feat: 比例适配、bgm 音源选择与 fps 限流,打包 v3

取景(issue 04)
- 新增 viewport-fitter.js:让立绘层缩放跟随背景图的 cover 缩放——背景放大多少倍、
  特效就放大多少倍。原先背景走 cover、立绘层走 contain,比例一变两者就分叉。
  16:9 下与作者设定逐像素一致(kv37 为 0 差异)。实测证伪了"contain 会裁掉作者视口"
  这个最初的判断:contain 在任何比例下都完整含住作者视口。
- 应用方式为原地改写 config.viewport 字段后调 setViewport(),不重建播放器;
  维护挂在 config.frame 上按画布比例增量进行(config.success 早于 setViewport,拿不到视口)。

WE 属性(issue 05)
- project.json 新增 bgm combo(所有壁纸音源的并集 + 「随预设」);所选项不属于当前壁纸时
  音频回落该壁纸默认,选择本身保留。
- fps 限流包裹实例 drawFrame 并接管排程。修掉两个实测缺陷:朴素丢帧会把 rAF 抖动放大成
  整拍丢失(目标 30fps 实测只有 22.5fps);fps:0 被真值判断吞掉导致无法取消限流。

打包(issue 06)
- project.json version 升至 3 并更新描述;preset 的 combo 取值保持 xilian/kv37 不变。
- preview.gif 821 KB → 347 KB(每 2 帧取 1 帧 + 128 色不抖动,逐帧与源帧像素完全相同)。
- index.html 加内联 favicon,消除 CEF 自动请求 /favicon.ico 造成的 404 报错。

其它
- dist/scripts/wallpaper-engine.js 移到 tools/:它没有任何入口引用,且环境判据依赖真实 WE
  并不存在的 wallpaperRegisterListener,一旦按它自己的说明挂进 index.html 会在生产环境自我激活。
- 修正死文件检查:原检查会拿文件名匹配到文件自身的内容,使这类文件漏网。
- 新增离线算式验证与 resize / 属性 / 全量验收三套浏览器测试脚本。
This commit is contained in:
Shuery committed 2026-09-19 20:29:25 +08:00
1 parent 4662856963
commit eb56efbd9e
22 files changed
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tools/shots/ tools/shots/
tools/.cache/ tools/.cache/
# 对拍中间产物:截图、抽取帧、试压的 GIF 都是可重生成的二进制,不入库
.scratch/*.png
.scratch/*.gif
# 无损音频母带:只在本地留存,绝不进 dist、绝不入库(体积大且与发布无关) # 无损音频母带:只在本地留存,绝不进 dist、绝不入库(体积大且与发布无关)
masters/ masters/
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$ErrorActionPreference = "Stop"
Set-Location D:\Workspace\Temp\SpineWallpaper
$sizes = @(
@(3440, 1440, "219"),
@(1920, 1080, "169"),
@(1080, 1920, "916")
)
$props = @{
"xilian" = ""
"kv37" = "&__props=%7B%22preset%22%3A%22kv37%22%7D"
}
New-Item -ItemType Directory -Force -Path tools\shots\fit | Out-Null
foreach ($p in @("xilian", "kv37")) {
foreach ($s in $sizes) {
$w = $s[0]; $h = $s[1]; $tag = $s[2]
$url = "http://127.0.0.1:8190/?__freeze=1" + $props[$p]
Write-Host "=== $p $tag ($w x $h) ==="
node tools/shot.mjs "tools/shots/fit/${p}_${tag}.png" $url $w $h 2>&1 | Select-Object -First 1
node tools/shot.mjs "tools/shots/fit/${p}_${tag}_ref.png" "$url&__hide=canvas" $w $h 2>&1 | Select-Object -First 1
node tools/subject.mjs "tools/shots/fit/${p}_${tag}.png" "tools/shots/fit/${p}_${tag}_ref.png"
Write-Host ""
}
}
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// Issue 06 全量验收。
// ① dist 体积与死文件;② project.json 与代码一致;③ 三种比例 0 控制台报错;
// ④ 预设往返不丢用户级音源/音量设置。
import { readdirSync, readFileSync, statSync } from "node:fs";
import { basename, extname, join } from "node:path";
import { withPage, sleep } from "../tools/cdp.mjs";
let failures = 0;
const check = (ok, msg, detail) => {
if (!ok) failures++;
console.log(` ${ok ? "✓" : "✗"} ${msg}${detail !== undefined ? ` → ${detail}` : ""}`);
};
// ── ① 体积与死文件 ──
console.log("=== ① dist 体积与死文件 ===");
const walk = (dir) =>
readdirSync(dir, { withFileTypes: true }).flatMap((e) => {
const p = join(dir, e.name);
return e.isDirectory() ? walk(p) : [p];
});
const files = walk("dist");
const total = files.reduce((s, f) => s + statSync(f).size, 0);
check(total <= 35 * 1024 * 1024, "总体积 ≤ 35 MB", `${(total / 1048576).toFixed(2)} MB / ${files.length} 个文件`);
const TEXT = new Set([".html", ".js", ".json", ".txt", ".css", ".atlas"]);
const texts = files.filter((f) => TEXT.has(extname(f)));
const contents = new Map(texts.map((f) => [f, readFileSync(f, "utf8")]));
// 这四个是 WE 的元数据/入口/说明,本来就不被页面引用
const ALLOWED = new Set(["project.json", "README.txt", "index.html", "preview.gif"]);
// 关键:比对时要把文件**自身**的内容排除掉。否则一个文件只要在自己开头写上自己的名字
// (比如注释里的 "// wallpaper-engine.js")就会被判为"被引用",死文件因此漏网。
const dead = files.filter((f) => {
const n = basename(f);
if (ALLOWED.has(n)) return false;
const others = texts
.filter((t) => t !== f)
.map((t) => contents.get(t))
.join("\n");
return !others.includes(n);
});
check(dead.length === 0, "0 个死文件", dead.length ? dead.join(", ") : "无孤立资源");
// ── ② project.json ──
console.log("\n=== ② project.json ===");
const project = JSON.parse(readFileSync("dist/project.json", "utf8"));
check(project.version === 3, "version = 3", String(project.version));
check(project.preview === "preview.gif", "preview 指向 preview.gif");
check(!!project.general.properties.bgm, "新增 bgm combo");
check(project.general.properties.preset.value === "xilian", "preset 默认值未变");
const presetValues = project.general.properties.preset.options.map((o) => o.value).sort();
check(
JSON.stringify(presetValues) === JSON.stringify(["kv37", "xilian"]),
"preset 的 combo 取值未变(用户已保存的设置依赖它)",
presetValues.join(", "),
);
const bgmValues = project.general.properties.bgm.options.map((o) => o.value);
check(bgmValues.includes("auto"), "bgm 含「随预设」档", bgmValues.join(", "));
const gifSize = statSync("dist/preview.gif").size;
check(gifSize < 500 * 1024, "preview.gif < 500 KB", `${(gifSize / 1024).toFixed(0)} KB`);
// ── ③ 三种比例 0 报错 ──
console.log("\n=== ③ 21:9 / 16:9 / 9:16 控制台与异常 ===");
for (const [w, h, tag] of [
[3440, 1440, "21:9"],
[1920, 1080, "16:9"],
[1080, 1920, "9:16"],
]) {
const r = await withPage({ width: w, height: h }, async ({ send, evaluate, consoleLines, exceptions }) => {
await send("Page.navigate", { url: "http://127.0.0.1:8190/?__freeze=1" });
const deadline = Date.now() + 30000;
let ready = false;
while (Date.now() < deadline) {
if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) {
ready = true;
break;
}
await sleep(150);
}
await sleep(500);
const state = await evaluate(`(function(){
var p = window.__player, v = p.currentViewport;
return { w: p.canvas.clientWidth, h: p.canvas.clientHeight,
vw: +v.width.toFixed(1), vh: +v.height.toFixed(1),
err: window.__test.error || null };
})()`);
return { ready, state, consoleLines, exceptions };
});
const noisy = r.consoleLines.filter((l) => /error|uncaught|fail/i.test(l));
const aspectOk = r.state && Math.abs(r.state.vw / r.state.vh - r.state.w / r.state.h) < 0.002;
check(r.ready && !r.state?.err, `${tag} 播放器就绪`, r.state?.err ?? "无错");
check(aspectOk, `${tag} 可见矩形比例与画布一致`, r.state ? `${r.state.vw}×${r.state.vh}` : "—");
check(noisy.length === 0 && r.exceptions.length === 0, `${tag} 0 控制台报错 / 0 异常`, noisy.concat(r.exceptions).slice(0, 3).join(" | ") || "干净");
}
// ── ④ 预设往返不丢音频设置 ──
console.log("\n=== ④ 预设往返 10 次,音频设置不得丢失 ===");
const rt = await withPage({ width: 1280, height: 720 }, async ({ send, evaluate, exceptions }) => {
await send("Page.navigate", { url: "http://127.0.0.1:8190/?__freeze=1" });
const deadline = Date.now() + 30000;
while (Date.now() < deadline) {
if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) break;
await sleep(150);
}
await sleep(500);
await evaluate(`window.wallpaperPropertyListener.applyUserProperties({
audio_file: { value: "https://example.com/custom-track.mp3" },
audio_volume: { value: 0.2 }
})`);
await sleep(300);
const rows = [];
for (let i = 0; i < 10; i++) {
const id = i % 2 === 0 ? "kv37" : "xilian";
await evaluate(`window.wallpaperPropertyListener.applyUserProperties({ preset: { value: "${id}" } })`);
await sleep(320);
rows.push(
await evaluate(`(function(){
var a = document.getElementById("background-music");
return { id: "${id}", src: a.src.split("/").pop(), vol: a.volume,
draws: window.__test.drawCalls };
})()`),
);
}
return { rows, exceptions };
});
const srcOk = rt.rows.every((r) => r.src === "custom-track.mp3");
const volOk = rt.rows.every((r) => Math.abs(r.vol - 0.2) < 0.001);
check(srcOk, "10 次切换后自定义音源仍生效", [...new Set(rt.rows.map((r) => r.src))].join(", "));
check(volOk, "10 次切换后音量仍为 0.2", [...new Set(rt.rows.map((r) => r.vol))].join(", "));
check(rt.rows[rt.rows.length - 1].draws > rt.rows[0].draws, "切换后仍在持续绘制", `${rt.rows[0].draws} → ${rt.rows[rt.rows.length - 1].draws}`);
check(rt.exceptions.length === 0, "往返过程 0 未捕获异常", rt.exceptions.join(" | ") || "无");
console.log(`\n结论:${failures === 0 ? "全部通过 ✓" : `${failures} 项失败 ✗`}`);
process.exit(failures === 0 ? 0 : 1);
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// Issue 05 验收:bgm 音源 combo 与 fps 限流。
//
// A 段验音源优先级:用户自填 URL > bgm 选择(仅当本壁纸声明过)> 本壁纸默认音源;
// 且 bgm 选择跨壁纸时"音频回落、选择保留"。
// B 段验 fps:WE 不替壁纸限流,得自己门控。关键是限流只该丢帧,
// 不该改变动画相位推进速度——用同一段真实时间里 trackTime 前进了多少来判定。
import { withPage, sleep } from "../tools/cdp.mjs";
const BASE = "http://127.0.0.1:8190/";
const name = (src) => (src ? decodeURIComponent(String(src).split("/").pop()) : "(空)");
let failures = 0;
const check = (ok, msg, detail) => {
if (!ok) failures++;
console.log(` ${ok ? "✓" : "✗"} ${msg}${detail !== undefined ? ` → ${detail}` : ""}`);
};
// ───────────────────────── A 段:音源 ─────────────────────────
console.log("=== A 段:bgm 音源选择与回落 ===");
await withPage({ width: 1280, height: 720 }, async ({ send, evaluate, exceptions }) => {
await send("Page.navigate", { url: BASE + "?__freeze=1" });
const deadline = Date.now() + 30000;
while (Date.now() < deadline) {
if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) break;
await sleep(150);
}
await sleep(600);
const src = () => evaluate('document.getElementById("background-music").src');
const preset = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ preset: { value: ${JSON.stringify(v)} } })`);
const bgm = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ bgm: { value: ${JSON.stringify(v)} } })`);
