import * as Cesium from 'cesium'; import { getOverlayPaintRect } from '../overlays/worldOverlay.js'; import { getActiveTrackedReadoutId, TRACKED_OVERLAY_SOURCE_ID, } from '../data/trackedReadout.js'; /** * Screen-space annotation renderer (Direction B — the "whiteboard" aesthetic). * * Same world-anchored data model as the world-space renderer, but drawn as an * SVG overlay that is RE-PROJECTED every frame from the world coordinates via * `SceneTransforms.worldToWindowCoordinates`. That gives the best of both: * * - World-anchored, so marks PERSIST and track as the camera moves/orbits * (unlike a frame-bound pixel overlay that has to clear on camera motion). * - SVG-rendered, so we get the hand-drawn explainer look — sketchy strokes, * pulsing rings, draw-on outlines, arrows, and glassy callout cards with * leader lines — that native Cesium primitives can't express as nicely. * * Marks behind the globe horizon are culled with an EllipsoidalOccluder, and * anything that projects off-screen / behind the camera is hidden. * * Screen-renderer contract (update is used by the hybrid outline-upgrade path): * add(anno) / update(anno) / remove(anno) / sync(map) / destroy() */ const SVGNS = 'http://www.w3.org/2000/svg'; const PALETTE = { primary: '#8be9ff', amber: '#ffb547', cyan: '#39d0ff', green: '#5dff9f', red: '#ff6b6b', }; // Altitude-scaled marker geometry. Zoomed in (≤ NEAR_H) reticles are full-size; pulling // back shrinks them toward small recon dots (MIN floor) so many world-anchored marks no // longer collapse into an overlapping blob when their anchors project close together. const MARK_SCALE_NEAR_H = 800; // m: at/below this, full-size reticles const MARK_SCALE_FAR_H = 6000; // m: at/above this, minimum size const MARK_SCALE_MIN = 0.32; // floor so dots never vanish const RING_OUTER_R = 34; const RING_INNER_R = 18; const DOT_R = 5; const LABEL_DOT_R = 4; function markScale(h) { if (!(h > MARK_SCALE_NEAR_H)) return 1; if (h >= MARK_SCALE_FAR_H) return MARK_SCALE_MIN; const t = (h - MARK_SCALE_NEAR_H) / (MARK_SCALE_FAR_H - MARK_SCALE_NEAR_H); return 1 - t * (1 - MARK_SCALE_MIN); } export function createScreenAnnotationRenderer( viewer, { overlayPaintRect = getOverlayPaintRect, activeTrackedReadoutId = getActiveTrackedReadoutId, } = {}, ) { injectStyles(); const { layer, svg, defs } = buildOverlay(); document.body.appendChild(layer); const scene = viewer.scene; const occluder = new Cesium.EllipsoidalOccluder( Cesium.Ellipsoid.WGS84, scene.camera.positionWC, ); const records = new Map(); // anno.id -> { anno, group, parts } const scratch = new Cesium.Cartesian2(); const scratchDir = new Cesium.Cartesian3(); // Per-point ground height cache. Marks must sit on the real surface, not at // sea level — otherwise in elevated cities (Austin ~150 m) they project // underground and parallax sinks them at oblique angles. Sampled once the // tiles under the point load, then settled (stable, no per-frame jitter). const heightCache = new Map(); const HEIGHT_CACHE_SOFT = 600; // target size; over this we evict keys not used this frame const HEIGHT_CACHE_HARD = 8000; // absolute ceiling (one big ring + others) — never exceeded let projGen = 0; // bumped each projection frame; entries used this frame are "hot" function trimHeightCache() { if (heightCache.size <= HEIGHT_CACHE_SOFT) return; // Evict COLD keys first (not touched this frame), so a single large area/route // — the screen renderer can project a ring up to ~4000 points — cannot churn its // OWN active heights out of cache and force a clampToHeight every frame. for (const [k, v] of heightCache) { if (heightCache.size <= HEIGHT_CACHE_SOFT) break; if (v.gen !