@zh-keyboard/core 1.0.0 → 1.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.d.mts CHANGED
@@ -142,6 +142,11 @@ interface KeyboardConfig {
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  * 键盘定位模式
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  */
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  position?: 'static' | 'float' | 'bottom';
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+ /**
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+ * 浮动模式下键盘与输入框的距离
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+ * @default 10
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+ */
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+ floatMarginTop?: number;
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  /**
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  * 当没有input获得焦点时是否禁用键盘
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  */
@@ -201,7 +206,7 @@ interface KeyboardPosition {
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  * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)
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  * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null
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  */
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- declare function calculateKeyboardPosition(inputElement: HTMLElement | null, keyboardElement: HTMLElement | null, positionMode: 'static' | 'float' | 'bottom'): KeyboardPosition | null;
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+ declare function calculateKeyboardPosition(inputElement: HTMLElement | null, keyboardElement: HTMLElement | null, positionMode: 'static' | 'float' | 'bottom', floatMarginTop?: number): KeyboardPosition | null;
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  //#endregion
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  //#region src/input.d.ts
package/dist/index.d.ts CHANGED
@@ -142,6 +142,11 @@ interface KeyboardConfig {
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  * 键盘定位模式
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  */
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  position?: 'static' | 'float' | 'bottom';
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+ /**
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+ * 浮动模式下键盘与输入框的距离
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+ * @default 10
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+ */
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+ floatMarginTop?: number;
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  /**
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  * 当没有input获得焦点时是否禁用键盘
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  */
@@ -201,7 +206,7 @@ interface KeyboardPosition {
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  * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)
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  * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null
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  */
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- declare function calculateKeyboardPosition(inputElement: HTMLElement | null, keyboardElement: HTMLElement | null, positionMode: 'static' | 'float' | 'bottom'): KeyboardPosition | null;
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+ declare function calculateKeyboardPosition(inputElement: HTMLElement | null, keyboardElement: HTMLElement | null, positionMode: 'static' | 'float' | 'bottom', floatMarginTop?: number): KeyboardPosition | null;
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  //#endregion
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  //#region src/input.d.ts
package/dist/index.js CHANGED
@@ -224,7 +224,7 @@ function getPinyinEngine() {
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  * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)
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  * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null
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  */
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- function calculateKeyboardPosition(inputElement, keyboardElement, positionMode) {
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+ function calculateKeyboardPosition(inputElement, keyboardElement, positionMode, floatMarginTop = 0) {
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  if (!inputElement || !keyboardElement || positionMode === "static") return null;
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  let top, left;
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  if (positionMode === "bottom") {
@@ -233,7 +233,7 @@ function calculateKeyboardPosition(inputElement, keyboardElement, positionMode)
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  } else {
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  const inputRect = inputElement.getBoundingClientRect();
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  const keyboardWidth = keyboardElement.offsetWidth;
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- top = inputRect.bottom + window.scrollY;
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+ top = inputRect.bottom + window.scrollY + floatMarginTop;
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  left = inputRect.left + window.scrollX + inputRect.width / 2 - keyboardWidth / 2;
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  const viewportWidth = window.innerWidth;
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  if (left + keyboardWidth > viewportWidth) left = viewportWidth - keyboardWidth - 10;