const file = (v) => evaluate(`window.wallpaperPropertyListener.applyUserProperties({ audio_file: { value: ${JSON.stringify(v)} } })`);
const seen = [];
const step = async (label, action, expected) => {
await action();
await sleep(350);
const got = name(await src());
seen.push(`${label}=${got}`);
check(got === expected, label, `期望 ${expected},实得 ${got}`);
};
// 载入即 xilian,默认音源应是「再度和你」
check(name(await src()) === "再度和你.ogg", "初始默认音源 = 昔涟立绘默认", name(await src()));
await step("bgm 选「昔涟」", () => bgm("xilian"), "昔涟.ogg");
await step("切到 kv37(选择不属于它)→ 回落", () => preset("kv37"), "pv37.mp3");
await step("bgm 选「版本 PV」(属于 kv37)", () => bgm("pv37"), "pv37.mp3");
await step("切回 xilian(pv37 不属于它)→ 回落", () => preset("xilian"), "再度和你.ogg");
await step("bgm 选「「再度和你」」", () => bgm("zaiduheni"), "再度和你.ogg");
await step("bgm 回到「随预设」", () => bgm("auto"), "再度和你.ogg");
// 用户自填 URL 优先级最高
await step("bgm 选「昔涟」后填自定义 URL", async () => {
await bgm("xilian");
await file("https://example.com/custom-track.mp3");
}, "custom-track.mp3");
await step("切壁纸不得清掉自定义 URL", () => preset("kv37"), "custom-track.mp3");
await step("清空自定义 URL → 回到预设默认", () => file(""), "pv37.mp3");
console.log(` 音源轨迹: ${seen.join(" | ")}`);
console.log(` 未捕获异常: ${exceptions.length ? exceptions.join(" | ") : "无 ✓"}`);
if (exceptions.length) failures++;
});
// ───────────────────────── B 段:fps ─────────────────────────
console.log("\n=== B 段:fps 限流 ===");
await withPage({ width: 1280, height: 720 }, async ({ send, evaluate, exceptions }) => {
// 空 __props 只用来触发测试驱动注入(不带它就不会注入),既不冻结也不改属性
await send("Page.navigate", { url: BASE + "?__props=%7B%7D" });
const deadline = Date.now() + 30000;
while (Date.now() < deadline) {
if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) break;
await sleep(150);
}
await sleep(1200); // 让动画先跑起来,避开启动瞬态
const probe = `(function(){
var p = window.__player;
var e = p.animationState.getCurrent(0);
return { trackTime: e.trackTime, duration: e.animation.duration,
draws: window.__test.drawCalls, t: performance.now() };
})()`;
const sample = async (seconds) => {
const a = await evaluate(probe);
await sleep(seconds * 1000);
const b = await evaluate(probe);
const wall = (b.t - a.t) / 1000;
let phase = b.trackTime - a.trackTime;
if (phase < 0) phase += b.duration; // 动画正好绕回
return { wall, draws: b.draws - a.draws, fps: (b.draws - a.draws) / wall, phaseRate: phase / wall };
};
const setFps = async (v) => {
await evaluate(`window.wallpaperPropertyListener.applyGeneralProperties({ fps: ${v} })`);
await sleep(400);
};
const results = [];
const run = async (label, target) => {
const r = await sample(2.0);
const row = { label, target, ...r };
results.push(row);
console.log(
` ${label.padEnd(16)} 实测 ${r.fps.toFixed(1)} fps` +
(target ? `(目标 ${target})` : "(不限流)") +
` 动画相位推进 ${r.phaseRate.toFixed(3)} 倍速`,
);
return row;
};
const base = await run("不限流", 0);
await setFps(30);
const f30 = await run("限 30 fps", 30);
await setFps(20);
const f20 = await run("限 20 fps", 20);
await setFps(0);
const back = await run("恢复不限流", 0);
check(Math.abs(f30.fps - 30) / 30 < 0.25, "限 30 fps 生效", `实测 ${f30.fps.toFixed(1)}`);
check(Math.abs(f20.fps - 20) / 20 < 0.25, "限 20 fps 生效", `实测 ${f20.fps.toFixed(1)}`);
check(f30.fps < base.fps * 0.75, "限流确实减少了绘制次数", `${base.fps.toFixed(1)} → ${f30.fps.toFixed(1)}`);
check(back.fps > f30.fps * 1.5, "取消限流后帧率恢复", `${f30.fps.toFixed(1)} → ${back.fps.toFixed(1)}`);
for (const r of [f30, f20, back]) {
check(
Math.abs(r.phaseRate - base.phaseRate) / base.phaseRate < 0.1,
`动画相位推进速度未受 ${r.label} 影响`,
`${r.phaseRate.toFixed(3)} vs 基准 ${base.phaseRate.toFixed(3)}`,
);
}
console.log(` 未捕获异常: ${exceptions.length ? exceptions.join(" | ") : "无 ✓"}`);
if (exceptions.length) failures++;
});
console.log(`\n结论:${failures === 0 ? "全部通过 ✓" : `${failures} 项失败 ✗`}`);
process.exit(failures === 0 ? 0 : 1);
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// 验收测试:改窗口尺寸不得重建播放器,且取景要跟着画布比例走。
//
// 判据是"播放器实例身份":给加载后的实例打上标记,之后每次改视口都核对
// window.__player 是否还是同一个对象、标记是否还在。重建会换掉实例,
// 标记随之消失——这比数日志可靠得多。
import { withPage, sleep } from "../tools/cdp.mjs";
const URL = "http://127.0.0.1:8190/?__freeze=1";
const sizes = [
[1920, 1080],
[2560, 1440],
[3440, 1440],
[1080, 1920],
[1600, 900],
[2560, 1600],
[3840, 2160],
[1280, 720],
[1920, 1080],
];
const stress = [];
for (let i = 0; i < 20; i++) stress.push(i % 2 ? [1080, 1920] : [1920, 1080]);
const out = await withPage(
{ width: 1920, height: 1080, extraArgs: ["--enable-precise-memory-info", "--js-flags=--expose-gc"] },
async ({ send, evaluate, consoleLines, exceptions }) => {
await send("Page.navigate", { url: URL });
const deadline = Date.now() + 30000;
while (Date.now() < deadline) {
if (await evaluate('!!(window.__test && (window.__test.successAt || window.__test.error))')) break;
await sleep(150);
}
await sleep(600);
const stamp = await evaluate(`(function(){
window.__first = window.__player;
if (window.__player) window.__player.__probe = 'A';
return { hasPlayer: !!window.__player, error: window.__test ? window.__test.error : null };
})()`);
const rows = [];
const measure = async (w, h, tag) => {
await send("Emulation.setDeviceMetricsOverride", {
width: w,
height: h,
deviceScaleFactor: 1,
mobile: false,
});
await sleep(420);
// 先强制回收再读堆,否则量到的是 V8 的延迟回收节奏而不是真实占用
await evaluate('(typeof gc === "function") ? (gc(), true) : false');
const r = await evaluate(`(function(){
var p = window.__player;
if (!p) return null;
var v = p.currentViewport;
return {
same: p === window.__first,
probe: p.__probe,
css: [p.canvas.clientWidth, p.canvas.clientHeight],
resolved: [ +v.x.toFixed(2), +v.y.toFixed(2), +v.width.toFixed(2), +v.height.toFixed(2) ],
pad: [v.padLeft, v.padRight, v.padTop, v.padBottom],
childViews: window.__player.config.viewport.animations ? Object.keys(window.__player.config.viewport.animations).length : -1,
heap: performance.memory ? performance.memory.usedJSHeapSize : 0,
drawCalls: window.__test ? window.__test.drawCalls : 0
};
})()`);
rows.push({ tag, w, h, ...(r ?? { same: false, probe: null, css: null, resolved: null, pad: null, heap: 0, drawCalls: 0 }) });
};
for (const [w, h] of sizes) await measure(w, h, `${w}x${h}`);
const heapBeforeStress = rows[rows.length - 1].heap;
for (const [w, h] of stress) await measure(w, h, `压力 ${w}x${h}`);
const heapAfterStress = rows[rows.length - 1].heap;
return { stamp, rows, heapBeforeStress, heapAfterStress, consoleLines, exceptions };
},
);
const { stamp, rows, heapBeforeStress, heapAfterStress, consoleLines, exceptions } = out;
let failures = 0;
const fail = (msg) => {
failures++;
console.log(` ✗ ${msg}`);
};
console.log(`播放器就绪: ${stamp.hasPlayer ? "是" : "否"} 驱动报错: ${stamp.error ?? "无"}`);
console.log("");
console.log("画布尺寸 实例未重建 内边距 可见矩形 比例核对");
for (const r of rows) {
if (r.tag.startsWith("压力")) continue;
const a = r.w / r.h;
const ra = r.resolved ? r.resolved[2] / r.resolved[3] : NaN;
const ratioOk = Math.abs(ra - a) < 0.002;
const padOk = r.pad && r.pad.every((p) => p === 0);
const rect = r.resolved ? r.resolved.map((n) => String(n).padStart(9)).join(" ") : "—";
console.log(
`${r.tag.padEnd(14)} ${String(r.same).padEnd(10)} ${(padOk ? "全 0 ✓" : JSON.stringify(r.pad)).padEnd(10)} ${rect} ${ratioOk ? "✓" : `✗ 期望 ${a.toFixed(4)} 实得 ${ra.toFixed(4)}`}`,
);
if (!r.same) fail(`${r.tag} 重建了播放器(标记丢失: ${r.probe})`);
if (!padOk) fail(`${r.tag} 内边距没有归零`);
if (!ratioOk) fail(`${r.tag} 可见矩形比例与画布不符`);
}
// 首尾同为 1920x1080:取景必须回到完全相同的值,证明重算可逆、无漂移
const first = rows.find((r) => r.tag === "1920x1080");
const last = [...rows].reverse().find((r) => r.tag === "1920x1080");
const reversible = first.resolved.every((n, i) => Math.abs(n - last.resolved[i]) < 0.01);
if (!reversible) fail(`回到 16:9 后取景漂移:${first.resolved} → ${last.resolved}`);
console.log(`\n回到 16:9 取景可逆: ${reversible ? "✓" : "✗"} ${first.resolved} → ${last.resolved}`);
const growth = heapAfterStress - heapBeforeStress;
console.log(`连续 20 次 resize 堆内存: ${(heapBeforeStress / 1048576).toFixed(1)} MB → ${(heapAfterStress / 1048576).toFixed(1)} MB(增长 ${(growth / 1048576).toFixed(2)} MB)`);
if (growth > 4 * 1048576) fail(`连续 resize 内存增长过大:${(growth / 1048576).toFixed(2)} MB`);
const drawCalls = rows[rows.length - 1].drawCalls;
console.log(`累计绘制帧数: ${drawCalls}`);
if (!(drawCalls > 0)) fail("没有绘制任何帧");
const noisy = consoleLines.filter((l) => /error|warn|uncaught|fail/i.test(l));
console.log(`控制台异常: ${noisy.length ? noisy.slice(0, 5).join(" | ") : "无 ✓"}`);
if (noisy.length) fail("控制台有报错/警告");
console.log(`未捕获异常: ${exceptions.length ? exceptions.slice(0, 4).join(" | ") : "无 ✓"}`);
if (exceptions.length) fail("有未捕获异常");
console.log(`\n结论:${failures === 0 ? "全部通过 ✓" : `${failures} 项失败 ✗`}`);
process.exit(failures === 0 ? 0 : 1);
+72
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@@ -0,0 +1,72 @@
// 取景公式的离线验证:不依赖浏览器,直接对 viewport-fitter.js 求值。
// 两条硬约束:① 16:9 下必须与作者设定完全一致;② 立绘层缩放比必须等于背景 cover 缩放比。
import { readFileSync } from "node:fs";
const src = readFileSync(new URL("../dist/scripts/viewport-fitter.js", import.meta.url), "utf8").replace(/^export\s+/gm, "");
const mod = new Function(
src + "\nreturn { contain, frameForAspect, coverScale, resolveViewport, toViewportConfig, REFERENCE_ASPECT };",
)();
const rect = (x, y, width, height) => ({ x, y, width, height });
const fmt = (r) =>
`x=${r.x.toFixed(2)} y=${r.y.toFixed(2)} w=${r.width.toFixed(2)} h=${r.height.toFixed(2)} 比例=${(r.width / r.height).toFixed(4)}`;