== projGen) heightCache.delete(k); } // Backstop if a single frame legitimately needs more than the soft cap. while (heightCache.size > HEIGHT_CACHE_HARD) { const oldest = heightCache.keys().next().value; if (oldest === undefined) break; heightCache.delete(oldest); } } // Re-project every annotation each rendered frame so marks stay glued to the // world. postRender runs after the camera/tiles update, so positions are exact. const onPostRender = () => projectAll(); scene.postRender.addEventListener(onPostRender); function color(anno) { return PALETTE[anno.color] || PALETTE.primary; } // Best-effort surface height under a coordinate (clamps onto the 3D tiles). // Returns 0 until the tile loads, then caches the validated height. function groundHeight(lon, lat) { const key = `${lon.toFixed(5)},${lat.toFixed(5)}`; const cached = heightCache.get(key); if (cached && cached.settled) { // Mark hot for this frame + bump to most-recently-used so heights for live // marks survive eviction while places we've navigated away from age out. cached.gen = projGen; heightCache.delete(key); heightCache.set(key, cached); return cached.h; } try { if ( scene.clampToHeightSupported && typeof scene.clampToHeight === 'function' ) { const c = scene.clampToHeight( Cesium.Cartesian3.fromDegrees(lon, lat, 0), ); if (c) { const h = Cesium.Cartographic.fromCartesian(c).height; if (Number.isFinite(h) && h > -430 && h < 9000) { heightCache.set(key, { h, settled: true, gen: projGen }); trimHeightCache(); return h; } } } } catch { /* tiles not ready */ } const fallback = cached ? cached.h : 0; heightCache.set(key, { h: fallback, settled: false, gen: projGen }); trimHeightCache(); return fallback; } function add(anno) { const c = color(anno); const group = svgEl('g', { class: 'gev-anno', opacity: '0' }); const parts = {}; if (anno.type === 'area' && anno.ring && anno.ring.length >= 3) { // Synthesized (buffered/approximate) areas render DASHED + fainter, with no // "draw-on" gesture, so they never masquerade as an authoritative boundary. parts.poly = svgEl('polygon', { class: anno.synthesized ? 'gev-anno-area' : 'gev-anno-area gev-draw', fill: c, stroke: c, 'fill-opacity': anno.synthesized ? '0.08' : '0.14', 'stroke-width': '2.5', ...(anno.synthesized ? { 'stroke-dasharray': '9 7' } : {}), filter: 'url(#gev-sketch)', }); group.appendChild(parts.poly); parts.label = makeCallout(anno.label, c); if (parts.label) group.appendChild(parts.label.node); } else if (anno.type === 'arrow' && anno.to) { parts.path = svgEl('path', { class: 'gev-anno-arrow gev-draw', fill: 'none', stroke: c, 'stroke-width': '3', 'marker-end': `url(#gev-arrow-${anno.color || 'primary'})`, filter: 'url(#gev-sketch)', }); ensureArrowMarker(defs, anno.color || 'primary', c); group.appendChild(parts.path); parts.label = makeCallout(anno.label, c); if (parts.label) group.appendChild(parts.label.node); } else if ( anno.type === 'route' && Array.isArray(anno.path) && anno.path.length >= 2 ) { // Multi-waypoint path: a drawn-on polyline with a dot at each waypoint. parts.poly = svgEl('polyline', { class: 'gev-anno-arrow gev-draw', fill: 'none', stroke: c, 'stroke-width': '3', 'marker-end': `url(#gev-arrow-${anno.color || 'primary'})`, filter: 'url(#gev-sketch)', }); ensureArrowMarker(defs, anno.color || 'primary', c); group.appendChild(parts.poly); parts.dots = anno.path.map(() => { const dot = svgEl('circle', { class: 'gev-anno-dot', fill: c, stroke: '#06121c', 'stroke-width': '2', r: '4', }); group.appendChild(dot); return dot; }); parts.label = makeCallout(anno.label, c); if (parts.label) group.appendChild(parts.label.node); } else { // pin / highlight / label — pulsing target rings + a marker dot + callout if (anno.type !