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":["canvas: HTMLCanvasElement","options: CanvasDrawerOptions","offsetX: number","offsetY: number","e: MouseEvent | TouchEvent","globalConfig: KeyboardConfig","handwritingRecognizerInstance: HandwritingRecognizer | null","pinyinEngineInstance: PinyinEngine | null","config: KeyboardConfig","recognizer: HandwritingRecognizer","engine: PinyinEngine","inputElement: HTMLElement | null","keyboardElement: HTMLElement | null","positionMode: 'static' | 'float' | 'bottom'","el?: Element | null","inputElement: HTMLInputElement","value: string","cursor: number","text: string","start: number","deleteCount: number","index: number","options: KeyRepeatOptions","delayTimer: ReturnType<typeof setTimeout> | undefined","intervalTimer: ReturnType<typeof setInterval> | undefined","action: () => void"],"sources":["../src/canvas.ts","../src/config.ts","../src/dom.ts","../src/input.ts","../src/repeat.ts"],"sourcesContent":["export interface CanvasDrawerOptions {\n onDrawEnd?: () => void\n clearDelay?: number\n}\n\nexport class CanvasDrawer {\n private canvas: HTMLCanvasElement\n private ctx: CanvasRenderingContext2D\n private lastX: number = 0\n private lastY: number = 0\n private strokeData: number[] = []\n private clearTimerId: number | null = null\n private isDrawing: boolean = false\n private options: CanvasDrawerOptions\n\n constructor(canvas: HTMLCanvasElement, options: CanvasDrawerOptions = {}) {\n this.canvas = canvas\n this.options = { clearDelay: 1000, ...options } // Default clearDelay is 1000ms\n const context = this.canvas.getContext('2d')\n if (!context) {\n throw new Error('Failed to get 2D rendering context')\n }\n this.ctx = context\n this.setupCanvas()\n this.attachEvents()\n }\n\n private setupCanvas(): void {\n this.ctx.lineJoin = 'round'\n this.ctx.lineCap = 'round'\n this.ctx.lineWidth = 3\n this.ctx.strokeStyle = '#000'\n this.clearCanvas()\n this.drawGrid()\n }\n\n drawGrid(): void {\n const width = this.canvas.width\n const height = this.canvas.height\n\n this.ctx.save()\n this.ctx.strokeStyle = '#ddd'\n this.ctx.lineWidth = 1\n this.ctx.setLineDash([3, 3])\n\n this.ctx.beginPath()\n this.ctx.moveTo(0, height / 2)\n this.ctx.lineTo(width, height / 2)\n this.ctx.moveTo(width / 2, 0)\n this.ctx.lineTo(width / 2, height)\n this.ctx.stroke()\n\n // 外边框用实线\n this.ctx.setLineDash([])\n this.ctx.beginPath()\n this.ctx.rect(0, 0, width, height)\n this.ctx.stroke()\n\n this.ctx.restore()\n }\n\n clearCanvas(): void {\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)\n this.drawGrid()\n this.strokeData = [] // 清除笔迹数据\n this.resetClearTimer() // 清除画布时也重置计时器\n }\n\n startDrawing(offsetX: number, offsetY: number): void {\n this.lastX = offsetX\n this.lastY = offsetY\n // Restore drawing style for actual strokes\n this.ctx.strokeStyle = '#000'\n this.ctx.lineWidth = 3\n this.ctx.setLineDash([]) // Solid line\n\n // 记录起始点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n draw(offsetX: number, offsetY: number): void {\n this.ctx.beginPath()\n this.ctx.moveTo(this.lastX, this.lastY)\n this.ctx.lineTo(offsetX, offsetY)\n this.ctx.stroke()\n this.lastX = offsetX\n this.lastY = offsetY\n\n // 记录绘制点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n endStroke(): void {\n // 标记笔画的最后一点,将最后一组坐标的c设为1\n if (this.strokeData.length >= 3) {\n this.strokeData[this.strokeData.length - 1] = 1\n }\n }\n\n getStrokeData(): ReadonlyArray<number> {\n return this.strokeData\n }\n\n resetClearTimer(): void {\n if (this.clearTimerId) {\n window.clearTimeout(this.clearTimerId)\n this.clearTimerId = null\n }\n }\n\n startClearTimer(): void {\n this.resetClearTimer()\n this.clearTimerId = window.setTimeout(() => {\n this.clearCanvas()\n this.clearTimerId = null\n }, this.options.clearDelay)\n }\n\n private getEventCoordinates(e: MouseEvent | TouchEvent): { offsetX: number, offsetY: number } {\n if (e instanceof MouseEvent) {\n return { offsetX: e.offsetX, offsetY: e.offsetY }\n } else {\n const touch = (e as TouchEvent).touches[0] || (e as TouchEvent).changedTouches[0]\n const rect = (e.target as HTMLElement).getBoundingClientRect()\n return {\n offsetX: touch.clientX - rect.left,\n offsetY: touch.clientY - rect.top,\n }\n }\n }\n\n private handleStart = (e: MouseEvent | TouchEvent) => {\n e.preventDefault()\n this.isDrawing = true\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.startDrawing(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleMove = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.draw(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleEnd = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n this.isDrawing = false\n this.endStroke()\n this.startClearTimer()\n if (this.options.onDrawEnd) {\n this.options.onDrawEnd()\n }\n }\n\n private attachEvents(): void {\n this.canvas.addEventListener('mousedown', this.handleStart)\n this.canvas.addEventListener('mousemove', this.handleMove)\n this.canvas.addEventListener('mouseup', this.handleEnd)\n this.canvas.addEventListener('mouseleave', this.handleEnd)\n\n this.canvas.addEventListener('touchstart', this.handleStart, { passive: false })\n this.canvas.addEventListener('touchmove', this.handleMove, { passive: false })\n this.canvas.addEventListener('touchend', this.handleEnd)\n this.canvas.addEventListener('touchcancel', this.handleEnd)\n }\n\n private detachEvents(): void {\n this.canvas.removeEventListener('mousedown', this.handleStart)\n this.canvas.removeEventListener('mousemove', this.handleMove)\n this.canvas.removeEventListener('mouseup', this.handleEnd)\n this.canvas.removeEventListener('mouseleave', this.handleEnd)\n\n this.canvas.removeEventListener('touchstart', this.handleStart)\n this.canvas.removeEventListener('touchmove', this.handleMove)\n this.canvas.removeEventListener('touchend', this.handleEnd)\n this.canvas.removeEventListener('touchcancel', this.handleEnd)\n }\n\n destroy(): void {\n this.detachEvents()\n this.resetClearTimer()\n }\n\n getCanvas(): HTMLCanvasElement {\n return this.canvas\n }\n\n getContext(): CanvasRenderingContext2D {\n return this.ctx\n }\n}\n","import type { HandwritingRecognizer } from './handwriting'\nimport type { PinyinEngine } from './pinyin-engine'\n\n/**\n * 键盘配置类型\n */\nexport interface KeyboardConfig {\n /**\n * 默认的键盘模式\n */\n defaultMode?: 'en' | 'zh' | 'hand' | 'num' | 'symbol'\n /**\n * 是否启用手写输入\n */\n enableHandwriting?: boolean\n /**\n * 键盘定位模式\n */\n position?: 'static' | 'float' | 'bottom'\n /**\n * 当没有input获得焦点时是否禁用键盘\n */\n disableWhenNoFocus?: boolean\n /**\n * 数字键盘的行配置\n */\n numKeys?: string[][]\n /**\n * RIME WASM 文件及数据文件的 URL 或路径前缀。\n * 用于默认 RIME 引擎加载(当未通过 registerPinyinEngine 注册自定义引擎时)。\n * @default '/rime'\n */\n wasmDir?: string\n}\n\n// 全局配置对象\nlet globalConfig: KeyboardConfig = {\n defaultMode: 'en',\n enableHandwriting: false,\n position: 'static',\n disableWhenNoFocus: true,\n}\n\n// 全局变量用于存储手写识别服务实例\nlet handwritingRecognizerInstance: HandwritingRecognizer | null = null\n\n// 全局变量用于存储拼音引擎实例\nlet pinyinEngineInstance: PinyinEngine | null = null\n\n/**\n * 获取全局键盘配置\n */\nexport function getKeyboardConfig(): KeyboardConfig {\n return globalConfig\n}\n\n/**\n * 设置全局键盘配置\n */\nexport function setKeyboardConfig(config: KeyboardConfig): void {\n globalConfig = {\n ...globalConfig,\n ...config,\n }\n}\n\n/**\n * 注册手写识别服务\n * @param recognizer 手写识别服务实现\n */\nexport function registerHandwritingRecognizer(recognizer: HandwritingRecognizer): void {\n handwritingRecognizerInstance = recognizer\n}\n\n/**\n * 获取手写识别服务实例\n * @returns 手写识别服务实例\n */\nexport function getHandwritingRecognizer(): HandwritingRecognizer | null {\n return handwritingRecognizerInstance\n}\n\n/**\n * 注册拼音引擎。