const cases = [
{
name: "xilian(昔涟立绘)",
R: rect(-2181.72, 1442.39, 4226.57, 3403.35),
imgW: 2048,
imgH: 1080,
},
{
name: "kv37(「成为昨日的明天」)",
R: rect(-1419.8, -512.4, 2457.6, 1228.8),
imgW: 2560,
imgH: 1440,
},
];
const canvases = [
[3440, 1440, "21:9"],
[1920, 1080, "16:9"],
[2560, 1600, "16:10"],
[1080, 1920, "9:16"],
];
// 背景走 CSS background-size:cover,它在画布上真实的像素缩放就是这两个候选里的较大者。
const bgScale = (w, h, imgW, imgH) => Math.max(w / imgW, h / imgH);
let failures = 0;
for (const c of cases) {
const imgAspect = c.imgW / c.imgH;
const V0 = mod.contain(c.R, mod.REFERENCE_ASPECT);
console.log(`\n=== ${c.name} 背景图 ${c.imgW}x${c.imgH}(比例 ${imgAspect.toFixed(4)}) ===`);
console.log(`作者视口 R : ${fmt(c.R)}`);
console.log(`参考取景 V0 : ${fmt(V0)}`);
// 基准取 16:9 1080p:立绘与背景都以此为准比较"被放大了多少倍"
const refCanvas = [1920, 1080];
const spinePx0 = refCanvas[1] / V0.height;
const bgPx0 = bgScale(refCanvas[0], refCanvas[1], c.imgW, c.imgH);
for (const [w, h, tag] of canvases) {
const aspect = w / h;
const V = mod.frameForAspect(V0, aspect, imgAspect);
const spineRatio = h / V.height / spinePx0;
const bgRatio = bgScale(w, h, c.imgW, c.imgH) / bgPx0;
const synced = Math.abs(spineRatio - bgRatio) < 1e-6;
if (!synced) failures++;
console.log(
` ${tag.padEnd(5)} ${String(w).padStart(4)}x${String(h).padEnd(4)} ${fmt(V)}` +
` 立绘 x${spineRatio.toFixed(4)} 背景 x${bgRatio.toFixed(4)} ${synced ? "同步 ✓" : "不同步 ✗"}`,
);
}
// 参考比例下必须与作者设定逐像素一致,且必须与拟合前的真实渲染值吻合
const Vref = mod.frameForAspect(V0, mod.REFERENCE_ASPECT, imgAspect);
const untouched = ["x", "y", "width", "height"].every((k) => Math.abs(Vref[k] - V0[k]) < 1e-9);
if (!untouched) failures++;
console.log(` 参考比例回归: ${untouched ? "与作者设定完全一致 ✓" : "被改动 ✗"}`);
}
console.log(`\n结论:${failures === 0 ? "全部通过 ✓" : `${failures} 项失败 ✗`}`);
process.exit(failures === 0 ? 0 : 1);
@@ -1,20 +1,68 @@
# 04 比例适配:按容器比例重算视口 # 04 比例适配:按容器比例重算视口
Status: ready-for-agent Status: resolved
## 问题 ## 问题
viewport 以等比 "contain" 映射到画布:单轴贴边、另一轴多露出世界,因此现在的负 padding 只在目标比例下成立; viewport 以等比 "contain" 映射到画布:单轴贴边、另一轴多露出世界。
在超宽屏(3440×1440)或竖屏(1080×1920)下会露出多余的世界或裁掉主体。 原本的判断是"负 padding 只在目标比例下成立,其它比例会裁掉主体"——**实测证明这个判断是错的**,
真正的病根是另一件事。
## 步骤 ## 诊断(实测,非推测)
1. 测出每档壁纸在 21:9 / 16:9 / 9:16 下的构图偏差(已有对拍矩阵)。 先量清楚事实,再改代码:
2. 按容器宽高比在运行时重算 pad(视口是活对象:原地改 pad 后调用 `player.setViewport(当前动画名)` 即生效,
整体替换 viewport 会丢 `viewport.animations` 并在 spine-player 第 14973 行崩溃)。 1. **contain 永远不会裁掉作者视口**。可见矩形是宽高比等于画布、且恰好含住作者视口 R 的最小矩形,
3. 目标:主体完整、底部对齐、无空边。 所以 R 在**任何**比例下都完整可见。比例不同只是"另一轴多露出世界":
- 21:9 → 6453×2701(竖轴贴边、横轴多露)
- 16:9 → 6050×3403
- 9:16 → 1914×3403(横轴贴边)
三种比例下 `coversView` 全为 true,"裁掉作者视口"这条假设不成立。
2. **这不是我重构引入的回归**。基线 `d8c7e49` 的 `preset-store.js` 里 xilian 的四个 pad
(-25% / -28% / -30% / -23%)与 kv37 的 `x: -1215, y: -410, w: 2048, h: 1024` 与现在一字不差;
基线的容器也是 `#spine-container` 绝对定位铺满、body flex 居中。取景语义未变。
3. **真正的病根:背景走 cover,立绘层走 contain,两者缩放分叉。**
`body { background-size: cover }` 会按需放大裁切,立绘层却按 contain 固定世界矩形。
以 1080×1920 竖屏为例,背景被放大约 1.78 倍,立绘层的世界高度却纹丝不动——
特效于是和背景插画脱节,"多余世界"其实看不太出来,脱节才看得出来。
4. **spine 资源路径是 `./effects/*.json`:立绘层是特效层,背景插画才是主体。**
所以判定标准不该是"特效不被裁切"(粒子飘出画面本来就正常),
而应是"特效与背景插画始终同倍率、同中心"。
## 做法
新增 `dist/scripts/viewport-fitter.js`(纯函数)与 `SpineController` 的取景维护:
- 参考比例 `16/9`:先让播放器自行解出作者视口 R,换算成参考比例下的可见矩形 V0。
**这个比例下与作者设定逐像素一致**。
- 其它比例:让立绘层的像素缩放**跟着背景的 cover 缩放走**——
`V.h = V0.h × coverScale(参考比例) / coverScale(当前比例)`,中心不变。
于是背景放大 1.78 倍时,特效也放大 1.78 倍。
- 应用方式:原地改写 `config.viewport` 的 x/y/width/height 与四个 pad,再调
`player.setViewport(动画名)`,并把 `viewportTransitionStart` 推到足够久以前(避免 0.25s 插值拖影)。
绝不整体替换 `config.viewport`:`setViewport()` 会无条件读 `config.viewport.animations[name]`,
换掉整个对象会在 spine-player 第 14973 行崩溃。
- 维护时机:挂在 `config.frame` 回调上(它在每帧相机计算**之前**被调用),以画布比例作键——
比例没变就是一次浮点比较后返回,比例变了就地重算。
`config.success` 用不了:它在 `setViewport` 之前触发,那时 `currentViewport` 还不存在。
- 预设可用 `framing: "author"` 退回作者原始的 contain 行为。
## 验收 ## 验收
- 三种比例下都对拍留档,主体不被裁切、底部不悬空。 | 项目 | 结果 |
- 切换窗口大小时不重建播放器(用 `setViewport`),连续 resize 无内存增长。 | --- | --- |
| 参考比例回归 | kv37 **逐像素 0 差异**;xilian 仅 1/255(浮点末位舍入) |
| 立绘/背景缩放同步 | 21:9 / 16:9 / 16:10 / 9:16 × 两个预设,**全部精确相等**(离线算式验证 + 渲染实测) |
| 渲染实测吻合预测 | 三种比例可见矩形与公式预测逐值一致(pads 全 0、base == resolved) |
| 对拍留档 | `tools/shots/fit/` 下 6 组(2 预设 × 3 比例)改动前后各一套(该目录按仓库约定不入库,可随时重跑重生成) |
| 不重建播放器 | 9 次改视口 + 连续 20 次压力往返,实例身份标记**从未丢失** |
| 连续 resize 内存 | 强制 GC 后 7.9 MB → 8.0 MB(增长 **0.04 MB**) |
| 回到 16:9 可逆 | 取景完全回到原值,无漂移 |
| 控制台 | 0 报错 / 0 未捕获异常 |
复现:`node .scratch/verify-fitter.mjs`(离线算式)、`node .scratch/test-resize.mjs`(resize 行为)。
## 附带修复
Chromium 会自动请求 `/favicon.ico` 并在控制台留下 404。已在 `dist/index.html` 加
`<link rel="icon" href="data:," />` 消除,使"0 console 报错"这条验收真正可达成。
@@ -1,17 +1,40 @@
# 05 WE 属性扩展:音源 combo、fps 限制 # 05 WE 属性扩展:音源 combo、fps 限制
Status: ready-for-agent Status: resolved
## 内容 ## 内容
1. **音源(音源作用域已定)**:新增 `project.json` combo `bgm`,列表是所有壁纸音源声明的**并集**(WE 的 combo 是静态列表,只能手工同步); 1. **音源**:`project.json` 新增 combo `bgm`,列表是所有壁纸音源声明的**并集**
每档壁纸在自己 `preset.js` 的 `audioChoices` 里声明可选音源。切换壁纸时,若当前音源不属于新壁纸,回落"随预设"。 (WE 的 combo 是静态列表,只能手工同步),另加一档「随预设」`auto`:
2. **fps 限制**:`properties.fps` 经 `applyGeneralProperties` 下发,WE 不会替壁纸限流,需自行实现。 `auto` / `zaiduheni`「「再度和你」」/ `xilian`「昔涟」/ `pv37`「版本 PV」。
实现方式:包裹实例上的 `player.drawFrame`(循环用箭头闭包懒查,因此可以门控);注意 `config.frame/update/draw` 每档壁纸仍在自己 `preset.js` 的 `audioChoices` 里声明可选音源。
都在下一帧排程之后运行,用它们限不了流。 2. **fps 限制**:`properties.fps` 经 `applyGeneralProperties` 下发,WE 不会替壁纸限流,自行实现。
3. `setPaused` 暂不实现(WE 会整体冻结进程);除非用户在 WE 里实测发现音频仍在响。 3. `setPaused` 不实现(WE 会整体冻结进程)。
## 实现要点
- **音源优先级**:用户自填 URL(`audio_file`)> `bgm` 选中的音源 > 本壁纸默认音源。
所选音源**只在本壁纸声明过时才生效**;不属于当前壁纸则音频回落本壁纸默认,
**选择本身保留**,切回那份壁纸时用户的选择还在。
- **门控绘制**:包裹实例上的 `drawFrame`。播放器循环写作
`requestAnimationFrame(() => this.drawFrame())`——箭头闭包在调用时才读 `this.drawFrame`,
所以在实例上换掉它就能接管排程。
- 原实现只在**真正绘制**时才排下一帧,而被限流丢掉的帧同样要排,否则循环停摆;
因此排程由包装层负责,再让原实现以 `requestNextFrame = false` 调用。
- **踩到的坑**:朴素地"距上一帧不足 `interval` 就丢"会把 rAF 抖动放大成整拍丢失——
目标 30fps 时落在 33.2ms 的那一帧被判为不足 33.33ms 而丢掉,实测只有 **22.5fps**。
改为"留 4ms 容差 + 到期时间按固定步长推进"后精确到 30.0。
- **另一个坑**:`if (properties.fps)` 的真值判断会把 `fps: 0`(取消限流)整个吞掉,
改判 `!== undefined`。
## 验收 ## 验收
- combo 切音源即时生效,且切壁纸时的回落行为正确。 `node .scratch/test-props.mjs`:
- 设置 30/60 fps 时实际帧率符合,且不影响动画相位推进速度。
| 项目 | 结果 |
| --- | --- |
| bgm 切音源即时生效 | ✓(10 项音源断言全过) |
| 跨壁纸回落 + 选择保留 | ✓ xilian 选「昔涟」→ 切 kv37 回落 pv37 → 切回 xilian 回落默认 |
| 自定义 URL 优先级最高且不被切壁纸清掉 | ✓ |
| 限 30 / 20 / 取消限流 | 实测 **30.0 / 20.0 / 60.0 fps** |
| 不影响动画相位推进速度 | 0.999 / 0.999 / 1.000 倍速(基准 1.000) |
@@ -1,10 +1,34 @@
# 06 打包 v3 并重新发布 # 06 打包 v3 并重新发布
Status: ready-for-agent Status: resolved(第 4 步为人工步骤,待用户执行)
## 步骤 ## 步骤与结果
1. `project.json`:`version` 升到 3,更新 `description`(提及新增音源切换等),核对 `properties` 与代码一致。 1. **`project.json`**:`version` 升到 3;描述新增"可切换各预设自带的背景音乐""自适应窗口比例";
2. `preview.gif` 现在 160×160 / 50 帧 / 840 KB——合规(≤256×256、≤1 MB)但超过推荐的 500 KB,重新压缩。 新增 `bgm` combo 与 `bgm_note`。核对:`preset` 的 combo 取值仍是 `xilian` / `kv37`
3. 全量验收:0 死文件、≤35 MB、3 种比例 0 console 报错、预设往返不丢音源设置。 (用户已保存的设置依赖它,绝不能改)。**完成**。
4. 上传到 Workshop(人工步骤,需要用户操作)。 2. **`preview.gif`**:原 160×160 / 50 帧 / 25fps / 2.0s / **821 KB**,超推荐值 500 KB。
重新压缩命令(结果可复现):
```powershell
ffmpeg -y -i dist/preview.gif -filter_complex `
"[0:v]fps=12.5,split[a][b];[a]palettegen=max_colors=128:stats_mode=full[p];[b][p]paletteuse=dither=none" `
-loop 0 .scratch/pv-I.gif
Copy-Item .scratch/pv-I.gif dist/preview.gif -Force
```
(**不能把输入输出写成同一个文件**,ffmpeg 会拒绝;必须先输出到临时文件再覆盖。)
即"每 2 帧取 1 帧 + 128 色 + 不抖动",**逐帧与源帧像素完全相同**(第 k 帧对原第 2k 帧,
抽查 0/6/12/18/24 帧全部 SSIM 1.0、max|diff| 0),只是时间采样率减半:
160×160 / 25 帧 / 12.5fps / 2.0s / **347 KB**。**完成**。
注:减色到 96/64/48 色收效甚微(604/519/474 KB)——体积由帧间变化量主导,不由调色板主导,
所以走帧采样率这条路更划算。
3. **全量验收**(`node .scratch/test-acceptance.mjs`):**全部通过**
- 总体积 **28.52 MB** / 34 个文件(≤ 35 MB)
- **0 死文件**
- `project.json` 解析正常、version 3、bgm 存在、preset 取值未变
- 21:9 / 16:9 / 9:16 三种比例:播放器就绪、可见矩形比例与画布一致、**0 控制台报错 / 0 异常**
- 预设往返 10 次:自定义音源与音量 0.2 均未丢失,仍在持续绘制,0 未捕获异常
4. **上传到 Workshop**:人工步骤,需要用户操作。
本次为破坏性较小的重构(16:9 逐像素不变),但 21:9 / 9:16 下构图按设计改变,建议在
超宽屏与竖屏各看一眼再发布。
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@@ -35,7 +35,7 @@
| --- | --- | --- | | --- | --- | --- |
| 01 | 资源按 游戏/壁纸 分层,预设拆进各自壁纸目录 | 完成(`09ff322`) | | 01 | 资源按 游戏/壁纸 分层,预设拆进各自壁纸目录 | 完成(`09ff322`) |
| 02 | 体积:音频转 Opus + 图片无损 WebP(105.1 → 28.9 MB) | 完成 | | 02 | 体积:音频转 Opus + 图片无损 WebP(105.1 → 28.9 MB) | 完成 |
| 03 | 健壮性:初始化状态机、死代码、用户级覆盖语义 | 待做 | | 03 | 健壮性:初始化状态机、死代码、用户级覆盖语义 | 完成(`4662856`) |
| 04 | 比例适配:按容器比例重算视口 | 待做 | | 04 | 比例适配:立绘层取景跟随背景 cover 缩放 | 完成 |
| 05 | WE 属性扩展:音源 combo、fps 限制 | 待做 | | 05 | WE 属性扩展:音源 combo、fps 限制 | 完成 |
| 06 | 打包 v3 并重新发布 | 待做 | | 06 | 打包 v3 并重新发布 | 完成(上传为待人工执行) |
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@@ -4,6 +4,8 @@
<meta charset="UTF-8" /> <meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>昔涟动态立绘</title> <title>昔涟动态立绘</title>
<!-- 空数据图标:否则 CEF 会自动请求 /favicon.ico 并在控制台留下 404 报错 -->
<link rel="icon" href="data:," />
<link rel="stylesheet" href="./styles/spine-player.css" /> <link rel="stylesheet" href="./styles/spine-player.css" />
<link rel="stylesheet" href="./styles/index.css" /> <link rel="stylesheet" href="./styles/index.css" />
</head> </head>
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{ {
"contentrating" : "Everyone", "contentrating" : "Everyone",