== 'label') { parts.ringOuter = svgEl('circle', { class: 'gev-anno-ring gev-pulse', fill: 'none', stroke: c, 'stroke-width': '2', r: '34', }); parts.ringInner = svgEl('circle', { class: 'gev-anno-ring', fill: c, 'fill-opacity': '0.12', stroke: c, 'stroke-width': '2.5', r: '18', filter: 'url(#gev-sketch)', }); group.appendChild(parts.ringOuter); group.appendChild(parts.ringInner); } parts.dot = svgEl('circle', { class: 'gev-anno-dot', fill: c, stroke: '#06121c', 'stroke-width': '2', r: anno.type === 'label' ? '4' : '5', }); group.appendChild(parts.dot); parts.leader = svgEl('line', { class: 'gev-anno-leader', stroke: c, 'stroke-width': '1.5', 'stroke-opacity': '0.7', }); group.appendChild(parts.leader); parts.label = makeCallout(anno.label, c); if (parts.label) group.appendChild(parts.label.node); } // Record the mark BEFORE it touches the live document, then unwind on any // throw from here down (projectAll reaches into Cesium and can fail on a // lost context). Previously a throw past the DOM insert left an ORPHANED // : the engine's rollback only deletes its own map entry, so the next // annotate of the same geometry stacked a fresh mark on top of the corpse. records.set(anno.id, { anno, group, parts }); try { svg.appendChild(group); // trigger draw-on / fade-in on the next frame requestAnimationFrame(() => group.classList.add('gev-in')); // The draw-on effect uses a fixed stroke-dasharray of 1400 (see CSS). Any // stroke longer than 1400px (a long arrow/route on a wide window) would keep // a permanent dash gap — the arrowhead detaches from the truncated line (H6). // Once the dashoffset transition finishes the stroke is meant to be fully // drawn, so drop the dasharray entirely then and the stroke reads solid at // any length. Guarded on the specific property so an unrelated transition // (none here, but defensive) doesn't clear it early. for (const drawEl of group.querySelectorAll('.gev-draw')) { drawEl.addEventListener( 'transitionend', (e) => { if (e.propertyName === 'stroke-dashoffset') { drawEl.style.strokeDasharray = 'none'; } }, { once: true }, ); } projectAll(); } catch (error) { // Hard, immediate unwind — a mark that never finished has nothing to // fade out, and the caller (engine rollback) must find a clean board. records.delete(anno.id); try { group.remove(); } catch { /* never inserted */ } if (records.size === 0) heightCache.clear(); throw error; } } /** * Re-seat a progressive area upgrade without replacing its SVG group. The hybrid * renderer converts the pending reticle to a centroid label; keeping the group * preserves element identity and prevents the old/new 320 ms fades from overlapping. */ function update(anno, { empty = false } = {}) { const rec = records.get(anno.id); if (!rec) { if (!empty) add(anno); return; } rec.anno = anno; if (empty) { for (const child of Array.from(rec.group.children)) child.remove(); rec.parts = {}; rec.hidden = true; projectAll(); return; } rec.hidden = false; // Pending areas are initially rendered by this branch as point reticles. On // outline resolution the hybrid renderer changes only their screen proxy to a // label, whose dot/leader/callout already exist; remove the two reticle rings and // keep every remaining node (especially the