\n * 注册后,CandidateBar 将使用此引擎而非默认的 RIME 引擎。\n * 适用于自定义引擎或 Worker 中运行的引擎。\n * @param engine 拼音引擎实现\n */\nexport function registerPinyinEngine(engine: PinyinEngine): void {\n pinyinEngineInstance = engine\n}\n\n/**\n * 获取已注册的拼音引擎实例\n * @returns 拼音引擎实例,未注册时返回 null\n */\nexport function getPinyinEngine(): PinyinEngine | null {\n return pinyinEngineInstance\n}\n","export interface KeyboardPosition {\n top: string\n left: string\n}\n\n/**\n * 计算键盘的显示位置\n * @param inputElement 输入框元素\n * @param keyboardElement 键盘元素\n * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)\n * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null\n */\nexport function calculateKeyboardPosition(\n inputElement: HTMLElement | null,\n keyboardElement: HTMLElement | null,\n positionMode: 'static' | 'float' | 'bottom',\n): KeyboardPosition | null {\n // 如果输入框或键盘元素不存在,或者模式为 'static',则不进行计算\n if (!inputElement || !keyboardElement || positionMode === 'static') {\n return null\n }\n\n let top, left\n\n // 如果模式为 'bottom',键盘固定在窗口底部\n if (positionMode === 'bottom') {\n top = window.innerHeight - keyboardElement.offsetHeight // 键盘顶部位置为窗口高度减去键盘高度\n left = 0 // 键盘左侧位置为0\n } else {\n // positionMode === 'float',键盘位置根据输入框浮动\n const inputRect = inputElement.getBoundingClientRect() // 获取输入框的位置和尺寸信息\n const keyboardWidth = keyboardElement.offsetWidth // 获取键盘的宽度\n\n // 初始计算:键盘顶部在输入框底部,水平居中对齐输入框中心\n top = inputRect.bottom + window.scrollY // 键盘顶部在输入框底部,并考虑页面滚动\n left = inputRect.left + window.scrollX + inputRect.width / 2 - keyboardWidth / 2 // 键盘左侧在输入框中心减去键盘宽度的一半,并考虑页面滚动\n\n const viewportWidth = window.innerWidth // 获取视口宽度\n // 如果键盘右侧超出视口,则将键盘左侧位置调整到视口内,并留出10px边距\n if (left + keyboardWidth > viewportWidth) {\n left = viewportWidth - keyboardWidth - 10\n }\n // 如果键盘左侧超出视口(或过于靠左),则将键盘左侧位置调整到视口内,并留出10px边距\n if (left < 10) {\n left = 10\n }\n }\n return { top: `${top}px`, left: `${left}px` }\n}\n","/**\n * 判断元素是否为可输入元素(支持文本输入的 input 或 textarea)\n * @param el 要检测的元素\n * @returns 如果是可输入元素则返回 true\n */\nexport function isInputElement(el?: Element | null): el is HTMLInputElement {\n if (!el) {\n return false\n }\n if (el.tagName === 'TEXTAREA') {\n return true\n }\n\n if (el.tagName === 'INPUT') {\n // 获取输入框类型\n const inputElement = el as HTMLInputElement\n const inputType = (inputElement.type || 'text').toLowerCase()\n\n // 这些类型的input不支持文本输入\n const nonTextInputTypes = [\n 'checkbox',\n 'radio',\n 'button',\n 'submit',\n 'reset',\n 'file',\n 'image',\n 'range',\n 'color',\n 'hidden',\n 'date',\n 'datetime-local',\n 'month',\n 'week',\n 'time',\n ]\n\n return !nonTextInputTypes.includes(inputType)\n }\n\n // 不是 input 或 textarea\n return false\n}\n\n/**\n * 获取当前激活的输入元素\n * @throws {Error} 如果当前没有激活的输入框\n */\nexport function getInputElement() {\n if (document.activeElement && isInputElement(document.activeElement)) {\n return document.activeElement as HTMLInputElement\n } else {\n throw new Error('输入框没有被激活')\n }\n}\n\n/**\n * 更新输入框值并设置光标,触发 input 事件\n */\nfunction applyEdit(inputElement: HTMLInputElement, value: string, cursor: number) {\n inputElement.value = value\n moveCursor(inputElement, cursor)\n inputElement.dispatchEvent(new Event('input', { bubbles: true }))\n}\n\n/**\n * 通用字符串编辑:从 start 位置删除 deleteCount 个字符,并插入 insertText\n */\nfunction editString(text: string, start: number, deleteCount: number, insertText = ''): string {\n return text.slice(0, start) + insertText + text.slice(start + deleteCount)\n}\n\n/**\n * 通用输入框编辑:插入文本或删除字符\n */\nfunction processInputElement(\n inputElement: HTMLInputElement,\n insertText = '',\n) {\n const maxlength = Number(inputElement.getAttribute('maxlength'))\n let start = inputElement.selectionStart ?? 0\n const end = inputElement.selectionEnd ?? start\n let deleteCount: number\n if (insertText.length > 0) {\n // 插入或替换选区\n deleteCount = end - start\n } else {\n // 删除操作:优先删除选区,否则退格删除\n const selLen = end - start\n if (selLen > 0) {\n deleteCount = selLen\n } else if (start > 0) {\n deleteCount = 1\n start--\n } else {\n return\n }\n }\n // 插入时检查 maxlength\n if (\n insertText.length > 0\n && maxlength\n && inputElement.value.length - deleteCount + insertText.length > maxlength\n ) {\n return\n }\n const newValue = editString(inputElement.value, start, deleteCount, insertText)\n const newCursor = start + insertText.length\n applyEdit(inputElement, newValue, newCursor)\n}\n\n/**\n * 向输入框插入文本\n * @param inputElement 输入框元素\n * @param text 要插入的文本\n */\nexport function writeToInputElement(inputElement: HTMLInputElement, text: string) {\n processInputElement(inputElement, text)\n}\n\n/**\n * 向输入框删除文本\n * @param inputElement 输入框元素\n */\nexport function delToInputElement(inputElement: HTMLInputElement) {\n processInputElement(inputElement)\n}\n\n/**\n * 设置输入框光标位置\n * @param inputElement 输入框元素\n * @param index 光标位置索引\n */\nexport function moveCursor(inputElement: HTMLInputElement, index: number) {\n inputElement.selectionStart = index\n inputElement.selectionEnd = index\n}\n","export interface KeyRepeatOptions {\n /** Long-press delay before repeating starts (ms). */\n delay?: number\n /** Repeat interval after the initial delay (ms). */\n interval?: number\n}\n\nexport interface KeyRepeater {\n start: (action: () => void) => void\n stop: () => void\n}\n\n/**\n * Create a small, framework-agnostic key repeater for long-press.\n *\n * - Calls `action()` immediately on start.\n * - After `delay`, repeats with `interval` until `stop()` is called.\n */\nexport function createKeyRepeater(options: KeyRepeatOptions = {}): KeyRepeater {\n const delay = options.delay ?? 400\n const interval = options.interval ?? 