"description" : "[b]特色功能[/b]\r\n[list]\r\n [*]支持切换预设。\r\n [olist]\r\n [*]官方昔涟动态立绘。\r\n [*]官方三点七版本「成为昨日的明天」专题展示页。\r\n [/olist]\r\n [*]支持音源切换。\r\n [olist]\r\n [*][quote][b]注意:[/b]目前仅支持 URL 格式。[/quote]\r\n [/olist]\r\n[/list]", "description" : "[b]特色功能[/b]\r\n[list]\r\n [*]支持切换预设。\r\n [olist]\r\n [*]官方昔涟动态立绘。\r\n [*]官方三点七版本「成为昨日的明天」专题展示页。\r\n [/olist]\r\n [*]支持音源切换。\r\n [olist]\r\n [*]可切换各预设自带的背景音乐。\r\n [*]也可自行填写音频 URL。\r\n [*][quote][b]注意:[/b]目前仅支持 URL 格式。[/quote]\r\n [/olist]\r\n [*]自适应窗口比例,不同显示器下构图保持一致。\r\n[/list]",
"file" : "index.html", "file" : "index.html",
"general" : "general" :
{ {
@@ -49,6 +49,40 @@
"text" : "<small>作者信息:<ul><li>作者:品毅</li><li>QQ:2463253700</li><li>哔哩哔哩:<a href=\"https://space.bilibili.com/72266376\">品毅的个人空间</a></li></ul></small><br />", "text" : "<small>作者信息:<ul><li>作者:品毅</li><li>QQ:2463253700</li><li>哔哩哔哩:<a href=\"https://space.bilibili.com/72266376\">品毅的个人空间</a></li></ul></small><br />",
"type" : "text" "type" : "text"
}, },
"bgm" :
{
"index" : 8,
"options" :
[
{
"label" : "随预设",
"value" : "auto"
},
{
"label" : "「再度和你」",
"value" : "zaiduheni"
},
{
"label" : "昔涟",
"value" : "xilian"
},
{
"label" : "版本 PV",
"value" : "pv37"
}
],
"order" : 108,
"text" : "🎵背景音乐选择",
"type" : "combo",
"value" : "auto"
},
"bgm_note" :
{
"index" : 9,
"order" : 109,
"text" : "<small>选择各预设自带的背景音乐:<ul><li>默认「随预设」跟随壁纸切换。</li><li>所选项不属于当前壁纸时,自动回落该壁纸的默认音乐,选择仍会保留。</li></ul></small><br />",
"type" : "text"
},
"preset" : "preset" :
{ {
"index" : 2, "index" : 2,
@@ -98,7 +132,7 @@
"tags" : [ "Anime" ], "tags" : [ "Anime" ],
"title" : "【崩坏:星穹铁道】昔涟", "title" : "【崩坏:星穹铁道】昔涟",
"type" : "Web", "type" : "Web",
"version" : 2, "version" : 3,
"visibility" : "public", "visibility" : "public",
"workshopid" : "3604974793", "workshopid" : "3604974793",
"workshopurl" : "steam://url/CommunityFilePage/3604974793" "workshopurl" : "steam://url/CommunityFilePage/3604974793"
+40 -4
View File
@@ -22,10 +22,35 @@ const state = {
presetId: "", presetId: "",
audioSource: "", // 空字符串 = 用当前预设的默认音源 audioSource: "", // 空字符串 = 用当前预设的默认音源
audioVolume: DEFAULT_VOLUME, audioVolume: DEFAULT_VOLUME,
bgm: "", // 空字符串 = 随预设;否则是某个 preset.js 里 audioChoices 的 id
}; };
let appliedPresetId = ""; let appliedPresetId = "";
// 量出背景图的真实宽高比:立绘层要靠它才能和背景同步缩放。
// 直接读图片,避免在预设里再手写一个容易写错的数字。
function measureImageAspect(url) {
return new Promise((resolve) => {
if (!url) {
resolve(undefined);
return;
}
const probe = new Image();
probe.onload = () => resolve(probe.naturalWidth / probe.naturalHeight);
probe.onerror = () => resolve(undefined);
probe.src = url;
});
}
// bgm combo 选中的音源只在本壁纸声明过时才生效。否则回落本壁纸默认音源——
// 选择本身记着不动,切回那份壁纸时用户的选择还在。
function bgmSource(preset) {
if (!state.bgm) return "";
const choices = preset.audioChoices || [];
const hit = choices.find((choice) => choice.id === state.bgm);
return hit ? hit.source : "";
}
function render() { function render() {
const presetId = state.presetId || DEFAULT_PRESET_ID; const presetId = state.presetId || DEFAULT_PRESET_ID;
const preset = presets.get(presetId); const preset = presets.get(presetId);
@@ -37,10 +62,14 @@ function render() {
appliedPresetId = presetId; appliedPresetId = presetId;
backgroundController.setImage(preset.backgroundImage); backgroundController.setImage(preset.backgroundImage);
spineController.setConfig(preset.spineConfig); // 播放器还不存在时只是记下来 spineController.setConfig(preset.spineConfig); // 播放器还不存在时只是记下来
// 图片解码是异步的,回来时可能已经切到别的预设了,所以要核对一次
measureImageAspect(preset.backgroundImage).then((aspect) => {
if (appliedPresetId === presetId) spineController.setImageAspect(aspect);
});
} }
// 用户自定义音源优先;用户没给就用当前壁纸的默认音源 // 音源优先级:用户自填 URL > bgm 里选的(若本壁纸有)> 本壁纸默认音源
audioController.setSource(state.audioSource || preset.audioOptions.source); audioController.setSource(state.audioSource || bgmSource(preset) || preset.audioOptions.source);
audioController.setVolume(state.audioVolume); audioController.setVolume(state.audioVolume);
if (state.ready) audioController.play(); if (state.ready) audioController.play();
} }
@@ -68,6 +97,11 @@ window.wallpaperPropertyListener = {
state.audioSource = String(properties.audio_file.value || "").trim(); state.audioSource = String(properties.audio_file.value || "").trim();
} }
if (properties.bgm) {
const bgm = String(properties.bgm.value || "").trim();
state.bgm = bgm === "auto" ? "" : bgm;
}
if (properties.audio_volume) { if (properties.audio_volume) {
const volume = Number(properties.audio_volume.value); const volume = Number(properties.audio_volume.value);
if (Number.isFinite(volume)) { if (Number.isFinite(volume)) {
@@ -79,8 +113,10 @@ window.wallpaperPropertyListener = {
}, },
applyGeneralProperties: function (properties) { applyGeneralProperties: function (properties) {
if (properties.fps) { // WE 不会替壁纸限流,fps 得自己落实。这个属性与预设无关,不进 state。
// fps 限制在第 05 步接入:WE 不替壁纸限流,需要自己按 properties.fps 节流绘制 // 判 undefined 而不是真值:0 表示不限流,用真值判断会把"取消限流"整个吞掉。
if (properties.fps !== undefined) {
spineController.setFps(properties.fps);
} }
}, },
}; };
+127 -3
View File
@@ -1,9 +1,14 @@
// 负责把「当前预设的 spineConfig」应用到 Spine 播放器上。 import { REFERENCE_ASPECT, contain, frameForAspect, resolveViewport, toViewportConfig } from "./viewport-fitter.js";
// 负责把「当前预设的 spineConfig」应用到 Spine 播放器上,并维持立绘层与背景图的取景同步。
// //
// 核心约定:写入与应用分开。WE 可能在 window.load 之前就下发用户属性,那时播放器还不存在; // 核心约定一:写入与应用分开。WE 可能在 window.load 之前就下发用户属性,那时播放器还不存在;
// 旧实现把配置赋值也塞在 `if (this.player)` 里,于是那次配置被静默丢弃, // 旧实现把配置赋值也塞在 `if (this.player)` 里,于是那次配置被静默丢弃,
// 结果是"背景与音乐已切到新壁纸、立绘还是旧壁纸"的混合状态(已实测复现)。 // 结果是"背景与音乐已切到新壁纸、立绘还是旧壁纸"的混合状态(已实测复现)。
// 现在 setConfig() 无论如何都记下配置,create() 用记下的配置创建。 // 现在 setConfig() 无论如何都记下配置,create() 用记下的配置创建。
//
// 核心约定二:窗口尺寸变化绝不重建播放器。重建意味着重新下载 3.4 MB 骨架与全部贴图;
// 取景只是 viewport 的算术,改写 config.viewport 后调 setViewport() 就地生效。
export default class SpineController { export default class SpineController {
constructor(containerId, baseConfig = {}) { constructor(containerId, baseConfig = {}) {
this.containerId = containerId; this.containerId = containerId;
@@ -18,21 +23,87 @@ export default class SpineController {
this.presetConfig = {}; this.presetConfig = {};
this.container = document.getElementById(containerId); this.container = document.getElementById(containerId);
this.player = undefined; this.player = undefined;
this.framingEnabled = true;
this.imageAspect = undefined; // 背景图宽高比,决定立绘层与背景的缩放关系
this.framing = undefined; // 作者视口(换算到参考比例后的可见矩形)+ 动画名
this.appliedAspect = undefined; // 上一次已应用的画布比例
this.fps = 0; // 0 = 不限流。WE 不会替壁纸限流,得自己门控绘制
this.rawDrawFrame = undefined; // 被包裹前的 drawFrame,用于换档时摘掉旧包装
} }
// 只写状态:与播放器是否存在无关,随时可调用 // 只写状态:与播放器是否存在无关,随时可调用
setConfig(presetConfig = {}) { setConfig(presetConfig = {}) {
this.presetConfig = presetConfig; this.presetConfig = presetConfig;
// 预设可声明 framing:"author" 保留作者原始的「含住视口」行为,不跟随背景缩放
this.framingEnabled = presetConfig.framing !== "author";
this.framing = undefined;
this.appliedAspect = undefined;
if (this.player) this.rebuild(); if (this.player) this.rebuild();
} }
// 背景图换了,取景常数也要跟着换(比例一变就重新推导)
setImageAspect(aspect) {
if (!(aspect > 0) || aspect === this.imageAspect) return;
this.imageAspect = aspect;
this.appliedAspect = undefined;
}
create() { create() {
if (this.player) return; if (this.player) return;
// 每次都用 baseConfig + 当前 presetConfig 现算,避免上一份预设的键残留 // 每次都用 baseConfig + 当前 presetConfig 现算,避免上一份预设的键残留。
// frame 放在最后:它是内部钩子,不允许被预设数据覆盖。
this.rawDrawFrame = undefined;
this.player = new spine.SpinePlayer(this.containerId, { this.player = new spine.SpinePlayer(this.containerId, {
...this.baseConfig, ...this.baseConfig,
...this.presetConfig, ...this.presetConfig,
frame: (player) => this.maintainFraming(player),
}); });
this.applyFpsLimit();
}
// WE 经 applyGeneralProperties 下发 fps,但它不会替壁纸限流,必须自行实现。
setFps(fps) {
const value = Number(fps);
this.fps = Number.isFinite(value) && value > 0 ? value : 0;
this.applyFpsLimit();
}
// 门控绘制:把实例上的 drawFrame 换成一层包装。
// 播放器的循环写作 requestAnimationFrame(() => this.drawFrame())——箭头闭包在调用时才读
// this.drawFrame,所以在实例上换掉它就能接管排程。
// 关键点:原实现只在真正绘制时才排下一帧,而被限流丢掉的帧同样要排,否则循环会停摆。
applyFpsLimit() {
const player = this.player;
if (!player) return;
// 先摘掉上一轮包装,避免换档时叠成多层
if (this.rawDrawFrame) {
player.drawFrame = this.rawDrawFrame;
this.rawDrawFrame = undefined;
}
if (!this.fps) return;
const raw = (this.rawDrawFrame = player.drawFrame);
const interval = 1000 / this.fps;
// rAF 的节拍有抖动,而"距上一帧不足 interval 就丢"会把抖动放大成整拍丢失:
// 目标是 30fps 时,落在 33.2ms 的那一帧会被判为不足 33.33ms 而丢掉,实测只剩 22.5fps。
// 所以留一点容差,并让到期时间按固定步长推进,避免抖动被累积成额外丢帧。
const tolerance = 4;
let due = -Infinity;
player.drawFrame = (requestNextFrame = true) => {
if (player.disposed || player.error) return;
if (requestNextFrame && !player.stopRequestAnimationFrame) {
requestAnimationFrame(() => player.drawFrame());
}
const now = performance.now();
if (now + tolerance < due) return; // 本帧丢弃:不推进动画,也不绘制
due = due < 0 || now - due > interval ? now + interval : due + interval;
// 排程已由本层负责,让原实现不要再排一次
raw.call(player, false);
};
} }
// 换骨架没有捷径,只能销毁重建 // 换骨架没有捷径,只能销毁重建
@@ -46,5 +117,58 @@ export default class SpineController {
this.player.dispose(); this.player.dispose();
this.container.innerHTML = ""; this.container.innerHTML = "";
this.player = undefined; this.player = undefined;
this.rawDrawFrame = undefined;
this.framing = undefined;
this.appliedAspect = undefined;
}
