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Merge pull request #8331 from huffman/feat/progress-updates
progress.js updates
This commit is contained in:
commit
b2a354ddb9
3 changed files with 148 additions and 164 deletions
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
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<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" baseProfile="full" width="540" height="90" viewBox="0 0 540.00 90.00" enable-background="new 0 0 540.00 90.00" xml:space="preserve">
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<path fill="#343434" fill-opacity="0.803922" stroke-width="0.2" stroke-linejoin="round" d="M 8.00003,2.28882e-005L 532,2.28882e-005C 536.418,2.28882e-005 540,3.58175 540,8.00002L 540,82C 540,86.4183 536.418,90 532,90L 8.00003,90C 3.58174,90 2.48421e-005,86.4183 2.48421e-005,82L 2.48421e-005,8.00002C 2.48421e-005,3.58175 3.58174,2.28882e-005 8.00003,2.28882e-005 Z "/>
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<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" baseProfile="full" width="520" height="50" viewBox="0 0 520.00 50.00" enable-background="new 0 0 540.00 50.00" xml:space="preserve">
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<rect x="0" y="0" rx="8" ry="8" width="520" height="50" style="fille:black;opacity:0.6" />
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</svg>
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|
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@ -1,7 +1,12 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Generator: Adobe Illustrator 18.1.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
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<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
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viewBox="-159 536 960 30" enable-background="new -159 536 960 30" xml:space="preserve">
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<rect x="-159" y="536" fill="#4CC1B8" fill-opacity="0.8039" width="480" height="30"/>
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<rect x="321" y="536" fill="#FFFFFF" fill-opacity="0.8039" width="480" height="30"/>
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viewBox="0 0 960 10" enable-background="new -159 536 960 30" xml:space="preserve">
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<defs>
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<linearGradient id="loadingGrad" x1="0%" y1="0%" x2="100%" y2="0%">
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<stop offset="0%" style="stop-color:rgb(16,128,184);stop-opacity:1" />
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<stop offset="100%" style="stop-color:rgb(0,180,239);stop-opacity:1" />
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</linearGradient>
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</defs>
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<rect x="0" y="0" fill="url(#loadingGrad)" width="480" height="10"/>
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<rect x="480" y="0" fill="#000000" fill-opacity="0.8039" width="480" height="10"/>
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</svg>
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Before Width: | Height: | Size: 535 B After Width: | Height: | Size: 671 B |
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@ -13,6 +13,11 @@
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(function() {
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function debug() {
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return;
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print.apply(null, arguments);
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}
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var rawProgress = 100, // % raw value.
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displayProgress = 100, // % smoothed value to display.
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DISPLAY_PROGRESS_MINOR_MAXIMUM = 8, // % displayed progress bar goes up to while 0% raw progress.
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@ -28,35 +33,18 @@
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FADE_OUT_WAIT = 1000, // Wait before starting to fade out after progress 100%.
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visible = false,
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BAR_WIDTH = 480, // Dimension of SVG in pixels of visible portion (half) of the bar.
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BAR_HEIGHT = 30,
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BAR_HEIGHT = 10,
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BAR_Y_OFFSET_2D = -10, // Offset of progress bar while in desktop mode
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BAR_Y_OFFSET_HMD = -300, // Offset of progress bar while in HMD
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BAR_URL = Script.resolvePath("assets/images/progress-bar.svg"),
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BACKGROUND_WIDTH = 540,
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BACKGROUND_HEIGHT = 90,
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BACKGROUND_WIDTH = 520,
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BACKGROUND_HEIGHT = 50,
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BACKGROUND_URL = Script.resolvePath("assets/images/progress-bar-background.svg"),
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isOnHMD = false,
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windowWidth = 0,
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windowHeight = 0,
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background2D = {},
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bar2D = {},
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SCALE_2D = 0.35, // Scale the SVGs for 2D display.
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background3D = {},
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bar3D = {},
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PROGRESS_3D_DIRECTION = 0.0, // Degrees from avatar orientation.
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PROGRESS_3D_DISTANCE = 0.602, // Horizontal distance from avatar position.
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PROGRESS_3D_ELEVATION = -0.8, // Height of top middle of top notification relative to avatar eyes.