60\n\n let delayTimer: ReturnType<typeof setTimeout> | undefined\n let intervalTimer: ReturnType<typeof setInterval> | undefined\n\n function stop() {\n if (delayTimer) {\n clearTimeout(delayTimer)\n delayTimer = undefined\n }\n if (intervalTimer) {\n clearInterval(intervalTimer)\n intervalTimer = undefined\n }\n }\n\n function start(action: () => void) {\n stop()\n\n action()\n\n delayTimer = setTimeout(() => {\n intervalTimer = setInterval(() => {\n action()\n }, interval)\n }, delay)\n }\n\n return { start, stop 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onDrawEnd?: () => void\n clearDelay?: number\n}\n\nexport class CanvasDrawer {\n private canvas: HTMLCanvasElement\n private ctx: CanvasRenderingContext2D\n private lastX: number = 0\n private lastY: number = 0\n private strokeData: number[] = []\n private clearTimerId: number | null = null\n private isDrawing: boolean = false\n private options: CanvasDrawerOptions\n\n constructor(canvas: HTMLCanvasElement, options: CanvasDrawerOptions = {}) {\n this.canvas = canvas\n this.options = { clearDelay: 1000, ...options } // Default clearDelay is 1000ms\n const context = this.canvas.getContext('2d')\n if (!context) {\n throw new Error('Failed to get 2D rendering context')\n }\n this.ctx = context\n this.setupCanvas()\n this.attachEvents()\n }\n\n private setupCanvas(): void {\n this.ctx.lineJoin = 'round'\n this.ctx.lineCap = 'round'\n this.ctx.lineWidth = 3\n this.ctx.strokeStyle = '#000'\n this.clearCanvas()\n this.drawGrid()\n }\n\n drawGrid(): void {\n const width = this.canvas.width\n const height = this.canvas.height\n\n this.ctx.save()\n this.ctx.strokeStyle = '#ddd'\n this.ctx.lineWidth = 1\n this.ctx.setLineDash([3, 3])\n\n this.ctx.beginPath()\n this.ctx.moveTo(0, height / 2)\n this.ctx.lineTo(width, height / 2)\n this.ctx.moveTo(width / 2, 0)\n this.ctx.lineTo(width / 2, height)\n this.ctx.stroke()\n\n // 外边框用实线\n this.ctx.setLineDash([])\n this.ctx.beginPath()\n this.ctx.rect(0, 0, width, height)\n this.ctx.stroke()\n\n this.ctx.restore()\n }\n\n clearCanvas(): void {\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)\n this.drawGrid()\n this.strokeData = [] // 清除笔迹数据\n this.resetClearTimer() // 清除画布时也重置计时器\n }\n\n startDrawing(offsetX: number, offsetY: number): void {\n this.lastX = offsetX\n this.lastY = offsetY\n // Restore drawing style for actual strokes\n this.ctx.strokeStyle = '#000'\n this.ctx.lineWidth = 3\n this.ctx.setLineDash([]) // Solid line\n\n // 记录起始点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n draw(offsetX: number, offsetY: number): void {\n this.ctx.beginPath()\n this.ctx.moveTo(this.lastX, this.lastY)\n this.ctx.lineTo(offsetX, offsetY)\n this.ctx.stroke()\n this.lastX = offsetX\n this.lastY = offsetY\n\n // 记录绘制点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n endStroke(): void {\n // 标记笔画的最后一点,将最后一组坐标的c设为1\n if (this.strokeData.length >= 3) {\n this.strokeData[this.strokeData.length - 1] = 1\n }\n }\n\n getStrokeData(): ReadonlyArray<number> {\n return this.strokeData\n }\n\n resetClearTimer(): void {\n if (this.clearTimerId) {\n window.clearTimeout(this.clearTimerId)\n this.clearTimerId = null\n }\n }\n\n startClearTimer(): void {\n this.resetClearTimer()\n this.clearTimerId = window.setTimeout(() => {\n this.clearCanvas()\n this.clearTimerId = null\n }, this.options.clearDelay)\n }\n\n private getEventCoordinates(e: MouseEvent | TouchEvent): { offsetX: number, offsetY: number } {\n if (e instanceof MouseEvent) {\n return { offsetX: e.offsetX, offsetY: e.offsetY }\n } else {\n const touch = (e as TouchEvent).touches[0] || (e as TouchEvent).changedTouches[0]\n const rect = (e.target as HTMLElement).getBoundingClientRect()\n return {\n offsetX: touch.clientX - rect.left,\n offsetY: touch.clientY - rect.top,\n }\n }\n }\n\n private handleStart = (e: MouseEvent | TouchEvent) => {\n e.preventDefault()\n this.isDrawing = true\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.startDrawing(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleMove = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.draw(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleEnd = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n this.isDrawing = false\n this.endStroke()\n this.startClearTimer()\n if (this.options.onDrawEnd) {\n this.options.onDrawEnd()\n }\n }\n\n private attachEvents(): void {\n this.canvas.addEventListener('mousedown', this.handleStart)\n this.canvas.addEventListener('mousemove', this.handleMove)\n this.canvas.addEventListener('mouseup', this.handleEnd)\n this.canvas.addEventListener('mouseleave', this.handleEnd)\n\n this.canvas.addEventListener('touchstart', this.handleStart, { passive: false })\n this.canvas.addEventListener('touchmove', this.handleMove, { passive: false })\n this.canvas.addEventListener('touchend', this.handleEnd)\n this.canvas.addEventListener('touchcancel', this.handleEnd)\n }\n\n private detachEvents(): void {\n this.canvas.removeEventListener('mousedown', this.handleStart)\n this.canvas.removeEventListener('mousemove', this.handleMove)\n this.canvas.removeEventListener('mouseup', this.handleEnd)\n this.canvas.removeEventListener('mouseleave', this.handleEnd)\n\n this.canvas.removeEventListener('touchstart', this.handleStart)\n this.canvas.removeEventListener('touchmove', this.handleMove)\n this.canvas.removeEventListener('touchend', this.handleEnd)\n this.canvas.removeEventListener('touchcancel', this.handleEnd)\n }\n\n destroy(): void {\n this.detachEvents()\n this.resetClearTimer()\n }\n\n getCanvas(): HTMLCanvasElement {\n return this.canvas\n }\n\n getContext(): CanvasRenderingContext2D {\n return this.ctx\n }\n}\n","import type { HandwritingRecognizer } from './handwriting'\nimport type { PinyinEngine } from './pinyin-engine'\n\n/**\n * 键盘配置类型\n */\nexport interface KeyboardConfig {\n /**\n * 默认的键盘模式\n */\n defaultMode?: 'en' | 'zh' | 'hand' | 'num' | 'symbol'\n /**\n * 是否启用手写输入\n */\n enableHandwriting?: boolean\n /**\n * 键盘定位模式\n */\n position?: 'static' | 'float' | 'bottom'\n /**\n * 浮动模式下键盘与输入框的距离\n * @default 10\n */\n floatMarginTop?: number\n /**\n * 当没有input获得焦点时是否禁用键盘\n */\n disableWhenNoFocus?: boolean\n /**\n * 数字键盘的行配置\n */\n numKeys?: string[][]\n /**\n * RIME WASM 文件及数据文件的 URL 或路径前缀。\n * 用于默认 RIME 引擎加载(当未通过 registerPinyinEngine 注册自定义引擎时)。\n * @default '/rime'\n */\n wasmDir?: string\n}\n\n// 全局配置对象\nlet globalConfig: KeyboardConfig = {\n defaultMode: 'en',\n enableHandwriting: false,\n position: 'static',\n disableWhenNoFocus: true,\n}\n\n// 全局变量用于存储手写识别服务实例\nlet handwritingRecognizerInstance: HandwritingRecognizer | null = null\n\n// 全局变量用于存储拼音引擎实例\nlet pinyinEngineInstance: PinyinEngine | null = null\n\n/**\n * 获取全局键盘配置\n */\nexport function getKeyboardConfig(): KeyboardConfig {\n return globalConfig\n}\n\n/**\n * 设置全局键盘配置\n */\nexport function setKeyboardConfig(config: KeyboardConfig): void {\n globalConfig = {\n ...globalConfig,\n ...config,\n }\n}\n\n/**\n * 注册手写识别服务\n * @param recognizer 手写识别服务实现\n */\nexport function registerHandwritingRecognizer(recognizer: HandwritingRecognizer): void {\n handwritingRecognizerInstance = recognizer\n}\n\n/**\n * 获取手写识别服务实例\n * @returns 手写识别服务实例\n */\nexport function getHandwritingRecognizer(): HandwritingRecognizer | null {\n return handwritingRecognizerInstance\n}\n\n/**\n * 注册拼音引擎。