// 播放器每帧在算相机之前调用它(drawFrame 内,renderer.resize 之后)。
// 以画布比例作键:比例没变就是一次比较后返回,不会给每帧加负担。
maintainFraming(player) {
if (!this.framingEnabled) return;
const canvas = player.canvas;
if (!canvas || !canvas.clientWidth || !canvas.clientHeight) return;
const aspect = canvas.clientWidth / canvas.clientHeight;
if (aspect === this.appliedAspect) return;
// 骨架加载完成前 currentViewport 还不存在,下一帧再试
if (!this.framing && !this.captureFraming(player)) return;
this.applyFraming(player, aspect);
}
// 记下作者视口在参考比例下的取景;之后所有比例都从它推导
captureFraming(player) {
const viewport = player.currentViewport;
if (!viewport) return undefined;
let animation = this.presetConfig.animation;
if (!animation) {
const entry = player.animationState && player.animationState.getCurrent(0);
animation = entry && entry.animation && entry.animation.name;
}
if (!animation) return undefined;
this.framing = {
animation,
reference: contain(resolveViewport(viewport), REFERENCE_ASPECT),
};
return this.framing;
}
applyFraming(player, aspect) {
const { animation, reference } = this.framing;
const target = this.imageAspect
? frameForAspect(reference, aspect, this.imageAspect)
: contain(reference, aspect);
// 就地改写字段,绝不整体替换 config.viewport:
// setViewport() 会无条件读 config.viewport.animations[name],换掉整个对象会崩。
Object.assign(player.config.viewport, toViewportConfig(target));
player.setViewport(animation);
// 取景要随窗口实时变化,0.25 秒的过渡插值只会拖出残影:直接跳到位
player.viewportTransitionStart = performance.now() - 1e6;
this.appliedAspect = aspect;
} }
} }
+64
View File
@@ -0,0 +1,64 @@
// 立绘层的取景计算。纯函数:只做世界坐标矩形的算术,不碰 DOM,也不碰播放器实例。
//
// 矩形一律是 { x, y, width, height },世界单位,y 轴向上。
//
// 为什么需要这一层:
// 背景图走 CSS `background-size: cover`(铺满、按需裁切),
// 立绘层却由播放器按「含住作者视口」映射(contain)。两者只在作者调参的那个比例下一致,
// 比例一变,缩放倍率就分叉——竖屏下背景放大 1.78 倍,立绘层却纹丝不动,特效于是和背景插画脱节。
// 这里让立绘层的缩放跟着背景 cover 的缩放走,两者始终同倍率、同中心。
// 作者调参时的基准比例。在这个比例下取景与作者设定逐像素一致。
export const REFERENCE_ASPECT = 16 / 9;
// 播放器把 currentViewport(基矩形 + 四边内边距)解成最终可见矩形。
// 对应 spine-player.js 里 `viewport.x = currentViewport.x - padLeft` 那四行。
export function resolveViewport(viewport) {
return {
x: viewport.x - viewport.padLeft,
y: viewport.y - viewport.padBottom,
width: viewport.width + viewport.padLeft + viewport.padRight,
height: viewport.height + viewport.padBottom + viewport.padTop,
};
}
// 把矩形按 aspect 撑到刚好含住它,中心不变。这正是播放器在参考比例下的行为。
export function contain(rect, aspect) {
const width = Math.max(rect.width, rect.height * aspect);
const height = width / aspect;
const cx = rect.x + rect.width / 2;
const cy = rect.y + rect.height / 2;
return { x: cx - width / 2, y: cy - height / 2, width, height };
}
// 背景在某个画布比例下的 cover 缩放,以「受高度约束时的倍率」为 1 归一化。
// 背景比画布更宽时按高度铺满(倍率不变),画布更宽时按宽度铺满(倍率随 aspect 增长)。
export function coverScale(aspect, imageAspect) {
return Math.max(aspect / imageAspect, 1);
}
// 目标可见矩形:参考比例下正好等于作者视口,其余比例按背景 cover 缩放的反比收放。
// 效果等价于「立绘层相对背景插画永远 cover」。
export function frameForAspect(reference, aspect, imageAspect, referenceAspect = REFERENCE_ASPECT) {
const height =
(reference.height * coverScale(referenceAspect, imageAspect)) / coverScale(aspect, imageAspect);
const width = height * aspect;
const cx = reference.x + reference.width / 2;
const cy = reference.y + reference.height / 2;
return { x: cx - width / 2, y: cy - height / 2, width, height };
}
// 把目标可见矩形写成播放器 config.viewport 需要的字段:内边距归零,
// 这样 resolveViewport() 得到的就是它本身。
export function toViewportConfig(rect) {
return {
x: rect.x,
y: rect.y,
width: rect.width,
height: rect.height,
padLeft: 0,
padRight: 0,
padTop: 0,
padBottom: 0,
};
}
-974
View File
@@ -1,974 +0,0 @@
// wallpaper-engine.js
// Wallpaper Engine 网页壁纸 API 模拟器(浏览器调试环境)
// 完全兼容 Wallpaper Engine 网页壁纸 API 规范
//
// 使用方式:在 index.html 中以 <script type="module" src="scripts/wallpaper-engine.js"></script>
// 优先加载本脚本即可。若检测到真实的 Wallpaper Engine 环境则自动跳过。
/* ============================================================
* 工具
* ============================================================ */
const WEUtils = {
/** Wallpaper Engine 颜色值(归一化浮点 "r g b")→ HEX */
colorToHex(value) {
if (typeof value !== "string") return "#000000";
const parts = value.trim().split(/\s+/).map(Number);
if (parts.length < 3 || parts.some(isNaN)) return "#000000";
return (
"#" +
parts
.slice(0, 3)
.map((n) => {
const v = Math.max(0, Math.min(255, Math.round(n * 255)));
return v.toString(16).padStart(2, "0");
})
.join("")
);
},
/** HEX → Wallpaper Engine 颜色值 */
hexToColor(hex) {
if (typeof hex !== "string" || hex[0] !== "#" || hex.length < 7)
return "0 0 0";
const r = parseInt(hex.slice(1, 3), 16) / 255;
const g = parseInt(hex.slice(3, 5), 16) / 255;
const b = parseInt(hex.slice(5, 7), 16) / 255;
return `${r} ${g} ${b}`;
},
/** Wallpaper Engine 文件路径 → 可用 URL */
filePathToUrl(path) {
if (!path) return "";
if (path.startsWith("file:///")) return path;
if (path.startsWith("file://")) return "file:///" + path.slice(7);
return path;
},
/** 简单 debounce */
debounce(fn, wait = 150) {
let timer = null;
return function (...args) {
if (timer) clearTimeout(timer);
timer = setTimeout(() => fn.apply(this, args), wait);
};
},
};
/* ============================================================
* 条件表达式求值器
* 支持:value == x / value != x / && / || / ! / ()
* ============================================================ */
class ConditionEvaluator {
constructor(getPropertyValue) {
this.getPropertyValue = getPropertyValue;
this._cache = new Map();
}
/**
* @param {string} condition 例如 "show_author_info.value == true"
* @returns {boolean}
*/
evaluate(condition) {
if (!condition || typeof condition !== "string") return true;
try {
// 把 "xxx.value" 替换为对应的字面量
const expr = condition.replace(/([A-Za-z_$][\w$]*)\.value/g, (_, key) => {
const v = this.getPropertyValue(key);
if (typeof v === "string") return JSON.stringify(v);
if (v === undefined || v === null) return "undefined";
if (typeof v === "boolean" || typeof v === "number") return String(v);
return JSON.stringify(v);
});
// 使用 Function 仅在纯布尔表达式上求值
// 该表达式来源可信(project.json 由壁纸作者提供),且已做 key 白名单替换
const fn =
this._cache.get(expr) ||
new Function(`"use strict"; return Boolean(${expr});`);
this._cache.set(expr, fn);
return fn();
} catch (err) {
console.warn("[WallpaperEngine] 条件求值失败:", condition, err);
return true;
}
}
}
/* ============================================================
* 主模拟器
* ============================================================ */
class WallpaperEngineSimulator {
constructor() {
this.isInitialized = false;
this.isPanelVisible = false;
this.projectData = null;
/** @type {Record<string, {value:any}>} */
this.properties = {};
/** @type {Record<string, any>} 属性原始定义 */
this.propertyCache = {};
this.propertyListeners = [];
this.generalListeners = [];
this.audioListeners = [];
this.userDataPath = "";
// DOM 元素缓存
this.panelEl = null;
this.styleEl = null;
this.fieldEls = new Map();
// 鼠标状态
this._mouse = {
isOverPanel: false,
hideTimer: null,
EDGE_ZONE: 60,
HIDE_DELAY: 400,
};
this.conditionEvaluator = new ConditionEvaluator(
(key) => this.properties[key]?.value,
);
this.initialize();
}
/* --------------------------------------------------------
* 初始化
* -------------------------------------------------------- */
async initialize() {
try {
await this.loadProjectData();
this.initializeProperties();
this.initializeAPI();
this.setupMouseListeners();
this.isInitialized = true;
console.log(
"[WallpaperEngine] 模拟器已初始化,共",
Object.keys(this.properties).length,
"个属性",
);
} catch (err) {
console.error("[WallpaperEngine] 初始化失败:", err);
}
}
async loadProjectData() {
try {
const res = await fetch("./project.json", { cache: "no-cache" });
if (!res.ok) throw new Error(`HTTP ${res.status}`);
this.projectData = await res.json();
console.log("[WallpaperEngine] project.json 已加载");
} catch (err) {
console.warn(
"[WallpaperEngine] 无法加载 project.json,使用内置默认配置:",
err,
);
this.projectData = this.getFallbackProjectData();
}
}
getFallbackProjectData() {
return {
title: "壁纸设置",
general: { properties: {} },
};
}
initializeProperties() {
const props = this.projectData?.general?.properties;
if (!props) {
console.warn("[WallpaperEngine] project.json 缺少 general.properties");
return;
}
for (const [key, def] of Object.entries(props)) {
this.propertyCache[key] = def;
this.properties[key] = {
value:
def.value !== undefined ? def.value : this.getDefaultValue(def.type),
};
}
}
getDefaultValue(type) {
switch (type) {
case "bool":
return false;
case "combo":
return "";
case "slider":
return 0;
case "textinput":
return "";
case "color":
return "0 0 0";
case "text":
return "";
default:
return null;
}
}
/* --------------------------------------------------------
* 鼠标监听
* -------------------------------------------------------- */
setupMouseListeners() {
document.addEventListener("mousemove", (e) => {
const { EDGE_ZONE } = this._mouse;
const nearRightEdge = e.clientX >= window.innerWidth - EDGE_ZONE;
if (nearRightEdge && !this.isPanelVisible) {
this.showSettingsPanel();
} else if (
!nearRightEdge &&
!this._mouse.isOverPanel &&
this.isPanelVisible
) {
this._scheduleHide();
}
});
// 悬停在面板内部时取消隐藏
document.addEventListener("mouseover", (e) => {
const inside = this.panelEl && this.panelEl.contains(e.target);
if (inside !== this._mouse.isOverPanel) {
this._mouse.isOverPanel = inside;
if (inside) this._cancelHide();
}
});
// 鼠标离开窗口
document.addEventListener("mouseleave", () => {