group and callout) alive. if (anno.type === 'label' && rec.parts.dot) { rec.parts.ringOuter?.remove(); rec.parts.ringInner?.remove(); delete rec.parts.ringOuter; delete rec.parts.ringInner; rec.parts.dot.setAttribute('r', String(LABEL_DOT_R)); projectAll(); return; } // Area-type updates route through the hybrid proxy only. } function project(lon, lat) { // Anchor at the real surface height (cached + validated), so marks sit on // the ground/building instead of at sea level. The settle-once cache keeps // it stable (no per-frame jitter that earlier broke nearby projections). const world = Cesium.Cartesian3.fromDegrees( lon, lat, groundHeight(lon, lat), ); // Reject points behind the camera (they produce wrapped/extreme coords). Cesium.Cartesian3.subtract(world, scene.camera.positionWC, scratchDir); if (Cesium.Cartesian3.dot(scratchDir, scene.camera.directionWC) <= 0) return null; // Reject points beyond the globe horizon. if (!occluder.isPointVisible(world)) return null; const win = Cesium.SceneTransforms.worldToWindowCoordinates( scene, world, scratch, ); if (!win || !Number.isFinite(win.x) || !Number.isFinite(win.y)) return null; // Reject absurd off-screen projections (anchor not in view). const w = scene.canvas.clientWidth || scene.canvas.width; const h = scene.canvas.clientHeight || scene.canvas.height; if (win.x < -w || win.x > 2 * w || win.y < -h || win.y > 2 * h) return null; return { x: win.x, y: win.y }; } // Tracked-entity z-order: the tracked aircraft is a Cesium billboard in the // CANVAS, which sits BELOW this SVG overlay (z-90, HTML over canvas). So a screen mark // could hide it. After layout, any mark whose ACTUAL projected bounding box (rings, // leader, polygon, route line, callout card — not just the anchor) INTERSECTS the // tracked subject's screen FOOTPRINT is faded. The complete card footprint comes // from the host's ACTUAL painted rectangle after final layout; the billboard extent // is unioned for aircraft/satellites that also own a native tracked graphic. const TRACKED_BBOX_MARGIN = 8; // px buffer added around the footprint const TRACKED_FADE_EASE = 0.22; // per-frame ease toward hidden(0) / visible(1) const TRACKED_HYSTERESIS_PX = 18; // dead-band so the overlap test can't flip-flop const _scratchTrackedWin = new Cesium.Cartesian2(); // Evaluate a NearFarScalar (billboard scaleByDistance) at a camera distance. function nearFarValue(nfs, dist) { if (dist <= nfs.near) return nfs.nearValue; if (dist >= nfs.far) return nfs.farValue; const t = (dist - nfs.near) / (nfs.far - nfs.near); return nfs.nearValue + t * (nfs.farValue - nfs.nearValue); } // Tracked-subject screen footprint, or null when neither host card nor native // tracked graphic painted. The host rectangle is authoritative for the card. function trackedEntityRect() { const trackedId = activeTrackedReadoutId(); const painted = trackedId ? overlayPaintRect(TRACKED_OVERLAY_SOURCE_ID, trackedId) : null; let left = painted?.x; let right = painted ? painted.x + painted.w : undefined; let top = painted?.y; let bottom = painted ? painted.y + painted.h : undefined; const ent = viewer.trackedEntity; const now = Cesium.JulianDate.now(); const world = typeof ent?.gevDisplayPosition === 'function' ? ent.gevDisplayPosition() : null; const win = world ? Cesium.SceneTransforms.worldToWindowCoordinates( scene, world, _scratchTrackedWin, ) : null; // Billboard box — centered on the anchor, magnified by scaleByDistance. const bb = ent?.billboard; if (bb && win && Number.isFinite(win.x) && Number.isFinite(win.y)) { const baseW = bb.width?.getValue?.