\n * 注册后,CandidateBar 将使用此引擎而非默认的 RIME 引擎。\n * 适用于自定义引擎或 Worker 中运行的引擎。\n * @param engine 拼音引擎实现\n */\nexport function registerPinyinEngine(engine: PinyinEngine): void {\n pinyinEngineInstance = engine\n}\n\n/**\n * 获取已注册的拼音引擎实例\n * @returns 拼音引擎实例,未注册时返回 null\n */\nexport function getPinyinEngine(): PinyinEngine | null {\n return pinyinEngineInstance\n}\n","export interface KeyboardPosition {\n top: string\n left: string\n}\n\n/**\n * 计算键盘的显示位置\n * @param inputElement 输入框元素\n * @param keyboardElement 键盘元素\n * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)\n * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null\n */\nexport function calculateKeyboardPosition(\n inputElement: HTMLElement | null,\n keyboardElement: HTMLElement | null,\n positionMode: 'static' | 'float' | 'bottom',\n floatMarginTop = 0, // 浮动模式下键盘与输入框的距离\n): KeyboardPosition | null {\n // 如果输入框或键盘元素不存在,或者模式为 'static',则不进行计算\n if (!inputElement || !keyboardElement || positionMode === 'static') {\n 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}\n}\n\n/**\n * 更新输入框值并设置光标,触发 input 事件\n */\nfunction applyEdit(inputElement: HTMLInputElement, value: string, cursor: number) {\n inputElement.value = value\n moveCursor(inputElement, cursor)\n inputElement.dispatchEvent(new Event('input', { bubbles: true }))\n}\n\n/**\n * 通用字符串编辑:从 start 位置删除 deleteCount 个字符,并插入 insertText\n */\nfunction editString(text: string, start: number, deleteCount: number, insertText = ''): string {\n return text.slice(0, start) + insertText + text.slice(start + deleteCount)\n}\n\n/**\n * 通用输入框编辑:插入文本或删除字符\n */\nfunction processInputElement(\n inputElement: HTMLInputElement,\n insertText = '',\n) {\n const maxlength = Number(inputElement.getAttribute('maxlength'))\n let start = inputElement.selectionStart ?? 0\n const end = inputElement.selectionEnd ?? start\n let deleteCount: number\n if (insertText.length > 0) {\n // 插入或替换选区\n deleteCount = end - start\n } else {\n // 删除操作:优先删除选区,否则退格删除\n const selLen = end - start\n if (selLen > 0) {\n deleteCount = selLen\n } else if (start > 0) {\n deleteCount = 1\n start--\n } else {\n return\n }\n }\n // 插入时检查 maxlength\n if (\n insertText.length > 0\n && maxlength\n && inputElement.value.length - deleteCount + insertText.length > maxlength\n ) {\n return\n }\n const newValue = editString(inputElement.value, start, deleteCount, insertText)\n const newCursor = start + insertText.length\n applyEdit(inputElement, newValue, newCursor)\n}\n\n/**\n * 向输入框插入文本\n * @param inputElement 输入框元素\n * @param text 要插入的文本\n */\nexport function writeToInputElement(inputElement: HTMLInputElement, text: string) {\n processInputElement(inputElement, text)\n}\n\n/**\n * 向输入框删除文本\n * @param inputElement 输入框元素\n */\nexport function delToInputElement(inputElement: HTMLInputElement) {\n processInputElement(inputElement)\n}\n\n/**\n * 设置输入框光标位置\n * @param inputElement 输入框元素\n * @param index 光标位置索引\n */\nexport function moveCursor(inputElement: HTMLInputElement, index: number) {\n inputElement.selectionStart = index\n 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package/dist/index.mjs CHANGED
@@ -222,7 +222,7 @@ function getPinyinEngine() {
222
222
  * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)
223
223
  * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null
224
224
  */
225
- function calculateKeyboardPosition(inputElement, keyboardElement, positionMode) {
225
+ function calculateKeyboardPosition(inputElement, keyboardElement, positionMode, floatMarginTop = 0) {
226
226
  if (!inputElement || !keyboardElement || positionMode === "static") return null;
227
227
  let top, left;
228
228
  if (positionMode === "bottom") {
@@ -231,7 +231,7 @@ function calculateKeyboardPosition(inputElement, keyboardElement, positionMode)
231
231
  } else {
232
232
  const inputRect = inputElement.getBoundingClientRect();
233
233
  const keyboardWidth = keyboardElement.offsetWidth;
234
- top = inputRect.bottom + window.scrollY;
234
+ top = inputRect.bottom + window.scrollY + floatMarginTop;
235
235
  left = inputRect.left + window.scrollX + inputRect.width / 2 - keyboardWidth / 2;
236
236
  const viewportWidth = window.innerWidth;
237
237
  if (left + keyboardWidth > viewportWidth) left = viewportWidth - keyboardWidth - 10;
@@ -1 +1 @@
1
- {"version":3,"file":"index.mjs","names":["canvas: HTMLCanvasElement","options: CanvasDrawerOptions","offsetX: number","offsetY: number","e: MouseEvent | TouchEvent","globalConfig: KeyboardConfig","handwritingRecognizerInstance: HandwritingRecognizer | null","pinyinEngineInstance: PinyinEngine | null","config: KeyboardConfig","recognizer: HandwritingRecognizer","engine: PinyinEngine","inputElement: HTMLElement | null","keyboardElement: HTMLElement | null","positionMode: 'static' | 'float' | 'bottom'","el?: Element | null","inputElement: HTMLInputElement","value: string","cursor: number","text: string","start: number","deleteCount: number","index: number","options: KeyRepeatOptions","delayTimer: ReturnType<typeof setTimeout> | undefined","intervalTimer: ReturnType<typeof setInterval> | undefined","action: () => void"],"sources":["../src/canvas.ts","../src/config.ts","../src/dom.ts","../src/input.ts","../src/repeat.ts"],"sourcesContent":["export interface CanvasDrawerOptions {\n onDrawEnd?: () => void\n clearDelay?: number\n}\n\nexport class CanvasDrawer {\n private canvas: HTMLCanvasElement\n private ctx: CanvasRenderingContext2D\n private lastX: number = 0\n private lastY: number = 0\n private strokeData: number[] = []\n private clearTimerId: number | null = null\n private isDrawing: boolean = false\n private options: CanvasDrawerOptions\n\n constructor(canvas: HTMLCanvasElement, options: CanvasDrawerOptions = {}) {\n this.canvas = canvas\n this.options = { clearDelay: 1000, ...options } // Default clearDelay is 1000ms\n const context = this.canvas.getContext('2d')\n if (!context) {\n throw new Error('Failed to get 2D rendering