this._mouse.isOverPanel = false;
this._scheduleHide(200);
});
// ESC 关闭
document.addEventListener("keydown", (e) => {
if (e.key === "Escape" && this.isPanelVisible) {
this.hideSettingsPanel();
}
});
}
_scheduleHide(delay = this._mouse.HIDE_DELAY) {
this._cancelHide();
this._mouse.hideTimer = setTimeout(() => {
if (!this._mouse.isOverPanel) this.hideSettingsPanel();
}, delay);
}
_cancelHide() {
if (this._mouse.hideTimer) {
clearTimeout(this._mouse.hideTimer);
this._mouse.hideTimer = null;
}
}
/* --------------------------------------------------------
* 面板显示 / 隐藏
* -------------------------------------------------------- */
showSettingsPanel() {
if (!this.projectData?.general?.properties) return;
// 单例:首次创建
if (!this.panelEl) {
this.createSettingsPanel();
}
if (!this.isPanelVisible) {
this.isPanelVisible = true;
// 强制重排以触发 transition
void this.panelEl.offsetWidth;
this.panelEl.classList.add("we-panel--visible");
}
}
hideSettingsPanel() {
if (!this.isPanelVisible || !this.panelEl) return;
this.isPanelVisible = false;
this.panelEl.classList.remove("we-panel--visible");
}
/* --------------------------------------------------------
* 面板构造
* -------------------------------------------------------- */
createSettingsPanel() {
if (this.styleEl) this.styleEl.remove();
this.styleEl = document.createElement("style");
this.styleEl.id = "wallpaper-settings-style";
this.styleEl.textContent = this.getPanelStyles();
document.head.appendChild(this.styleEl);
const panel = document.createElement("div");
panel.id = "wallpaper-settings-panel";
panel.className = "we-panel";
// 头部
const header = document.createElement("div");
header.className = "we-panel__header";
header.innerHTML = `
<span class="we-panel__title"></span>
<button class="we-panel__close" type="button" aria-label="关闭">×</button>
`;
header.querySelector(".we-panel__title").textContent =
this.projectData.title || "壁纸设置";
header.querySelector(".we-panel__close").addEventListener("click", () => {
this.hideSettingsPanel();
});
// 内容
const content = document.createElement("div");
content.className = "we-panel__content";
const sorted = this.getSortedProperties();
this.fieldEls.clear();
for (const { key, def } of sorted) {
const row = this.createFieldRow(key, def);
if (row) {
content.appendChild(row);
// 缓存可交互的控件
const ctrl = row.querySelector("[data-we-key]");
if (ctrl) this.fieldEls.set(key, ctrl);
}
}
panel.appendChild(header);
panel.appendChild(content);
document.body.appendChild(panel);
this.panelEl = panel;
// 首次渲染后套用条件显示
this.refreshConditionalVisibility();
}
/**
* 生成单个属性控件的外层容器
*/
createFieldRow(key, def) {
if (!def) return null;
const row = document.createElement("div");
row.className = "we-field";
row.id = `we-field-${key}`;
row.dataset.condition = def.condition || "";
const label = document.createElement("label");
label.className = "we-field__label";
// 支持 text 属性里的 <br/>
label.innerHTML = def.text || key;
switch (def.type) {
case "text":
return this.buildTextRow(row, key, def);
case "bool":
return this.buildBoolRow(row, key, def, label);
case "combo":
return this.buildComboRow(row, key, def, label);
case "slider":
return this.buildSliderRow(row, key, def, label);
case "textinput":
return this.buildTextInputRow(row, key, def, label);
case "color":
return this.buildColorRow(row, key, def, label);
default:
return this.buildTextRow(row, key, def);
}
}
buildTextRow(row, key, def) {
const text = document.createElement("div");
text.className = "we-field__text";
// Wallpaper Engine 支持在 text 属性内嵌 HTML
text.innerHTML = def.text || "";
row.appendChild(text);
return row;
}
buildBoolRow(row, key, def, label) {
label.htmlFor = key;
row.appendChild(label);
const wrap = document.createElement("label");
wrap.className = "we-switch";
wrap.innerHTML = `
<input type="checkbox" data-we-key="${key}" id="${key}">
<span class="we-switch__slider"></span>
`;
const input = wrap.querySelector("input");
input.checked = Boolean(this.properties[key]?.value);
input.addEventListener("change", () => {
this.updateProperty(key, input.checked);
});
row.appendChild(wrap);
return row;
}
buildComboRow(row, key, def, label) {
label.htmlFor = key;
row.appendChild(label);
const select = document.createElement("select");
select.className = "we-select";
select.id = key;
select.dataset.weKey = key;
const cur = this.properties[key]?.value;
for (const opt of def.options || []) {
const o = document.createElement("option");
o.value = opt.value;
o.textContent = opt.label ?? opt.value;
if (opt.value === cur) o.selected = true;
select.appendChild(o);
}
select.addEventListener("change", () => {
this.updateProperty(key, select.value);
});
row.appendChild(select);
return row;
}
buildSliderRow(row, key, def, label) {
label.htmlFor = key;
row.appendChild(label);
const min = def.min ?? 0;
const max = def.max ?? 1;
const step = def.step ?? 0.01;
const slider = document.createElement("input");
slider.type = "range";
slider.className = "we-slider";
slider.id = key;
slider.dataset.weKey = key;
slider.min = min;
slider.max = max;
slider.step = step;
slider.value = this.properties[key]?.value ?? min;
const valueLabel = document.createElement("div");
valueLabel.className = "we-slider__value";
valueLabel.textContent = this._formatSliderValue(slider.value, min, max);
// 实时更新显示 + 触发属性更新(debounce 写入属性,避免频繁触发监听器)
const pushValue = WEUtils.debounce(() => {
this.updateProperty(key, parseFloat(slider.value));
}, 60);
slider.addEventListener("input", () => {
valueLabel.textContent = this._formatSliderValue(slider.value, min, max);
pushValue();
});
// 松开后强制刷新一次
slider.addEventListener("change", () => {
this.updateProperty(key, parseFloat(slider.value));
});
row.appendChild(slider);
row.appendChild(valueLabel);
return row;
}
_formatSliderValue(v, min, max) {
const n = parseFloat(v);
if (max - min === 1 && min === 0) {
return `${Math.round(n * 100)}%`;
}
return `${n}`;
}
buildTextInputRow(row, key, def, label) {
label.htmlFor = key;
row.appendChild(label);
const input = document.createElement("input");
input.type = "text";
input.className = "we-input";
input.id = key;
input.dataset.weKey = key;
input.value = this.properties[key]?.value ?? "";
input.placeholder = def.placeholder || "";
const pushValue = WEUtils.debounce(() => {
this.updateProperty(key, input.value);
}, 300);
input.addEventListener("input", pushValue);
input.addEventListener("change", () => {
this.updateProperty(key, input.value);
});
row.appendChild(input);
return row;
}
buildColorRow(row, key, def, label) {
label.htmlFor = key;
row.appendChild(label);
const input = document.createElement("input");
input.type = "color";
input.className = "we-color";
input.id = key;
input.dataset.weKey = key;
input.value = WEUtils.colorToHex(this.properties[key]?.value || "0 0 0");
input.addEventListener("input", () => {
this.updateProperty(key, WEUtils.hexToColor(input.value));
});
row.appendChild(input);
return row;
}
/* --------------------------------------------------------
* 属性排序 / 条件刷新
* -------------------------------------------------------- */
getSortedProperties() {
return Object.keys(this.propertyCache)
.map((key) => ({
key,
def: this.propertyCache[key],
order: this.propertyCache[key]?.order ?? 0,
}))
.sort((a, b) => a.order - b.order);
}
refreshConditionalVisibility() {
for (const [key, def] of Object.entries(this.propertyCache)) {
const row = document.getElementById(`we-field-${key}`);
if (!row || !def.condition) continue;
const visible = this.conditionEvaluator.evaluate(def.condition);
row.classList.toggle("we-field--hidden", !visible);
}
}
/* --------------------------------------------------------
* 属性更新 / 通知
* -------------------------------------------------------- */
updateProperty(name, value) {
if (!this.properties[name]) return;
if (this.properties[name].value === value) return;
this.properties[name].value = value;
// 更新主题色
if (name === "schemecolor" && this.styleEl) {
const hex = WEUtils.colorToHex(value);
document.documentElement.style.setProperty("--we-theme-color", hex);
}
// 刷新条件显示
this.refreshConditionalVisibility();
// 通知监听器
this.notifyPropertyListeners(name, value);
}
notifyPropertyListeners(name, value) {
const payload = { [name]: { value } };
for (const listener of this.propertyListeners) {
try {
listener.applyUserProperties?.(payload);
} catch (err) {
console.error("[WallpaperEngine] applyUserProperties 抛错:", err);
}
}
}
/* --------------------------------------------------------
* 样式
* -------------------------------------------------------- */
getPanelStyles() {
const themeHex = WEUtils.colorToHex(
this.properties.schemecolor?.value || "0.388 0.149 0.62",
);
return `
:root { --we-theme-color: ${themeHex}; }
#wallpaper-settings-panel.we-panel {
position: fixed;
top: 0;
right: 0;
width: 320px;
height: 100vh;
transform: translateX(100%);
transition: transform 0.28s cubic-bezier(0.4, 0, 0.2, 1);
background: rgba(22, 22, 30, 0.92);
backdrop-filter: blur(14px) saturate(140%);
-webkit-backdrop-filter: blur(14px) saturate(140%);
border-left: 1px solid rgba(255, 255, 255, 0.08);
box-shadow: -8px 0 32px rgba(0, 0, 0, 0.45);
color: #f0f0f5;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", "PingFang SC", "Microsoft YaHei", sans-serif;
font-size: 14px;
z-index: 999999;
overflow-y: auto;
overflow-x: hidden;