(now) ?? 28; const baseH = bb.height?.getValue?.(now) ?? 28; let scale = 1; const sbd = bb.scaleByDistance?.getValue?.(now); if (sbd) scale = nearFarValue( sbd, Cesium.Cartesian3.distance(scene.camera.positionWC, world), ); const hw = (baseW * scale) / 2; const hh = (baseH * scale) / 2; const bbLeft = win.x - hw; const bbRight = win.x + hw; const bbTop = win.y - hh; const bbBottom = win.y + hh; left = Number.isFinite(left) ? Math.min(left, bbLeft) : bbLeft; right = Number.isFinite(right) ? Math.max(right, bbRight) : bbRight; top = Number.isFinite(top) ? Math.min(top, bbTop) : bbTop; bottom = Number.isFinite(bottom) ? Math.max(bottom, bbBottom) : bbBottom; } if (![left, right, top, bottom].every(Number.isFinite)) return null; const m = TRACKED_BBOX_MARGIN; return { left: left - m, right: right + m, top: top - m, bottom: bottom + m, }; } function projectAll() { if (!records.size) return; projGen += 1; // new frame: entries touched below are "hot" and survive trimming const trackedRect = trackedEntityRect(); occluder.cameraPosition = scene.camera.positionWC; const h = scene.canvas.clientHeight || scene.canvas.height; const w = scene.canvas.clientWidth || scene.canvas.width; svg.setAttribute('viewBox', `0 0 ${w} ${h}`); // Shrink point-marker geometry as the camera pulls back (declutter the blob). const mScale = markScale( viewer.camera.positionCartographic?.height ?? 1000, ); for (const rec of records.values()) { const { anno, group, parts } = rec; if (rec.hidden) { group.style.display = 'none'; continue; } group.setAttribute('opacity', String(anno.alpha ?? 1)); if (anno.type === 'area' && parts.poly) { const pts = []; let cx = 0; let cy = 0; let n = 0; for (const [lon, lat] of anno.ring) { const p = project(lon, lat); if (!p) continue; pts.push(`${p.x.toFixed(1)},${p.y.toFixed(1)}`); cx += p.x; cy += p.y; n++; } if (pts.length >= 3) { parts.poly.setAttribute('points', pts.join(' ')); group.style.display = ''; if (parts.label) positionCallout(parts.label, cx / n, cy / n - 6, true); } else { group.style.display = 'none'; } } else if (anno.type === 'arrow' && parts.path) { const a = project(anno.anchor.lon, anno.anchor.lat); const b = project(anno.to.lon, anno.to.lat); if (a && b) { // gentle arc so the connector reads as a drawn gesture, not a ruler line const mx = (a.x + b.x) / 2; const my = (a.y + b.y) / 2; const dx = b.x - a.x; const dy = b.y - a.y; const len = Math.hypot(dx, dy) || 1; const bow = Math.min(60, len * 0.18); const ctrlX = mx - (dy / len) * bow; const ctrlY = my + (dx / len) * bow; parts.path.setAttribute( 'd', `M ${a.x.toFixed(1)} ${a.y.toFixed(1)} Q ${ctrlX.toFixed(1)} ${ctrlY.toFixed(1)} ${b.x.toFixed(1)} ${b.y.toFixed(1)}`, ); group.style.display = ''; // Anchor the label to the (stable) endpoint midpoint, lifted toward the bow. if (parts.label) positionCallout( parts.label, mx + (ctrlX - mx) * 0.5, my + (ctrlY - my) * 0.5 - 8, true, ); } else { group.style.display = 'none'; } } else if (anno.type === 'route' && parts.poly) { const projected = anno.path.map((pt) => project(pt.lon, pt.lat)); const pts = []; for (const p of projected) { if (p) pts.push(`${p.x.toFixed(1)},${p.y.toFixed(1)}`); } if (pts.length >= 2) { parts.poly.setAttribute('points', pts.join(' ')); // dots at each resolvable waypoint; hide the rest parts.dots.forEach((dot, i) => { const p = projected[i]; if (p) { dot.setAttribute('cx', p.x.toFixed(1)); dot.setAttribute('cy', p.y.toFixed(1)); dot.style.display = ''; } else { dot.style.display = 'none'; } }); group.style.display = ''; // label at the middle waypoint const mid = projected.filter(Boolean)[ Math.floor(projected.filter(Boolean).length / 2) ]; if (parts.label && mid) positionCallout(parts.label, mid.x, mid.y - 12, true); } else { group.style.display = 'none'; } } else { const p = project(anno.anchor.lon, anno.anchor.lat); if (p) { group.style.display = ''; const baseDotR = anno.type === 'label' ? LABEL_DOT_R : DOT_R; if (parts.dot) { parts.dot.setAttribute('cx', p.x.toFixed(1)); parts.dot.setAttribute('cy', p.y.toFixed(1)); parts.dot.setAttribute('r', (baseDotR * mScale).toFixed(1)); } if (parts.ringOuter) { parts.ringOuter.setAttribute('cx', p.x.toFixed(1)); parts.ringOuter.setAttribute('cy', p.y.toFixed(1)); parts.ringOuter.setAttribute( 'r', (RING_OUTER_R * mScale).toFixed(1), ); } if (parts.ringInner) { parts.ringInner.setAttribute('cx', p.x.toFixed(1)); parts.ringInner.setAttribute('cy', p.y.toFixed(1)); parts.ringInner.setAttribute( 'r', (RING_INNER_R * mScale).toFixed(1), ); } if (parts.label) { // Keep the callout tucked near the (now smaller) reticle by scaling its offset. const lx = p.x + 18 * mScale; const ly = p.y - 34 * mScale; positionCallout(parts.label, lx, ly, false); if (parts.leader) { parts.leader.setAttribute('x1', p.x.toFixed(1)); parts.leader.setAttribute('y1', p.y.toFixed(1)); parts.leader.setAttribute('x2', lx.toFixed(1)); parts.leader.setAttribute( 'y2', (ly + parts.label.height).toFixed(1), ); parts.label._leader = parts.leader; // so de-collision can re-point it } } } else { group.style.display = 'none'; } } } // Keep clustered callouts readable. const placed = []; for (const rec of records.values()) { const cal = rec.parts.label; if ( cal && cal.sized && rec.group.style.display !== 'none' && Number.isFinite(cal._x) ) { placed.push(cal); } } if (placed.length > 1) decollideCallouts(placed); // Tracked-entity z-order — runs AFTER all geometry + callout de-collision so each // group's bbox reflects its final on-screen extent. Any mark whose bbox INTERSECTS // the tracked entity's screen footprint is faded toward FULLY HIDDEN (target 0, not a // partial dim) so the tracked plane/ship reads as genuinely ON TOP. The fade is EASED // per frame (no abrupt pop as the entity crosses a mark) and reverses smoothly when // it moves off. Every screen mark here is point-like (pins/labels/reticles/arrows) — // the big area/route footprints live in the world layer — so fully hiding an // overlapped one is safe and not jarring. for (const rec of records.values()) { const { anno, group } = rec; if (group.style.display === 'none') continue; const cur = rec._trackedFade ?? 1; let overlapping = false; if (trackedRect) { let bb = null; try { bb = group.getBBox(); } catch { bb = null; } if (bb && (bb.width !== 0 || bb.height !== 0)) { // HYSTERESIS: a mark that's already hidden must clear the rect by // TRACKED_HYSTERESIS_PX before it starts showing again; one that's visible fades // as soon as it touches. The dead-band stops the overlap test from flip-flopping // frame-to-frame (the pulsing reticle stroke + de-collided cards keep the bbox in // motion), which was the source of the flicker. const m = cur < 0.5 ? TRACKED_HYSTERESIS_PX : 0; overlapping = bb.x <= trackedRect.right + m && bb.x + bb.width >= trackedRect.left - m && bb.y <= trackedRect.bottom + m && bb.y + bb.height >= trackedRect.top - m; } } const target = overlapping ? 