context')\n }\n this.ctx = context\n this.setupCanvas()\n this.attachEvents()\n }\n\n private setupCanvas(): void {\n this.ctx.lineJoin = 'round'\n this.ctx.lineCap = 'round'\n this.ctx.lineWidth = 3\n this.ctx.strokeStyle = '#000'\n this.clearCanvas()\n this.drawGrid()\n }\n\n drawGrid(): void {\n const width = this.canvas.width\n const height = this.canvas.height\n\n this.ctx.save()\n this.ctx.strokeStyle = '#ddd'\n this.ctx.lineWidth = 1\n this.ctx.setLineDash([3, 3])\n\n this.ctx.beginPath()\n this.ctx.moveTo(0, height / 2)\n this.ctx.lineTo(width, height / 2)\n this.ctx.moveTo(width / 2, 0)\n this.ctx.lineTo(width / 2, height)\n this.ctx.stroke()\n\n // 外边框用实线\n this.ctx.setLineDash([])\n this.ctx.beginPath()\n this.ctx.rect(0, 0, width, height)\n this.ctx.stroke()\n\n this.ctx.restore()\n }\n\n clearCanvas(): void {\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)\n this.drawGrid()\n this.strokeData = [] // 清除笔迹数据\n this.resetClearTimer() // 清除画布时也重置计时器\n }\n\n startDrawing(offsetX: number, offsetY: number): void {\n this.lastX = offsetX\n this.lastY = offsetY\n // Restore drawing style for actual strokes\n this.ctx.strokeStyle = '#000'\n this.ctx.lineWidth = 3\n this.ctx.setLineDash([]) // Solid line\n\n // 记录起始点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n draw(offsetX: number, offsetY: number): void {\n this.ctx.beginPath()\n this.ctx.moveTo(this.lastX, this.lastY)\n this.ctx.lineTo(offsetX, offsetY)\n this.ctx.stroke()\n this.lastX = offsetX\n this.lastY = offsetY\n\n // 记录绘制点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n endStroke(): void {\n // 标记笔画的最后一点,将最后一组坐标的c设为1\n if (this.strokeData.length >= 3) {\n this.strokeData[this.strokeData.length - 1] = 1\n }\n }\n\n getStrokeData(): ReadonlyArray<number> {\n return this.strokeData\n }\n\n resetClearTimer(): void {\n if (this.clearTimerId) {\n window.clearTimeout(this.clearTimerId)\n this.clearTimerId = null\n }\n }\n\n startClearTimer(): void {\n this.resetClearTimer()\n this.clearTimerId = window.setTimeout(() => {\n this.clearCanvas()\n this.clearTimerId = null\n }, this.options.clearDelay)\n }\n\n private getEventCoordinates(e: MouseEvent | TouchEvent): { offsetX: number, offsetY: number } {\n if (e instanceof MouseEvent) {\n return { offsetX: e.offsetX, offsetY: e.offsetY }\n } else {\n const touch = (e as TouchEvent).touches[0] || (e as TouchEvent).changedTouches[0]\n const rect = (e.target as HTMLElement).getBoundingClientRect()\n return {\n offsetX: touch.clientX - rect.left,\n offsetY: touch.clientY - rect.top,\n }\n }\n }\n\n private handleStart = (e: MouseEvent | TouchEvent) => {\n e.preventDefault()\n this.isDrawing = true\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.startDrawing(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleMove = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.draw(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleEnd = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n this.isDrawing = false\n this.endStroke()\n this.startClearTimer()\n if (this.options.onDrawEnd) {\n this.options.onDrawEnd()\n }\n }\n\n private attachEvents(): void {\n this.canvas.addEventListener('mousedown', this.handleStart)\n this.canvas.addEventListener('mousemove', this.handleMove)\n this.canvas.addEventListener('mouseup', this.handleEnd)\n this.canvas.addEventListener('mouseleave', this.handleEnd)\n\n this.canvas.addEventListener('touchstart', this.handleStart, { passive: false })\n this.canvas.addEventListener('touchmove', this.handleMove, { passive: false })\n this.canvas.addEventListener('touchend', this.handleEnd)\n this.canvas.addEventListener('touchcancel', this.handleEnd)\n }\n\n private detachEvents(): void {\n this.canvas.removeEventListener('mousedown', this.handleStart)\n this.canvas.removeEventListener('mousemove', this.handleMove)\n this.canvas.removeEventListener('mouseup', this.handleEnd)\n this.canvas.removeEventListener('mouseleave', this.handleEnd)\n\n this.canvas.removeEventListener('touchstart', this.handleStart)\n this.canvas.removeEventListener('touchmove', this.handleMove)\n this.canvas.removeEventListener('touchend', this.handleEnd)\n this.canvas.removeEventListener('touchcancel', this.handleEnd)\n }\n\n destroy(): void {\n this.detachEvents()\n this.resetClearTimer()\n }\n\n getCanvas(): HTMLCanvasElement {\n return this.canvas\n }\n\n getContext(): CanvasRenderingContext2D {\n return this.ctx\n }\n}\n","import type { HandwritingRecognizer } from './handwriting'\nimport type { PinyinEngine } from './pinyin-engine'\n\n/**\n * 键盘配置类型\n */\nexport interface KeyboardConfig {\n /**\n * 默认的键盘模式\n */\n defaultMode?: 'en' | 'zh' | 'hand' | 'num' | 'symbol'\n /**\n * 是否启用手写输入\n */\n enableHandwriting?: boolean\n /**\n * 键盘定位模式\n */\n position?: 'static' | 'float' | 'bottom'\n /**\n * 当没有input获得焦点时是否禁用键盘\n */\n disableWhenNoFocus?: boolean\n /**\n * 数字键盘的行配置\n */\n numKeys?: string[][]\n /**\n * RIME WASM 文件及数据文件的 URL 或路径前缀。\n * 用于默认 RIME 引擎加载(当未通过 registerPinyinEngine 注册自定义引擎时)。\n * @default '/rime'\n */\n wasmDir?: string\n}\n\n// 全局配置对象\nlet globalConfig: KeyboardConfig = {\n defaultMode: 'en',\n enableHandwriting: false,\n position: 'static',\n disableWhenNoFocus: true,\n}\n\n// 全局变量用于存储手写识别服务实例\nlet handwritingRecognizerInstance: HandwritingRecognizer | null = null\n\n// 全局变量用于存储拼音引擎实例\nlet pinyinEngineInstance: PinyinEngine | null = null\n\n/**\n * 获取全局键盘配置\n */\nexport function getKeyboardConfig(): KeyboardConfig {\n return globalConfig\n}\n\n/**\n * 设置全局键盘配置\n */\nexport function setKeyboardConfig(config: KeyboardConfig): void {\n globalConfig = {\n ...globalConfig,\n ...config,\n }\n}\n\n/**\n * 注册手写识别服务\n * @param recognizer 手写识别服务实现\n */\nexport function registerHandwritingRecognizer(recognizer: HandwritingRecognizer): void {\n handwritingRecognizerInstance = recognizer\n}\n\n/**\n * 获取手写识别服务实例\n * @returns 手写识别服务实例\n */\nexport function getHandwritingRecognizer(): HandwritingRecognizer | null {\n return handwritingRecognizerInstance\n}\n\n/**\n * 注册拼音引擎。\n * 注册后,CandidateBar 将使用此引擎而非默认的 RIME 引擎。\n * 适用于自定义引擎或 Worker 中运行的引擎。