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PROGRESS_3D_YAW = 0.0, // Degrees relative to notifications direction.
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PROGRESS_3D_PITCH = -60.0, // Degrees from vertical.
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SCALE_3D = 0.0011, // Scale the bar SVG for 3D display.
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BACKGROUND_3D_SIZE = {
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x: 0.76,
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y: 0.08
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}, // Match up with the 3D background with those of notifications.js notices.
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BACKGROUND_3D_COLOR = {
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red: 2,
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green: 2,
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blue: 2
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},
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BACKGROUND_3D_ALPHA = 0.7;
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SCALE_2D = 0.35; // Scale the SVGs for 2D display.
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function fade() {
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@ -64,9 +52,7 @@
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if (alpha < 0) {
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alpha = 0;
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}
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if (alpha > 1) {
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} else if (alpha > 1) {
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alpha = 1;
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}
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@ -79,115 +65,123 @@
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visible = false;
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}
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if (isOnHMD) {
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Overlays.editOverlay(background3D.overlay, {
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backgroundAlpha: alpha * BACKGROUND_3D_ALPHA,
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visible: visible
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});
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} else {
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Overlays.editOverlay(background2D.overlay, {
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alpha: alpha,
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visible: visible
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});
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}
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Overlays.editOverlay(isOnHMD ? bar3D.overlay : bar2D.overlay, {
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Overlays.editOverlay(background2D.overlay, {
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alpha: alpha,
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visible: visible
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});
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Overlays.editOverlay(bar2D.overlay, {
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alpha: alpha,
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visible: visible
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});
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}
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Window.domainChanged.connect(function() {
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isDownloading = false;
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bestRawProgress = 100;
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rawProgress = 100;
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displayProgress = 100;
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});
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// Max seen since downloads started. This is reset when all downloads have completed.
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var maxSeen = 0;
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// Progress is defined as: (pending_downloads + active_downloads) / max_seen
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// We keep track of both the current progress (rawProgress) and the
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// best progress we've seen (bestRawProgress). As you are downloading, you may
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// encounter new assets that require downloads, increasing the number of
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// pending downloads and thus decreasing your overall progress.
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var bestRawProgress = 0;
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// True if we have known active downloads
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var isDownloading = false;
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// Entities are streamed to users, so you don't receive them all at once; instead, you
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// receive them over a period of time. In many cases we end up in a situation where
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//
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// The initial delay cooldown keeps us from tracking progress before the allotted time
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// has passed.
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var INITIAL_DELAY_COOLDOWN_TIME = 1000;
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var initialDelayCooldown = 0;
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function onDownloadInfoChanged(info) {
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var i;
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debug("PROGRESS: Download info changed ", info.downloading.length, info.pending, maxSeen);
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// Update raw progress value
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if (info.downloading.length + info.pending === 0) {
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isDownloading = false;
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rawProgress = 100;
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bestRawProgress = 100;
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initialDelayCooldown = INITIAL_DELAY_COOLDOWN_TIME;
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} else {
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rawProgress = 0;
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for (i = 0; i < info.downloading.length; i += 1) {
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rawProgress += info.downloading[i];
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var count = info.downloading.length + info.pending;
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if (!isDownloading) {
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isDownloading = true;
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bestRawProgress = 0;
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rawProgress = 0;
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initialDelayCooldown = INITIAL_DELAY_COOLDOWN_TIME;
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displayProgress = 0;
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maxSeen = count;
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}
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if (count > maxSeen) {
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maxSeen = count;
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}
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if (initialDelayCooldown <= 0) {
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rawProgress = ((maxSeen - count) / maxSeen) * 100;
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if (rawProgress > bestRawProgress) {
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bestRawProgress = rawProgress;
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}