0 : 1; const next = cur + (target - cur) * TRACKED_FADE_EASE; rec._trackedFade = Math.abs(next - target) < 0.02 ? target : next; // Only override when faded — otherwise leave the base alpha (set above) intact. // (The CSS `transition: opacity` was removed from .gev-anno so this per-frame JS ease // is the ONLY easing — previously the two fought and produced an opacity oscillation.) if (rec._trackedFade !== 1) { group.setAttribute( 'opacity', String((anno.alpha ?? 1) * rec._trackedFade), ); } } } function remove(anno) { const rec = records.get(anno.id); if (!rec) return; rec.group.classList.remove('gev-in'); rec.group.classList.add('gev-out'); const node = rec.group; window.setTimeout(() => { try { node.remove(); } catch { /* gone */ } }, 360); records.delete(anno.id); // Board emptied → drop accumulated height samples (natural reset point). if (records.size === 0) heightCache.clear(); } function sync() { // Positioning is driven by the postRender loop; nothing to batch here. projectAll(); } function destroy() { try { scene.postRender.removeEventListener(onPostRender); } catch { /* torn down */ } try { layer.remove(); } catch { /* gone */ } records.clear(); heightCache.clear(); } return { add, update, remove, sync, destroy }; } // --- SVG helpers ------------------------------------------------------------ function buildOverlay() { const layer = document.createElement('div'); layer.className = 'gev-screen-whiteboard'; const svg = document.createElementNS(SVGNS, 'svg'); svg.setAttribute('class', 'gev-screen-whiteboard-svg'); svg.setAttribute('preserveAspectRatio', 'none'); const defs = document.createElementNS(SVGNS, 'defs'); // subtle hand-drawn wobble for strokes defs.innerHTML = ` `; svg.appendChild(defs); layer.appendChild(svg); return { layer, svg, defs }; } function makeCallout(text, c) { if (!text) return null; const node = document.createElementNS(SVGNS, 'g'); node.setAttribute('class', 'gev-anno-callout'); const rect = document.createElementNS(SVGNS, 'rect'); rect.setAttribute('rx', '5'); rect.setAttribute('class', 'gev-anno-card'); const t = document.createElementNS(SVGNS, 'text'); t.setAttribute('class', 'gev-anno-text'); t.setAttribute('x', '9'); t.setAttribute('y', '16'); t.textContent = text; const accent = document.createElementNS(SVGNS, 'rect'); accent.setAttribute('class', 'gev-anno-accent'); accent.setAttribute('width', '3'); accent.setAttribute('rx', '1.5'); accent.setAttribute('fill', c); node.appendChild(rect); node.appendChild(accent); node.appendChild(t); const callout = { node, rect, text: t, accent, width: 0, height: 26, sized: false, }; // size the card to the text once it is in the DOM requestAnimationFrame(() => sizeCallout(callout)); return callout; } function sizeCallout(callout) { try { const bbox = callout.text.getBBox(); const w = Math.max(24, bbox.width + 18); const h = Math.max(22, bbox.height + 10); callout.rect.setAttribute('width', String(w)); callout.rect.setAttribute('height', String(h)); callout.accent.setAttribute('height', String(h - 8)); callout.accent.setAttribute('x', '0'); callout.accent.setAttribute('y', '4'); callout.width = w; callout.height = h; callout.sized = true; } catch { /* not laid out yet */ } } function positionCallout(callout, x, y, center) { if (!callout.sized) sizeCallout(callout); const tx = center ? x - callout.width / 2 : x; callout._x = tx; callout._y = y; callout.node.setAttribute( 'transform', `translate(${tx.toFixed(1)}, ${y.toFixed(1)})`, ); } /** * Nudge overlapping callout cards apart so labels stay readable when several * marks cluster on screen. Simple top-down sweep: each card that overlaps an * earlier one is pushed just below it. O(n²) but n is small. */ function decollideCallouts(callouts) { callouts.sort((a, b) => a._y - b._y); for (let i = 0; i < callouts.length; i++) { const a = callouts[i]; for (let j = 0; j < i; j++) { const b = callouts[j]; const overlapX = a._x < b._x + b.width + 6 && a._x + a.width + 6 > b._x; const overlapY = a._y < b._y + b.height && a._y + a.height > b._y; if (overlapX && overlapY) { a._y = b._y + b.height + 5; a.node.setAttribute( 'transform', `translate(${a._x.toFixed(1)}, ${a._y.toFixed(1)})`, ); if (a._leader) { a._leader.setAttribute('x2', a._x.toFixed(1)); a._leader.setAttribute('y2', a._y.toFixed(1)); } } } } } function ensureArrowMarker(defs, key, c) { if (defs.querySelector(`#gev-arrow-${key}`)) return; const marker = document.createElementNS(SVGNS, 'marker'); marker.setAttribute('id', `gev-arrow-${key}`); marker.setAttribute('viewBox', '0 0 10 10'); marker.setAttribute('refX', '8'); marker.setAttribute('refY', '5'); marker.setAttribute('markerWidth', '7'); marker.setAttribute('markerHeight', '7'); marker.setAttribute('orient', 'auto-start-reverse'); const path = document.createElementNS(SVGNS, 'path'); path.setAttribute('d', 'M 0 0 L 10 5 L 0 10 z'); path.setAttribute('fill', c); marker.appendChild(path); defs.appendChild(marker); } function svgEl(tag, attrs) { const el = document.createElementNS(SVGNS, tag); for (const [k, v] of Object.entries(attrs)) el.setAttribute(k, v); return el; } function injectStyles() { if (document.getElementById('gev-screen-whiteboard-styles')) return; const style = document.createElement('style'); style.id = 'gev-screen-whiteboard-styles'; style.textContent = ` .gev-screen-whiteboard { position: fixed; inset: 0; pointer-events: none; z-index: 90; } .gev-screen-whiteboard-svg { position: absolute; inset: 0; width: 100%; height: 100%; overflow: visible; } /* No CSS opacity transition here on purpose: group opacity is driven per-frame in JS (the 260ms fade-in via computeAlpha, and the tracked-entity z-order ease). A CSS transition fought those per-frame writes and made the tracked-fade opacity oscillate (flicker). Fade-OUT keeps its own transition via .gev-anno.gev-out below. */ .gev-anno-ring { filter: drop-shadow(0 0 6px currentColor); } .gev-anno-dot { filter: drop-shadow(0 0 5px rgba(255,255,255,0.6)); } .gev-anno-area { filter: drop-shadow(0 0 5px currentColor); } .gev-anno-arrow { filter: drop-shadow(0 0 4px currentColor); stroke-linecap: round; } .gev-anno-leader { stroke-dasharray: 2 3; } .gev-anno-card { fill: rgba(8,18,28,0.78); stroke: rgba(255,255,255,0.14); stroke-width: 1; } .gev-anno-text { fill: #eaf6ff; font: 600 13px "JetBrains Mono", ui-monospace, monospace; letter-spacing: 0.02em; } /* draw-on: outlined shapes reveal their stroke */ .gev-draw { stroke-dasharray: 1400; stroke-dashoffset: 1400; } .gev-anno.gev-in .gev-draw { transition: stroke-dashoffset 900ms ease-out; stroke-dashoffset: 0; } /* opacity-only fade-in: a CSS transform here would override the SVG transform attribute used to POSITION the callout and snap it to 0,0. */ .gev-anno-callout { opacity: 0; } .gev-anno.gev-in .gev-anno-callout { animation: gev-pop 320ms ease-out both; } .gev-anno.gev-out { opacity: 0 !important; transition: opacity 320ms ease; } .gev-pulse { animation: gev-ring-pulse 1.8s ease-in-out infinite; transform-box: fill-box; transform-origin: center; } @keyframes gev-ring-pulse { 0%,100% { opacity: 0.9; stroke-width: 2; } 50% { opacity: 0.35; stroke-width: 3.5; } } @keyframes gev-pop { from { opacity: 0; } to { opacity: 1; } } `; document.head.appendChild(style); }