\n * @param engine 拼音引擎实现\n */\nexport function registerPinyinEngine(engine: PinyinEngine): void {\n pinyinEngineInstance = engine\n}\n\n/**\n * 获取已注册的拼音引擎实例\n * @returns 拼音引擎实例,未注册时返回 null\n */\nexport function getPinyinEngine(): PinyinEngine | null {\n return pinyinEngineInstance\n}\n","export interface KeyboardPosition {\n top: string\n left: string\n}\n\n/**\n * 计算键盘的显示位置\n * @param inputElement 输入框元素\n * @param keyboardElement 键盘元素\n * @param positionMode 位置模式:'static'(静态,不计算位置)、'float'(浮动,根据输入框位置计算)、'bottom'(固定在底部)\n * @returns 返回键盘的 top 和 left 位置,如果不需要计算则返回 null\n */\nexport function calculateKeyboardPosition(\n inputElement: HTMLElement | null,\n keyboardElement: HTMLElement | null,\n positionMode: 'static' | 'float' | 'bottom',\n): KeyboardPosition | null {\n // 如果输入框或键盘元素不存在,或者模式为 'static',则不进行计算\n if (!inputElement || !keyboardElement || positionMode === 'static') {\n return null\n }\n\n let top, left\n\n // 如果模式为 'bottom',键盘固定在窗口底部\n if (positionMode === 'bottom') {\n top = window.innerHeight - keyboardElement.offsetHeight // 键盘顶部位置为窗口高度减去键盘高度\n left = 0 // 键盘左侧位置为0\n } else {\n // positionMode === 'float',键盘位置根据输入框浮动\n const inputRect = inputElement.getBoundingClientRect() // 获取输入框的位置和尺寸信息\n const keyboardWidth = keyboardElement.offsetWidth // 获取键盘的宽度\n\n // 初始计算:键盘顶部在输入框底部,水平居中对齐输入框中心\n top = inputRect.bottom + window.scrollY // 键盘顶部在输入框底部,并考虑页面滚动\n left = inputRect.left + window.scrollX + inputRect.width / 2 - keyboardWidth / 2 // 键盘左侧在输入框中心减去键盘宽度的一半,并考虑页面滚动\n\n const viewportWidth = window.innerWidth // 获取视口宽度\n // 如果键盘右侧超出视口,则将键盘左侧位置调整到视口内,并留出10px边距\n if (left + keyboardWidth > viewportWidth) {\n left = viewportWidth - keyboardWidth - 10\n }\n // 如果键盘左侧超出视口(或过于靠左),则将键盘左侧位置调整到视口内,并留出10px边距\n if (left < 10) {\n left = 10\n }\n }\n return { top: `${top}px`, left: `${left}px` }\n}\n","/**\n * 判断元素是否为可输入元素(支持文本输入的 input 或 textarea)\n * @param el 要检测的元素\n * @returns 如果是可输入元素则返回 true\n */\nexport function isInputElement(el?: Element | null): el is HTMLInputElement {\n if (!el) {\n return false\n }\n if (el.tagName === 'TEXTAREA') {\n return true\n }\n\n if (el.tagName === 'INPUT') {\n // 获取输入框类型\n const inputElement = el as HTMLInputElement\n const inputType = (inputElement.type || 'text').toLowerCase()\n\n // 这些类型的input不支持文本输入\n const nonTextInputTypes = [\n 'checkbox',\n 'radio',\n 'button',\n 'submit',\n 'reset',\n 'file',\n 'image',\n 'range',\n 'color',\n 'hidden',\n 'date',\n 'datetime-local',\n 'month',\n 'week',\n 'time',\n ]\n\n return !nonTextInputTypes.includes(inputType)\n }\n\n // 不是 input 或 textarea\n return false\n}\n\n/**\n * 获取当前激活的输入元素\n * @throws {Error} 如果当前没有激活的输入框\n */\nexport function getInputElement() {\n if (document.activeElement && isInputElement(document.activeElement)) {\n return document.activeElement as HTMLInputElement\n } else {\n throw new Error('输入框没有被激活')\n }\n}\n\n/**\n * 更新输入框值并设置光标,触发 input 事件\n */\nfunction applyEdit(inputElement: HTMLInputElement, value: string, cursor: number) {\n inputElement.value = value\n moveCursor(inputElement, cursor)\n inputElement.dispatchEvent(new Event('input', { bubbles: true }))\n}\n\n/**\n * 通用字符串编辑:从 start 位置删除 deleteCount 个字符,并插入 insertText\n */\nfunction editString(text: string, start: number, deleteCount: number, insertText = ''): string {\n return text.slice(0, start) + insertText + text.slice(start + deleteCount)\n}\n\n/**\n * 通用输入框编辑:插入文本或删除字符\n */\nfunction processInputElement(\n inputElement: HTMLInputElement,\n insertText = '',\n) {\n const maxlength = Number(inputElement.getAttribute('maxlength'))\n let start = inputElement.selectionStart ?? 0\n const end = inputElement.selectionEnd ?? start\n let deleteCount: number\n if (insertText.length > 0) {\n // 插入或替换选区\n deleteCount = end - start\n } else {\n // 删除操作:优先删除选区,否则退格删除\n const selLen = end - start\n if (selLen > 0) {\n deleteCount = selLen\n } else if (start > 0) {\n deleteCount = 1\n start--\n } else {\n return\n }\n }\n // 插入时检查 maxlength\n if (\n insertText.length > 0\n && maxlength\n && inputElement.value.length - deleteCount + insertText.length > maxlength\n ) {\n return\n }\n const newValue = editString(inputElement.value, start, deleteCount, insertText)\n const newCursor = start + insertText.length\n applyEdit(inputElement, newValue, newCursor)\n}\n\n/**\n * 向输入框插入文本\n * @param inputElement 输入框元素\n * @param text 要插入的文本\n */\nexport function writeToInputElement(inputElement: HTMLInputElement, text: string) {\n processInputElement(inputElement, text)\n}\n\n/**\n * 向输入框删除文本\n * @param inputElement 输入框元素\n */\nexport function delToInputElement(inputElement: HTMLInputElement) {\n processInputElement(inputElement)\n}\n\n/**\n * 设置输入框光标位置\n * @param inputElement 输入框元素\n * @param index 光标位置索引\n */\nexport function moveCursor(inputElement: HTMLInputElement, index: number) {\n inputElement.selectionStart = index\n inputElement.selectionEnd = index\n}\n","export interface KeyRepeatOptions {\n /** Long-press delay before repeating starts (ms). */\n delay?: number\n /** Repeat interval after the initial delay (ms). */\n interval?: number\n}\n\nexport interface KeyRepeater {\n start: (action: () => void) => void\n stop: () => void\n}\n\n/**\n * Create a small, framework-agnostic key repeater for long-press.\n *\n * - Calls `action()` immediately on start.\n * - After `delay`, repeats with `interval` until `stop()` is called.\n */\nexport function createKeyRepeater(options: KeyRepeatOptions = {}): KeyRepeater {\n const delay = options.delay ?? 400\n const interval = options.interval ?? 60\n\n let delayTimer: ReturnType<typeof setTimeout> | undefined\n let intervalTimer: ReturnType<typeof setInterval> | undefined\n\n function stop() {\n if (delayTimer) {\n clearTimeout(delayTimer)\n delayTimer = undefined\n }\n if (intervalTimer) {\n clearInterval(intervalTimer)\n intervalTimer = undefined\n }\n }\n\n function start(action: () => void) {\n stop()\n\n action()\n\n delayTimer = setTimeout(() => {\n intervalTimer = setInterval(() => {\n action()\n }, interval)\n }, delay)\n }\n\n return { start, stop 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onDrawEnd?: () => void\n clearDelay?: number\n}\n\nexport class CanvasDrawer {\n private canvas: HTMLCanvasElement\n private ctx: CanvasRenderingContext2D\n private lastX: number = 0\n private lastY: number = 0\n private strokeData: number[] = []\n private clearTimerId: number | null = null\n private isDrawing: boolean = false\n private options: CanvasDrawerOptions\n\n constructor(canvas: HTMLCanvasElement, options: CanvasDrawerOptions = {}) {\n this.canvas = canvas\n this.options = { clearDelay: 1000, ...options } // Default clearDelay is 1000ms\n const context = this.canvas.getContext('2d')\n if (!context) {\n throw new Error('Failed to get 2D rendering