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}
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rawProgress = rawProgress / (info.downloading.length + info.pending);
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}
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debug("PROGRESS:", rawProgress, bestRawProgress, maxSeen);
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}
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function createOverlays() {
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if (isOnHMD) {
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background3D.overlay = Overlays.addOverlay("rectangle3d", {
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size: BACKGROUND_3D_SIZE,
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color: BACKGROUND_3D_COLOR,
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alpha: BACKGROUND_3D_ALPHA,
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solid: true,
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isFacingAvatar: false,
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visible: false,
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ignoreRayIntersection: true
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});
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bar3D.overlay = Overlays.addOverlay("image3d", {
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url: BAR_URL,
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subImage: {
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x: BAR_WIDTH,
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y: 0,
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width: BAR_WIDTH,
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height: BAR_HEIGHT
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},
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scale: SCALE_3D * BAR_WIDTH,
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isFacingAvatar: false,
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visible: false,
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alpha: 0.0,
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ignoreRayIntersection: true
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});
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} else {
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background2D.overlay = Overlays.addOverlay("image", {
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imageURL: BACKGROUND_URL,
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width: background2D.width,
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height: background2D.height,
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visible: false,
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alpha: 0.0
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});
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bar2D.overlay = Overlays.addOverlay("image", {
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imageURL: BAR_URL,
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subImage: {
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x: BAR_WIDTH,
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y: 0,
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width: BAR_WIDTH,
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height: BAR_HEIGHT
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},
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width: bar2D.width,
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height: bar2D.height,
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visible: false,
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alpha: 0.0
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});
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}
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background2D.overlay = Overlays.addOverlay("image", {
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imageURL: BACKGROUND_URL,
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width: background2D.width,
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height: background2D.height,
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visible: false,
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alpha: 0.0
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});
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bar2D.overlay = Overlays.addOverlay("image", {
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imageURL: BAR_URL,
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subImage: {
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x: 0,
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y: 0,
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width: BAR_WIDTH,
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height: BAR_HEIGHT
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},
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width: bar2D.width,
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height: bar2D.height,
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visible: false,
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alpha: 0.0
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});
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}
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function deleteOverlays() {
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Overlays.deleteOverlay(isOnHMD ? background3D.overlay : background2D.overlay);
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Overlays.deleteOverlay(isOnHMD ? bar3D.overlay : bar2D.overlay);
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Overlays.deleteOverlay(background2D.overlay);
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Overlays.deleteOverlay(bar2D.overlay);
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}
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var b = 0;
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var currentOrientation = null;
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function update() {
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initialDelayCooldown -= 30;
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var viewport,
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eyePosition,
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avatarOrientation;
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if (isOnHMD !== HMD.active) {
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deleteOverlays();
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isOnHMD = !isOnHMD;
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createOverlays();
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if (displayProgress < rawProgress) {
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var diff = rawProgress - displayProgress;
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if (diff < 0.5) {
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displayProgress = rawProgress;
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} else {
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displayProgress += diff * 0.05;
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}
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}
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// Calculate progress value to display
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if (rawProgress === 0 && displayProgress <= DISPLAY_PROGRESS_MINOR_MAXIMUM) {
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displayProgress = Math.min(displayProgress + DISPLAY_PROGRESS_MINOR_INCREMENT, DISPLAY_PROGRESS_MINOR_MAXIMUM);
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} else if (rawProgress < displayProgress) {
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displayProgress = rawProgress;
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} else if (rawProgress > displayProgress) {
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displayProgress = Math.min(rawProgress, displayProgress + DISPLAY_PROGRESS_MAJOR_INCREMENT);
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} // else (rawProgress === displayProgress); do nothing.
