贴边形变)
|
||
const maxWidth = Math.max(SIZES.pill.width, SIZES.expanded.width, URGENT_SIZE.width, CALL_SIZE.width);
|
||
const maxHeight = Math.max(SIZES.pill.height, SIZES.expanded.height, URGENT_SIZE.height, CALL_SIZE.height);
|
||
BBOX_SIZE = {
|
||
width: maxWidth + ISLAND_SHADOW_PAD * 2,
|
||
height: maxHeight + ISLAND_SHADOW_PAD * 2,
|
||
};
|
||
}
|
||
|
||
/**
|
||
* 空闲细缝的**岛**尺寸(渲染进程里 `.island-card` 的宽高;窗口是固定包围盒,不代表当前形态)。
|
||
* 供冒烟验证与设置页预览使用。
|
||
*/
|
||
export function getSliverSize(): { width: number; height: number } {
|
||
return { ...SLIVER_SIZE };
|
||
}
|
||
|
||
/** 夹紧外观取值(越界值直接收敛,避免用户配置破坏布局) */
|
||
export function normalizeAppearance(input: IslandAppearance): IslandAppearance {
|
||
const clamp = (value: number, min: number, max: number): number =>
|
||
Math.min(max, Math.max(min, Math.round(value * 100) / 100));
|
||
return {
|
||
height: clamp(input.height, 36, 72),
|
||
width: clamp(input.width, 220, 420),
|
||
radius: clamp(input.radius, 8, 32),
|
||
opacity: clamp(input.opacity, 0.4, 1),
|
||
accent: /^#[0-9a-fA-F]{6}$/.test(input.accent) ? input.accent : DEFAULT_ISLAND_APPEARANCE.accent,
|
||
fontSize: clamp(input.fontSize, 11, 20),
|
||
animations: input.animations !== false,
|
||
speed: clamp(input.speed, 0.5, 2),
|
||
position: ISLAND_POSITIONS.includes(input.position) ? input.position : 'top-center',
|
||
alwaysOnTop: input.alwaysOnTop !== false,
|
||
style: ISLAND_STYLES.includes(input.style) ? input.style : 'black',
|
||
idleSliver: input.idleSliver === true,
|
||
// 边距:0 表示贴着屏幕边缘,上限给到 200/160 是为了"多显示器 + 任务栏在侧面"这类布局
|
||
marginX: clamp(input.marginX ?? DEFAULT_ISLAND_APPEARANCE.marginX, 0, 200),
|
||
marginY: clamp(input.marginY ?? DEFAULT_ISLAND_APPEARANCE.marginY, 0, 160),
|
||
followCursorDisplay: input.followCursorDisplay === true,
|
||
};
|
||
}
|
||
|
||
/**
|
||
* 说明:早期版本这里有一个 easeOutBack 弹簧缓动(进度过冲到 1 以上再回落),
|
||
* 会让窗口尺寸"超过目标再弹回来",观感就是开合时震一下,因此已移除;
|
||
* 现在所有形变统一走单调的 easeOutCubic(见 animateBounds),不再有任何回弹。
|
||
*/
|
||
|
||
/**
|
||
* 岛在固定窗口内的留白(= 阴影余量,见 `ISLAND_SHADOW_PAD`)。
|
||
* 窗口尺寸 = 最大形态 + 2×该留白,因此投影永远不会被窗口裁掉。
|
||
*/
|
||
/** 灵动岛与屏幕工作区边缘的留白 */
|
||
const ISLAND_MARGIN = 8;
|
||
/**
|
||
* 说明:Windows 对窗口最小高度有约 36px 的限制,但**只影响窗口**。
|
||
* 新版架构里窗口是固定包围盒、岛在窗口内形变,因此"空闲细缝"可以真正做到 6px 宽/十几像素高
|
||
* (与 WinIsland 的 hidden_width=5 一致),不再受该限制。
|
||
*/
|
||
/**
|
||
* 失焦收起的宽限期:刚展开的 500ms 内忽略 blur(避免"刚弹出就被抢焦点导致瞬间收起")。
|
||
* 冒烟里"点击屏幕任意位置收起"的用例会在展开后等待约 700ms 再触发 blur,仍能正常验证收起。
|
||
*/
|
||
const BLUR_GRACE_MS = 500;
|
||
|
||
/** 设置页"预览效果"的示例岛停留时长(到点自动收尾,避免一直挂在桌面上) */
|
||
const PREVIEW_DURATION_MS = 30_000;
|
||
|
||
/**
|
||