context')\n }\n this.ctx = context\n this.setupCanvas()\n this.attachEvents()\n }\n\n private setupCanvas(): void {\n this.ctx.lineJoin = 'round'\n this.ctx.lineCap = 'round'\n this.ctx.lineWidth = 3\n this.ctx.strokeStyle = '#000'\n this.clearCanvas()\n this.drawGrid()\n }\n\n drawGrid(): void {\n const width = this.canvas.width\n const height = this.canvas.height\n\n this.ctx.save()\n this.ctx.strokeStyle = '#ddd'\n this.ctx.lineWidth = 1\n this.ctx.setLineDash([3, 3])\n\n this.ctx.beginPath()\n this.ctx.moveTo(0, height / 2)\n this.ctx.lineTo(width, height / 2)\n this.ctx.moveTo(width / 2, 0)\n this.ctx.lineTo(width / 2, height)\n this.ctx.stroke()\n\n // 外边框用实线\n this.ctx.setLineDash([])\n this.ctx.beginPath()\n this.ctx.rect(0, 0, width, height)\n this.ctx.stroke()\n\n this.ctx.restore()\n }\n\n clearCanvas(): void {\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)\n this.drawGrid()\n this.strokeData = [] // 清除笔迹数据\n this.resetClearTimer() // 清除画布时也重置计时器\n }\n\n startDrawing(offsetX: number, offsetY: number): void {\n this.lastX = offsetX\n this.lastY = offsetY\n // Restore drawing style for actual strokes\n this.ctx.strokeStyle = '#000'\n this.ctx.lineWidth = 3\n this.ctx.setLineDash([]) // Solid line\n\n // 记录起始点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n draw(offsetX: number, offsetY: number): void {\n this.ctx.beginPath()\n this.ctx.moveTo(this.lastX, this.lastY)\n this.ctx.lineTo(offsetX, offsetY)\n this.ctx.stroke()\n this.lastX = offsetX\n this.lastY = offsetY\n\n // 记录绘制点,0表示不是笔画的最后一点\n this.strokeData.push(offsetX, offsetY, 0)\n }\n\n endStroke(): void {\n // 标记笔画的最后一点,将最后一组坐标的c设为1\n if (this.strokeData.length >= 3) {\n this.strokeData[this.strokeData.length - 1] = 1\n }\n }\n\n getStrokeData(): ReadonlyArray<number> {\n return this.strokeData\n }\n\n resetClearTimer(): void {\n if (this.clearTimerId) {\n window.clearTimeout(this.clearTimerId)\n this.clearTimerId = null\n }\n }\n\n startClearTimer(): void {\n this.resetClearTimer()\n this.clearTimerId = window.setTimeout(() => {\n this.clearCanvas()\n this.clearTimerId = null\n }, this.options.clearDelay)\n }\n\n private getEventCoordinates(e: MouseEvent | TouchEvent): { offsetX: number, offsetY: number } {\n if (e instanceof MouseEvent) {\n return { offsetX: e.offsetX, offsetY: e.offsetY }\n } else {\n const touch = (e as TouchEvent).touches[0] || (e as TouchEvent).changedTouches[0]\n const rect = (e.target as HTMLElement).getBoundingClientRect()\n return {\n offsetX: touch.clientX - rect.left,\n offsetY: touch.clientY - rect.top,\n }\n }\n }\n\n private handleStart = (e: MouseEvent | TouchEvent) => {\n e.preventDefault()\n this.isDrawing = true\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.startDrawing(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleMove = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n const { offsetX, offsetY } = this.getEventCoordinates(e)\n this.draw(offsetX, offsetY)\n this.resetClearTimer()\n }\n\n private handleEnd = (e: MouseEvent | TouchEvent) => {\n if (!this.isDrawing)\n return\n e.preventDefault()\n this.isDrawing = false\n this.endStroke()\n this.startClearTimer()\n if (this.options.onDrawEnd) {\n this.options.onDrawEnd()\n }\n }\n\n private attachEvents(): void {\n this.canvas.addEventListener('mousedown', this.handleStart)\n this.canvas.addEventListener('mousemove', this.handleMove)\n this.canvas.addEventListener('mouseup', this.handleEnd)\n this.canvas.addEventListener('mouseleave', this.handleEnd)\n\n this.canvas.addEventListener('touchstart', this.handleStart, { passive: false })\n this.canvas.addEventListener('touchmove', this.handleMove, { passive: false })\n this.canvas.addEventListener('touchend', this.handleEnd)\n this.canvas.addEventListener('touchcancel', this.handleEnd)\n }\n\n private detachEvents(): void {\n this.canvas.removeEventListener('mousedown', this.handleStart)\n this.canvas.removeEventListener('mousemove', this.handleMove)\n this.canvas.removeEventListener('mouseup', this.handleEnd)\n this.canvas.removeEventListener('mouseleave', this.handleEnd)\n\n this.canvas.removeEventListener('touchstart', this.handleStart)\n this.canvas.removeEventListener('touchmove', this.handleMove)\n this.canvas.removeEventListener('touchend', this.handleEnd)\n this.canvas.removeEventListener('touchcancel', this.handleEnd)\n }\n\n destroy(): void {\n this.detachEvents()\n this.resetClearTimer()\n }\n\n getCanvas(): HTMLCanvasElement {\n return this.canvas\n }\n\n getContext(): CanvasRenderingContext2D {\n return this.ctx\n }\n}\n","import type { HandwritingRecognizer } from './handwriting'\nimport type { PinyinEngine } from './pinyin-engine'\n\n/**\n * 键盘配置类型\n */\nexport interface KeyboardConfig {\n /**\n * 默认的键盘模式\n */\n defaultMode?: 'en' | 'zh' | 'hand' | 'num' | 'symbol'\n /**\n * 是否启用手写输入\n */\n enableHandwriting?: boolean\n /**\n * 键盘定位模式\n */\n position?: 'static' | 'float' | 'bottom'\n /**\n * 浮动模式下键盘与输入框的距离\n * @default 10\n */\n floatMarginTop?: number\n /**\n * 当没有input获得焦点时是否禁用键盘\n */\n disableWhenNoFocus?: boolean\n /**\n * 数字键盘的行配置\n */\n numKeys?: string[][]\n /**\n * RIME WASM 文件及数据文件的 URL 或路径前缀。\n * 用于默认 RIME 引擎加载(当未通过 registerPinyinEngine 注册自定义引擎时)。\n * @default '/rime'\n */\n wasmDir?: string\n}\n\n// 全局配置对象\nlet globalConfig: KeyboardConfig = {\n defaultMode: 'en',\n enableHandwriting: false,\n position: 'static',\n disableWhenNoFocus: true,\n}\n\n// 全局变量用于存储手写识别服务实例\nlet handwritingRecognizerInstance: HandwritingRecognizer | null = null\n\n// 全局变量用于存储拼音引擎实例\nlet pinyinEngineInstance: PinyinEngine | null = null\n\n/**\n * 获取全局键盘配置\n */\nexport function getKeyboardConfig(): KeyboardConfig {\n return globalConfig\n}\n\n/**\n * 设置全局键盘配置\n */\nexport function setKeyboardConfig(config: KeyboardConfig): void {\n globalConfig = {\n ...globalConfig,\n ...config,\n }\n}\n\n/**\n * 注册手写识别服务\n * @param recognizer 手写识别服务实现\n */\nexport function registerHandwritingRecognizer(recognizer: HandwritingRecognizer): void {\n handwritingRecognizerInstance = recognizer\n}\n\n/**\n * 获取手写识别服务实例\n * @returns 手写识别服务实例\n */\nexport function getHandwritingRecognizer(): HandwritingRecognizer | null {\n return handwritingRecognizerInstance\n}\n\n/**\n * 注册拼音引擎。\n * 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@zh-keyboard/core",
3
- "version": "1.0.0",
3
+ "version": "1.1.0",
4
4
  "description": "中文虚拟键盘组件库核心包",
5
5
  "author": "dusionlike",
6
6
  "license": "Apache 2.0",