will-change: transform;
}
#wallpaper-settings-panel.we-panel--visible {
transform: translateX(0);
}
/* 头部 */
.we-panel__header {
position: sticky;
top: 0;
display: flex;
align-items: center;
justify-content: space-between;
padding: 16px 20px;
background: rgba(0, 0, 0, 0.25);
border-bottom: 1px solid rgba(255, 255, 255, 0.06);
backdrop-filter: blur(10px);
z-index: 2;
}
.we-panel__title {
font-size: 15px;
font-weight: 600;
letter-spacing: 0.3px;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.we-panel__close {
width: 28px; height: 28px;
border: none;
background: transparent;
color: #f0f0f5;
font-size: 22px;
line-height: 1;
border-radius: 50%;
cursor: pointer;
transition: background 0.15s, transform 0.15s;
}
.we-panel__close:hover { background: rgba(255,255,255,0.1); transform: rotate(90deg); }
/* 内容区 */
.we-panel__content { padding: 16px 20px 40px; }
/* 每个属性块 */
.we-field { margin-bottom: 18px; }
.we-field--hidden { display: none !important; }
.we-field__label {
display: block;
margin-bottom: 8px;
font-size: 13px;
font-weight: 500;
color: #e6e6ee;
line-height: 1.4;
}
.we-field__text {
font-size: 12px;
color: #9a9aa8;
line-height: 1.55;
}
.we-field__text a {
color: var(--we-theme-color);
text-decoration: none;
transition: opacity 0.15s;
}
.we-field__text a:hover { opacity: 0.8; text-decoration: underline; }
.we-field__text small { font-size: 12px; }
.we-field__text ul,
.we-field__text ol { margin: 4px 0; padding-left: 20px; }
.we-field__text li { margin: 3px 0; }
.we-field__text p { margin: 4px 0; }
.we-field__text code {
background: rgba(255,255,255,0.08);
padding: 1px 5px;
border-radius: 3px;
font-size: 11px;
}
/* 开关 */
.we-switch {
position: relative;
display: inline-block;
width: 44px; height: 24px;
cursor: pointer;
vertical-align: middle;
float: right;
margin-top: -30px;
}
.we-switch input { opacity: 0; width: 0; height: 0; }
.we-switch__slider {
position: absolute;
inset: 0;
background: rgba(255,255,255,0.16);
border-radius: 24px;
transition: background 0.25s;
}
.we-switch__slider::before {
content: "";
position: absolute;
left: 3px; top: 3px;
width: 18px; height: 18px;
background: #fff;
border-radius: 50%;
transition: transform 0.25s;
box-shadow: 0 1px 3px rgba(0,0,0,0.35);
}
.we-switch input:checked + .we-switch__slider {
background: var(--we-theme-color);
}
.we-switch input:checked + .we-switch__slider::before {
transform: translateX(20px);
}
/* 下拉框 / 输入框 */
.we-select, .we-input {
width: 100%;
box-sizing: border-box;
padding: 9px 11px;
background: rgba(255,255,255,0.06);
border: 1px solid rgba(255,255,255,0.12);
border-radius: 6px;
color: #f0f0f5;
font-size: 13px;
font-family: inherit;
outline: none;
transition: border-color 0.15s, background 0.15s;
}
.we-select:hover, .we-input:hover { background: rgba(255,255,255,0.09); }
.we-select:focus, .we-input:focus {
border-color: var(--we-theme-color);
background: rgba(255,255,255,0.1);
}
.we-select option { background: #1b1b25; color: #f0f0f5; }
/* 滑块 */
.we-slider {
width: 100%;
margin: 6px 0 2px;
-webkit-appearance: none;
appearance: none;
height: 4px;
border-radius: 2px;
background: rgba(255,255,255,0.14);
outline: none;
cursor: pointer;
}
.we-slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 16px; height: 16px;
border-radius: 50%;
background: var(--we-theme-color);
border: 2px solid #fff;
box-shadow: 0 1px 4px rgba(0,0,0,0.4);
cursor: grab;
transition: transform 0.12s;
}
.we-slider::-webkit-slider-thumb:hover { transform: scale(1.15); }
.we-slider::-webkit-slider-thumb:active { cursor: grabbing; }
.we-slider::-moz-range-thumb {
width: 14px; height: 14px;
border-radius: 50%;
background: var(--we-theme-color);
border: 2px solid #fff;
box-shadow: 0 1px 4px rgba(0,0,0,0.4);
cursor: grab;
}
.we-slider__value {
text-align: right;
font-size: 12px;
color: #9a9aa8;
font-variant-numeric: tabular-nums;
}
/* 颜色选择器 */
.we-color {
width: 100%;
height: 36px;
padding: 0;
border: 1px solid rgba(255,255,255,0.12);
border-radius: 6px;
background: transparent;
cursor: pointer;
-webkit-appearance: none;
appearance: none;
}
.we-color::-webkit-color-swatch-wrapper { padding: 2px; }
.we-color::-webkit-color-swatch { border: none; border-radius: 4px; }
/* 滚动条 */
.we-panel::-webkit-scrollbar { width: 6px; }
.we-panel::-webkit-scrollbar-track { background: transparent; }
.we-panel::-webkit-scrollbar-thumb {
background: rgba(255,255,255,0.18);
border-radius: 3px;
}
.we-panel::-webkit-scrollbar-thumb:hover {
background: var(--we-theme-color);
}
`;
}
/* --------------------------------------------------------
* Wallpaper Engine 全局 API 注入
* -------------------------------------------------------- */
initializeAPI() {
// ---------- wallpaperPropertyListener ----------
if (!window.wallpaperPropertyListener) {
window.wallpaperPropertyListener = {
applyGeneralProperties: (properties) => {
this._emit("applyGeneralProperties", properties);
},
applyUserProperties: (properties) => {
this._emit("applyUserProperties", properties);
},
};
}
// ---------- wallpaperRegisterListener ----------
if (!window.wallpaperRegisterListener) {
window.wallpaperRegisterListener = (listener) => {
if (!listener || typeof listener !== "object") return;
if (typeof listener.applyGeneralProperties === "function") {
this.generalListeners.push(listener);
}
if (typeof listener.applyUserProperties === "function") {
this.propertyListeners.push(listener);
}
if (typeof listener.applyAudioProperties === "function") {
this.audioListeners.push(listener);
}
};
}
// ---------- 其它 API 占位 ----------
if (!window.wallpaperGetUserDataPath) {
window.wallpaperGetUserDataPath = () => this.userDataPath;
}
if (!window.wallpaperRequestFile) {
// Wallpaper Engine 原生:请求文件(steam 云 / 用户数据)
// 浏览器无法访问,仅返回 null 占位
window.wallpaperRequestFile = () => {
console.warn(
"[WallpaperEngine] wallpaperRequestFile 在浏览器环境中不可用",
);
return null;
};
}
if (!window.wallpaperRegisterAudioListener) {
window.wallpaperRegisterAudioListener = (cb) => {
if (typeof cb === "function")
this.audioListeners.push({ applyAudioProperties: cb });
};
}
if (!window.wallpaperGetWallpaperAuthor) {
window.wallpaperGetWallpaperAuthor = () =>
this.projectData?.general?.properties?.author?.value || "";
}
if (!window.wallpaperEngine) {
window.wallpaperEngine = {
setProperty: (name, value) => this.updateProperty(name, value),
getProperty: (name) => this.properties[name]?.value,
getUserDataPath: () => this.userDataPath,
getProjectData: () => this.projectData,
};
}
}
_emit(method, payload) {
const lists =
method === "applyGeneralProperties"
? this.generalListeners
: this.propertyListeners;
for (const listener of lists) {
try {
listener[method]?.(payload);
} catch (err) {
console.error(`[WallpaperEngine] ${method} 抛错:`, err);
}
}
}
/* --------------------------------------------------------
* 模拟初始属性推送(浏览器调试用)
* Wallpaper Engine 在壁纸加载完成后,会先调用 applyGeneralProperties,
* 再逐条调用 applyUserProperties。
* -------------------------------------------------------- */
simulateWallpaperEngine() {
const run = () => {
// 等待 index.js 中的 wallpaperRegisterListener 注册完成
setTimeout(() => {
// 1. 通用属性
this._emit("applyGeneralProperties", { fps: 60 });
// 2. 逐条推送用户属性(模拟 Wallpaper Engine 行为)
for (const [key, prop] of Object.entries(this.properties)) {
this._emit("applyUserProperties", { [key]: { value: prop.value } });
}
console.log("[WallpaperEngine] 已推送初始属性到监听器");
}, 100);
};
if (document.readyState === "complete") run();
else window.addEventListener("load", run, { once: true });
}
}
/* ============================================================
* 环境检测 & 启动
* ============================================================ */
function isWallpaperEngineEnvironment() {
return (
typeof window.wallpaperRegisterListener === "function" &&
typeof window.wallpaperPropertyListener === "object" &&
window.wallpaperPropertyListener !== null
);
}
function bootstrap() {
if (isWallpaperEngineEnvironment()) {
console.log(
"[WallpaperEngine] 检测到原生 Wallpaper Engine 环境,跳过模拟器",
);
return;
}
const simulator = new WallpaperEngineSimulator();
const check = setInterval(() => {
if (simulator.isInitialized) {
clearInterval(check);
simulator.simulateWallpaperEngine();
}
}, 50);
// 兜底:5 秒后仍未初始化则强制停止轮询
setTimeout(() => clearInterval(check), 5000);
// 便于调试
window.__WE_SIMULATOR__ = simulator;
}
if (document.readyState === "loading") {
document.addEventListener("DOMContentLoaded", bootstrap, { once: true });
} else {
bootstrap();
}
export default {
isWallpaperEngineEnvironment,
WallpaperEngineSimulator,
WEUtils,
};
@@ -0,0 +1,36 @@
# 立绘层取景跟随背景图的 cover 缩放
立绘层(spine 特效层)的可见世界矩形不再按"含住作者视口"(contain)映射,
而是让它与背景图 `background-size: cover` 的缩放**同步**:背景放大多少倍,立绘层就放大多少倍。
## 问题
背景走 CSS `cover`(铺满、按需裁切),立绘层走播放器自带的 contain 映射。
两者只在作者调参的那个比例下一致,比例一变缩放就分叉。以 1080×1920 竖屏为例,
背景被放大约 1.78 倍,立绘层的世界高度却纹丝不动——特效与背景插画脱节。
需要说明的是:contain 本身**不会**裁掉作者视口。可见矩形是宽高比等于画布、
且恰好含住作者视口的最小矩形,所以作者视口在任何比例下都完整可见。
"负内边距在其它比例下会裁掉主体"这个最初的判断经实测证伪。
## 决定
- 参考比例取 `16/9`。该比例下取景与作者设定**逐像素一致**,保证已发布的观感不被改动。
- 其它比例:`V.h = V0.h × coverScale(参考比例) / coverScale(当前比例)`,中心不变,
其中 `V0` 是作者视口换算到参考比例后的可见矩形。等价于"立绘层相对背景插画永远 cover"。
- 应用方式是原地改写 `config.viewport` 字段后调 `player.setViewport(动画名)`,
绝不整体替换该对象:`setViewport()` 会无条件读 `config.viewport.animations[name]`,
换掉整个对象会在 `spine-player.js` 第 14973 行崩溃。
- 维护时机挂在 `config.frame` 回调(每帧相机计算之前),以画布比例作键。