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// Update state
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if (!visible) { // Not visible because no recent downloads
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if (displayProgress < 100) { // Have started downloading so fade in
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@ -197,7 +191,7 @@
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}
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} else if (alphaDelta !== 0.0) { // Fading in or out
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if (alphaDelta > 0) {
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if (displayProgress === 100) { // Was downloading but now have finished so fade out
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if (rawProgress === 100) { // Was downloading but now have finished so fade out
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alphaDelta = ALPHA_DELTA_OUT;
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}
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} else {
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@ -207,7 +201,7 @@
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}
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} else { // Fully visible because downloading or recently so
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if (fadeWaitTimer === null) {
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if (displayProgress === 100) { // Was downloading but have finished so fade out soon
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if (rawProgress === 100) { // Was downloading but have finished so fade out soon
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fadeWaitTimer = Script.setTimeout(function() {
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alphaDelta = ALPHA_DELTA_OUT;
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fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
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@ -225,73 +219,58 @@
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if (visible) {
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// Update progress bar
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Overlays.editOverlay(isOnHMD ? bar3D.overlay : bar2D.overlay, {
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visible: visible,
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Overlays.editOverlay(bar2D.overlay, {
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visible: true,
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subImage: {
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x: BAR_WIDTH * (1 - displayProgress / 100),
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y: 0,
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width: BAR_WIDTH,
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height: BAR_HEIGHT
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}
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},
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});
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// Update position
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if (isOnHMD) {
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// Update 3D overlays to maintain positions relative to avatar
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eyePosition = MyAvatar.getDefaultEyePosition();
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avatarOrientation = MyAvatar.orientation;
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Overlays.editOverlay(background2D.overlay, {
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visible: true,
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});
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Overlays.editOverlay(background3D.overlay, {
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position: Vec3.sum(eyePosition, Vec3.multiplyQbyV(avatarOrientation, background3D.offset)),
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rotation: Quat.multiply(avatarOrientation, background3D.orientation)
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});
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Overlays.editOverlay(bar3D.overlay, {
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position: Vec3.sum(eyePosition, Vec3.multiplyQbyV(avatarOrientation, bar3D.offset)),
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rotation: Quat.multiply(avatarOrientation, bar3D.orientation)
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});
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// Update 2D overlays to maintain positions at bottom middle of window
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viewport = Controller.getViewportDimensions();
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} else {
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// Update 2D overlays to maintain positions at bottom middle of window
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viewport = Controller.getViewportDimensions();
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if (viewport.x !== windowWidth || viewport.y !== windowHeight) {
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windowWidth = viewport.x;
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windowHeight = viewport.y;
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Overlays.editOverlay(background2D.overlay, {
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x: windowWidth / 2 - background2D.width / 2,
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y: windowHeight - background2D.height - bar2D.height
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});
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Overlays.editOverlay(bar2D.overlay, {
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x: windowWidth / 2 - bar2D.width / 2,
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y: windowHeight - background2D.height - bar2D.height + (background2D.height - bar2D.height) / 2
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});
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}
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if (viewport.x !== windowWidth || viewport.y !== windowHeight) {
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updateProgressBarLocation();
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}
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}
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}
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function updateProgressBarLocation() {
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viewport = Controller.getViewportDimensions();
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windowWidth = viewport.x;
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windowHeight = viewport.y;
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var yOffset = HMD.active ? BAR_Y_OFFSET_HMD : BAR_Y_OFFSET_2D;
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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bar2D.width = SCALE_2D * BAR_WIDTH;
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bar2D.height = SCALE_2D * BAR_HEIGHT;
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Overlays.editOverlay(background2D.overlay, {
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x: windowWidth / 2 - background2D.width / 2,
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y: windowHeight - background2D.height - bar2D.height + yOffset
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});
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Overlays.editOverlay(bar2D.overlay, {
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x: windowWidth / 2 - bar2D.width / 2,
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y: windowHeight - background2D.height - bar2D.height + (background2D.height - bar2D.height) / 2 + yOffset
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});
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}
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function setUp() {
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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bar2D.width = SCALE_2D * BAR_WIDTH;
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bar2D.height = SCALE_2D * BAR_HEIGHT;
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background3D.offset = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, PROGRESS_3D_DIRECTION, 0), {
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x: 0,
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y: 0,
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z: -PROGRESS_3D_DISTANCE
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});
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background3D.offset.y += PROGRESS_3D_ELEVATION;
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background3D.orientation = Quat.fromPitchYawRollDegrees(PROGRESS_3D_PITCH, PROGRESS_3D_DIRECTION + PROGRESS_3D_YAW, 0);
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||||
bar3D.offset = Vec3.sum(background3D.offset, {
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x: 0,
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||||
y: 0,
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||||
z: 0.001
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||||
}); // Just in front of background
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||||
bar3D.orientation = background3D.orientation;
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||||
|
||||
createOverlays();
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||||
}
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||||
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|
@ -302,6 +281,6 @@
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setUp();
|
||||
GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
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GlobalServices.updateDownloadInfo();
|
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Script.update.connect(update);
|
||||
Script.setInterval(update, 1000/60);
|
||||
Script.scriptEnding.connect(tearDown);
|
||||
}());
|
||||
}());
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||||
|
|
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Reference in a new issue