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https://github.com/hansjone/mind-map.git
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Remove header bands and inner hairlines that read as stacked strips; restore a lighter opaque fill and heavier shadow so cards stay readable on the dark canvas. Co-authored-by: Cursor <cursoragent@cursor.com>
165 lines
4.3 KiB
TypeScript
165 lines
4.3 KiB
TypeScript
/** Shared canvas typography + chrome helpers for bubble/card nodes. */
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export const CANVAS_FONT =
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'"Segoe UI", "PingFang SC", "Hiragino Sans GB", "Microsoft YaHei", "Noto Sans SC", system-ui, sans-serif';
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export function canvasFont(
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sizePx: number,
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weight: 400 | 500 | 600 | 700 = 400,
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): string {
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return `${weight === 400 ? "" : `${weight} `}${sizePx}px ${CANVAS_FONT}`;
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}
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/** Soft drop shadow under a node (world units). */
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export function paintNodeShadow(
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ctx: CanvasRenderingContext2D,
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zoom: number,
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opts?: { selected?: boolean; weight?: "default" | "heavy" },
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) {
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const heavy = opts?.weight === "heavy";
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const z = Math.max(0.5, zoom);
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if (heavy) {
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ctx.shadowColor = opts?.selected
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? "rgba(0, 0, 0, 0.62)"
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: "rgba(0, 0, 0, 0.5)";
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ctx.shadowBlur = (opts?.selected ? 28 : 22) / z;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 7 / z;
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return;
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}
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ctx.shadowColor = opts?.selected
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? "rgba(0, 0, 0, 0.45)"
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: "rgba(0, 0, 0, 0.28)";
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ctx.shadowBlur = (opts?.selected ? 18 : 12) / z;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 3 / z;
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}
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export function clearShadow(ctx: CanvasRenderingContext2D) {
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ctx.shadowColor = "transparent";
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ctx.shadowBlur = 0;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 0;
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}
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/** Low-alpha accent wash clipped to current path. */
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export function fillAccentWash(
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ctx: CanvasRenderingContext2D,
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accent: string,
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alpha = 0.14,
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) {
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ctx.save();
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ctx.globalAlpha = alpha;
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ctx.fillStyle = accent;
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ctx.fill();
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ctx.restore();
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}
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/** Left accent rail inside a rounded rect (not for diamonds/pills). */
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export function paintAccentRail(
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ctx: CanvasRenderingContext2D,
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x: number,
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y: number,
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h: number,
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accent: string,
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radius = 10,
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) {
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const railW = 4;
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ctx.save();
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ctx.beginPath();
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const rr = Math.min(radius, h / 2);
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ctx.moveTo(x + rr, y);
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ctx.lineTo(x + railW, y);
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ctx.lineTo(x + railW, y + h);
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ctx.lineTo(x + rr, y + h);
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ctx.quadraticCurveTo(x, y + h, x, y + h - rr);
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ctx.lineTo(x, y + rr);
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ctx.quadraticCurveTo(x, y, x + rr, y);
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ctx.closePath();
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ctx.fillStyle = accent;
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ctx.globalAlpha = 0.95;
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ctx.fill();
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ctx.restore();
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}
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export function paintBadgeChip(
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ctx: CanvasRenderingContext2D,
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text: string,
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x: number,
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y: number,
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theme: {
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labelSecondary: string;
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border: string;
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bgLayer1: string;
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glassHeader?: string;
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glassBorder?: string;
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},
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zoom: number,
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): number {
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const padX = 6;
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const h = 16 / Math.max(0.75, Math.min(1.2, zoom));
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ctx.font = canvasFont(10 / Math.max(0.75, Math.min(1.2, zoom)), 500);
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const tw = ctx.measureText(text).width;
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const w = tw + padX * 2;
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ctx.beginPath();
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const r = h / 2;
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ctx.moveTo(x + r, y);
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ctx.arcTo(x + w, y, x + w, y + h, r);
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ctx.arcTo(x + w, y + h, x, y + h, r);
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ctx.arcTo(x, y + h, x, y, r);
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ctx.arcTo(x, y, x + w, y, r);
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ctx.closePath();
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ctx.fillStyle = theme.glassHeader ?? "rgba(255,255,255,0.06)";
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ctx.fill();
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ctx.strokeStyle = theme.glassBorder ?? theme.border;
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ctx.lineWidth = 1 / Math.max(0.5, zoom);
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ctx.stroke();
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ctx.fillStyle = theme.labelSecondary;
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ctx.textBaseline = "middle";
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ctx.fillText(text, x + padX, y + h / 2);
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return w + 4;
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}
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/** Soft outer glow in accent hue for glass cards (shadow only — do not change fill alpha). */
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export function paintGlassGlow(
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ctx: CanvasRenderingContext2D,
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accent: string,
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zoom: number,
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selected?: boolean,
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) {
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ctx.shadowColor = accent;
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ctx.shadowBlur = (selected ? 20 : 12) / Math.max(0.5, zoom);
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 0;
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}
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/** Soft top sheen — keep short so it does not read as a header divider. */
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export function paintGlassHighlight(
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ctx: CanvasRenderingContext2D,
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x: number,
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y: number,
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w: number,
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h: number,
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radius: number,
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highlight: string,
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) {
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ctx.save();
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ctx.beginPath();
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const rr = Math.min(radius, h / 2, w / 2);
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const band = Math.min(12, h * 0.2);
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ctx.moveTo(x + rr, y);
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ctx.lineTo(x + w - rr, y);
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ctx.quadraticCurveTo(x + w, y, x + w, y + rr);
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ctx.lineTo(x + w, y + band);
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ctx.lineTo(x, y + band);
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ctx.lineTo(x, y + rr);
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ctx.quadraticCurveTo(x, y, x + rr, y);
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ctx.closePath();
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const g = ctx.createLinearGradient(x, y, x, y + band);
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g.addColorStop(0, highlight);
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g.addColorStop(1, "rgba(255,255,255,0)");
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ctx.globalAlpha = 0.55;
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ctx.fillStyle = g;
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ctx.fill();
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ctx.restore();
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}
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