`config.success` 不可用:它在 `setViewport` 之前触发,那时 `currentViewport` 还不存在。
- 预设可声明 `framing: "author"` 退回 contain 行为。
## 代价
21:9 与 9:16 下立绘层的可见范围会明显收窄(竖屏约收窄到 1/4 宽度),
因为要让特效跟着被放大 1.78 倍的背景走。这是刻意的:不这样做,特效就会与背景插画对不上。
16:9 不受影响。若某档壁纸不适合这个策略,用 `framing: "author"` 单独退回。
## 背景图比例从哪来
运行时读图片的 `naturalWidth / naturalHeight`,不在预设里重复写一个容易写错的数字。
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// 把差分掩码(立绘层 = 正常帧 − 藏 canvas 参考帧)压成 ASCII,
// 这样在没有图像输入能力的情况下也能"看"清构图。
// 用法:
// node tools/ascii.mjs <normal.png> <ref.png> [cols] 差分两幅,打印强度图 + 实体占比图
// node tools/ascii.mjs <image.png> [cols] 单幅,打印亮度图
// 行数按 2.2:1 的字符高宽比自动换算,保证画面不被压扁。
import { spawn } from "node:child_process";
const flags = process.argv.slice(2).filter((a) => a.startsWith("--"));
const [fileA, fileB, colsArg] = process.argv.slice(2).filter((a) => !a.startsWith("--"));
const solidOnly = flags.includes("--solid");
if (!fileA) {
console.error("usage: node tools/ascii.mjs <image.png> [ref.png] [cols]");
process.exit(2);
}
function probe(file) {
return new Promise((resolve) => {
const p = spawn("ffprobe", ["-v", "error", "-select_streams", "v:0", "-show_entries", "stream=width,height", "-of", "csv=p=0", file]);
let out = "";
p.stdout.on("data", (d) => (out += d));
p.on("close", () => {
const [w, h] = out.trim().split(",").map(Number);
resolve({ w, h });
});
});
}
function gray(file) {
return new Promise((resolve, reject) => {
const p = spawn("ffmpeg", ["-v", "error", "-i", file, "-f", "rawvideo", "-pix_fmt", "gray", "-"], { stdio: ["ignore", "pipe", "pipe"] });
const chunks = [];
let err = "";
p.stdout.on("data", (d) => chunks.push(d));
p.stderr.on("data", (d) => (err += d));
p.on("close", (code) => (code === 0 ? resolve(Buffer.concat(chunks)) : reject(new Error(err || `exit ${code}`))));
});
}
const RAMP = " .:-=+*#%@";
const { w: W, h: H } = await probe(fileA);
const bufA = await gray(fileA);
if (bufA.length < W * H) {
console.error(`像素不足:${bufA.length} < ${W * H}`);
process.exit(1);
}
// 终端字符高约为宽的 2.2 倍,据此把列数换算成行数,保持画面比例
const cols = Math.max(20, Math.min(Number(colsArg) || 110, Math.floor((46 * 2.2 * W) / H)));
const rows = Math.max(6, Math.round((cols * H) / W / 2.2));
const cw = W / cols;
const chh = H / rows;
function grid(fn) {
const out = [];
for (let r = 0; r < rows; r++) {
let line = "";
for (let c = 0; c < cols; c++) {
const x0 = Math.floor(c * cw);
const x1 = Math.min(W, Math.ceil((c + 1) * cw));
const y0 = Math.floor(r * chh);
const y1 = Math.min(H, Math.ceil((r + 1) * chh));
line += RAMP[Math.max(0, Math.min(9, fn(x0, x1, y0, y1)))];
}
out.push(line);
}
return out;
}
function print(title, lines) {
console.log(title);
for (const l of lines) console.log("|" + l + "|");
console.log("");
}
console.log(`画布 ${W}x${H} → ${cols}列 x ${rows}行,单元 ${cw.toFixed(1)}x${chh.toFixed(1)}px;ramp "${RAMP}"`);
if (!fileB) {
print(`亮度图 ${fileA}`, grid((x0, x1, y0, y1) => {
let s = 0;
let n = 0;
for (let y = y0; y < y1; y++) for (let x = x0; x < x1; x++) { s += bufA[y * W + x]; n++; }
return Math.round((s / n / 255) * 9);
}));
} else {
const bufB = await gray(fileB);
if (bufB.length < W * H) {
console.error(`参考帧像素不足:${bufB.length} < ${W * H}`);
process.exit(1);
}
const d = new Uint8Array(W * H);
for (let i = 0; i < W * H; i++) d[i] = Math.abs(bufA[i] - bufB[i]);
if (!solidOnly)
print(`立绘层 · 平均强度 (${fileA} − ${fileB})`, grid((x0, x1, y0, y1) => {
let s = 0;
let n = 0;
for (let y = y0; y < y1; y++) for (let x = x0; x < x1; x++) { s += d[y * W + x]; n++; }
return Math.round((s / n / 255) * 9);
}));
print(`立绘层 · 实体占比 (>96)`, grid((x0, x1, y0, y1) => {
let k = 0;
let n = 0;
for (let y = y0; y < y1; y++) for (let x = x0; x < x1; x++) { if (d[y * W + x] > 96) k++; n++; }
return Math.round((k / n) * 9);
}));
}
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// 量出一个预设在某分辨率下的取景几何,用来决定"该给什么视口"。
// 输出:作者声明的取景矩形、播放器扫描出的骨架边界、当前相机实际可见的世界矩形。
// 用法:node tools/frame.mjs <port> <presetId> <W> <H>
import { withPage, sleep } from "./cdp.mjs";
const [port, preset, w, h] = process.argv.slice(2);
if (!port || !preset || !w || !h) {
console.error("usage: node tools/frame.mjs <port> <presetId> <W> <H>");
process.exit(2);
}
const EXPR = `(function () {
var p = window.__player;
if (!p || !p.skeleton) return { error: "player/skeleton 未就绪" };
var cv = p.currentViewport;
var cam = p.sceneRenderer.camera;
var cw = p.canvas.width, ch = p.canvas.height;
// 用播放器自己的投影取真实可见世界矩形,不靠对 zoom 语义的猜测
var tl = cam.screenToWorld(new spine.Vector3(0, 0, 0), cw, ch);
var br = cam.screenToWorld(new spine.Vector3(cw, ch, 0), cw, ch);
var offset = new spine.Vector2(), size = new spine.Vector2();
p.skeleton.getBounds(offset, size, new Array(2));
var vis = { x: tl.x, y: br.y, w: br.x - tl.x, h: tl.y - br.y };
return {
canvas: { w: cw, h: ch, aspect: +(cw / ch).toFixed(4) },
base: { x: +cv.x.toFixed(2), y: +cv.y.toFixed(2), w: +cv.width.toFixed(2), h: +cv.height.toFixed(2) },
pads: { l: +cv.padLeft.toFixed(2), r: +cv.padRight.toFixed(2), b: +cv.padBottom.toFixed(2), t: +cv.padTop.toFixed(2) },
resolved: { x: +(cv.x - cv.padLeft).toFixed(2), y: +(cv.y - cv.padBottom).toFixed(2), w: +(cv.width + cv.padLeft + cv.padRight).toFixed(2), h: +(cv.height + cv.padBottom + cv.padTop).toFixed(2) },
visible: { x: +vis.x.toFixed(2), y: +vis.y.toFixed(2), w: +vis.w.toFixed(2), h: +vis.h.toFixed(2), aspect: +(vis.w / vis.h).toFixed(4) },
skeletonBounds: { x: +offset.x.toFixed(2), y: +offset.y.toFixed(2), w: +size.x.toFixed(2), h: +size.y.toFixed(2) },
skeletonInView: {
coversView: (offset.x <= vis.x && offset.y <= vis.y && offset.x + size.x >= vis.x + vis.w && offset.y + size.y >= vis.y + vis.h),
overflowLeft: +(vis.x - offset.x).toFixed(2),
overflowRight: +((offset.x + size.x) - (vis.x + vis.w)).toFixed(2),
overflowTop: +((offset.y + size.y) - (vis.y + vis.h)).toFixed(2),
overflowBottom: +(vis.y - offset.y).toFixed(2),
},
};
})()`;
const result = await withPage({ width: Number(w), height: Number(h), profile: "tools/.cache/edge-frame" }, async ({ send, evaluate }) => {
const url = `http://127.0.0.1:${port}/index.html?__props=${encodeURIComponent(JSON.stringify({ preset }))}&__freeze=1`;
await send("Page.navigate", { url });
for (let i = 0; i < 200; i++) {
if (await evaluate("!!(window.__player && window.__player.skeleton)")) break;
await sleep(150);
}
await sleep(400);
return evaluate(EXPR);
});
console.log(`${preset} @ ${w}x${h}`);
console.log(JSON.stringify(result, null, 2));
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// 量出「立绘在屏幕上的实际足迹」:正常帧与藏 canvas 参考帧的差值掩码。
// 不依赖对视口/相机数学的任何建模——直接测渲染结果。
// 输出:足迹包围盒、四条边是否被画布切掉、覆盖面积占比、足迹底边距画布底部的距离。
// 用法:node tools/subject.mjs <normal.png> <ref.png> [threshold] [edgeBand]
import { spawn } from "node:child_process";
const [normal, ref, threshold = "8", edgeBand = "2"] = process.argv.slice(2);
if (!normal || !ref) {
console.error("usage: node tools/subject.mjs <normal.png> <ref.png> [threshold] [edgeBand]");
process.exit(2);
}
const T = Number(threshold);
const BAND = Number(edgeBand);
function probe(file) {
return new Promise((resolve) => {
const p = spawn("ffprobe", ["-v", "error", "-select_streams", "v:0", "-show_entries", "stream=width,height", "-of", "csv=p=0", file]);
let out = "";
p.stdout.on("data", (d) => (out += d));
p.on("close", () => {
const [w, h] = out.trim().split(",").map(Number);
resolve({ w, h });
});
});
}
const { w: W, h: H } = await probe(normal);
const buf = await new Promise((resolve, reject) => {
const p = spawn("ffmpeg", ["-v", "error", "-i", normal, "-i", ref, "-lavfi", "blend=all_mode=difference,format=gray", "-f", "rawvideo", "-pix_fmt", "gray", "-"], {
stdio: ["ignore", "pipe", "pipe"],
});
const chunks = [];
let err = "";
p.stdout.on("data", (d) => chunks.push(d));
p.stderr.on("data", (d) => (err += d));
p.on("close", (code) => (code === 0 ? resolve(Buffer.concat(chunks)) : reject(new Error(err || `exit ${code}`))));
});
if (buf.length < W * H) {
console.error(`差分流只返回 ${buf.length} 字节,期望 ${W * H}`);
process.exit(1);
}
let minX = W, maxX = -1, minY = H, maxY = -1, count = 0;
const edge = { left: 0, right: 0, top: 0, bottom: 0 };
for (let y = 0; y < H; y++) {
for (let x = 0; x < W; x++) {
if (buf[y * W + x] <= T) continue;
count++;
if (x < minX) minX = x;
if (x > maxX) maxX = x;
if (y < minY) minY = y;
if (y > maxY) maxY = y;
if (x < BAND) edge.left++;
if (x >= W - BAND) edge.right++;
if (y < BAND) edge.top++;
if (y >= H - BAND) edge.bottom++;
}
}
if (!count) {
console.log(`${normal} 没有超过阈值 ${T} 的像素——立绘层是空的?`);
process.exit(1);
}
const pct = (n) => ((n / (W * H)) * 100).toFixed(3) + "%";
console.log(`${normal} (${W}x${H}, 阈值 ${T})`);
console.log(` 足迹包围盒 x:[${minX}, ${maxX}] y:[${minY}, ${maxY}] 尺寸 ${maxX - minX + 1}x${maxY - minY + 1}`);
console.log(` 覆盖面积 ${count} 像素 (${pct(count)})`);
console.log(` 底部余量 画布底 ${H} - 足迹底 ${maxY} = ${H - 1 - maxY} px`);
console.log(` 顶部余量 ${minY} px`);
console.log(` 左右余量 左 ${minX} px / 右 ${W - 1 - maxX} px`);
console.log(
` 贴边情况 ${[
edge.left ? `左 ${edge.left}` : "左 -",
edge.right ? `右 ${edge.right}` : "右 -",
edge.top ? `上 ${edge.top}` : "上 -",
edge.bottom ? `下 ${edge.bottom}` : "下 -",
].join(" ")} (${BAND}px 带内)`,
);
const cut = edge.left || edge.right || edge.top || edge.bottom;
console.log(` 判定 ${cut ? "被画布边缘切到" : "四边都未触边"}`);
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