* 渲染进程心跳(渲染进程每 5s 上报一次):超过这个时间没上报就认为它已经卡死/不响应。
|
||
* 岛是"无边框透明置顶窗口",渲染进程一旦挂掉,Windows 会把**最后一帧留在屏幕上**
|
||
* 形成"幽灵胶囊":窗口还在、看着正常,但怎么点都没反应(实测复现:崩掉渲染进程后
|
||
* 点击完全不产生任何动作)。所以必须有心跳 + 重建来兜底。
|
||
*/
|
||
const RENDERER_ALIVE_INTERVAL_MS = 5_000;
|
||
const RENDERER_ALIVE_TIMEOUT_MS = 20_000;
|
||
/** 窗口重建限流:一段时间内最多重建几次,避免持续崩坏时无限重建 */
|
||
const RECOVER_MAX_TIMES = 3;
|
||
const RECOVER_WINDOW_MS = 10 * 60_000;
|
||
|
||
interface Bounds {
|
||
x: number;
|
||
y: number;
|
||
width: number;
|
||
height: number;
|
||
}
|
||
|
||
/** 屏幕锚点:由停靠位置决定的"不动的那条边/中心"(整数) */
|
||
interface IslandAnchor {
|
||
hMode: 'center' | 'left' | 'right';
|
||
hValue: number;
|
||
vMode: 'top' | 'bottom';
|
||
vValue: number;
|
||
}
|
||
|
||
export const island = new IslandController();
|
||
|
||
/** 注册灵动岛相关 IPC(主窗口渲染进程 -> 主进程;灵动岛渲染进程 -> 主进程) */
|
||
export function registerIslandIpc(): void {
|
||
ipcMain.on(
|
||
'island:push',
|
||
(_event, payload: { notification: IslandNotification; context?: IslandPushContext }) => {
|
||
if (!payload?.notification) return;
|
||
island.pushNotification(payload.notification, payload.context ?? {});
|
||
},
|
||
);
|
||
|
||
ipcMain.on('island:class-state', (_event, payload: IslandClassStatePayload) => {
|
||
if (!payload) return;
|
||
island.setClassState(payload);
|
||
});
|
||
|
||
// 渲染进程心跳:用于发现"幽灵窗口"(渲染进程卡死但窗口还留在屏幕上,点了没反应)
|
||
ipcMain.on('island:alive', () => {
|
||
island.noteRendererAlive();
|
||
});
|
||
|
||
ipcMain.handle('island:get-state', () => island.getState());
|
||
|
||
ipcMain.on('island:set-appearance', (_event, patch: Partial<IslandAppearance>) => {
|
||
if (patch) island.setAppearance(patch);
|
||
});
|
||
|
||
ipcMain.handle('island:get-appearance', () => island.getAppearance());
|
||
|
||
// 渲染进程命中测试结果 → **只用于立刻打开命中**(比 60ms 轮询更快)。
|
||
// 关闭命中一律由主进程按真实光标决定:两边都下发 true/false 会互相覆盖,
|
||
// 窗口在"接收/穿透"之间抖动,用户点下去时可能正好穿透(表现为"点了没反应")。
|
||
ipcMain.on('island:set-interactive', (_event, interactive: boolean) => {
|
||
if (interactive !== true) return;
|
||
island.setInteractive(true, '渲染进程');
|
||
});
|
||
|
||
// 渲染进程上报岛体矩形 → 主进程按光标位置做命中兜底(不依赖 mousemove 转发)
|
||
ipcMain.on(
|
||
'island:set-hit-rect',
|
||
(_event, rect: { x: number; y: number; width: number; height: number } | null) => {
|
||
island.setHitRect(rect ?? null);
|
||
},
|
||
);
|
||
|
||
ipcMain.on('island:action', (_event, payload: IslandActionPayload) => {
|
||
if (!payload?.action) return;
|
||
island.handleAction(payload);
|
||
});
|
||
}
|
||
|
||
export {
|
||
SIZES as ISLAND_SIZES,
|
||
URGENT_SIZE as ISLAND_URGENT_SIZE,
|
||
CALL_SIZE as ISLAND_CALL_SIZE,
|
||
TIMEOUTS as ISLAND_TIMEOUTS,
|
||
};
|