JSLint progress bar code

This commit is contained in:
David Rowe 2016-10-28 11:34:00 +13:00
parent aa3af36933
commit 4befab1151

View file

@ -13,18 +13,14 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() { // BEGIN LOCAL_SCOPE
(function () { // BEGIN LOCAL_SCOPE
function debug() {
return;
print.apply(null, arguments);
//print.apply(null, arguments);
}
var rawProgress = 100, // % raw value.
displayProgress = 100, // % smoothed value to display.
DISPLAY_PROGRESS_MINOR_MAXIMUM = 8, // % displayed progress bar goes up to while 0% raw progress.
DISPLAY_PROGRESS_MINOR_INCREMENT = 0.1, // % amount to increment display value each update when 0% raw progress.
DISPLAY_PROGRESS_MAJOR_INCREMENT = 5, // % maximum amount to increment display value when >0% raw progress.
alpha = 0.0,
alphaDelta = 0.0, // > 0 if fading in; < 0 if fading out.
ALPHA_DELTA_IN = 0.15,
@ -46,7 +42,28 @@
windowHeight = 0,
background2D = {},
bar2D = {},
SCALE_2D = 0.35; // Scale the SVGs for 2D display.
SCALE_2D = 0.35, // Scale the SVGs for 2D display.
// Max seen since downloads started. This is reset when all downloads have completed.
maxSeen = 0,
// Progress is defined as: (pending_downloads + active_downloads) / max_seen
// We keep track of both the current progress (rawProgress) and the
// best progress we've seen (bestRawProgress). As you are downloading, you may
// encounter new assets that require downloads, increasing the number of
// pending downloads and thus decreasing your overall progress.
bestRawProgress = 0,
// True if we have known active downloads
isDownloading = false,
// Entities are streamed to users, so you don't receive them all at once; instead, you
// receive them over a period of time. In many cases we end up in a situation where
//
// The initial delay cooldown keeps us from tracking progress before the allotted time
// has passed.
INITIAL_DELAY_COOLDOWN_TIME = 1000,
initialDelayCooldown = 0;
function fade() {
@ -77,35 +94,14 @@
});
}
Window.domainChanged.connect(function() {
Window.domainChanged.connect(function () {
isDownloading = false;
bestRawProgress = 100;
rawProgress = 100;
displayProgress = 100;
});
// Max seen since downloads started. This is reset when all downloads have completed.
var maxSeen = 0;
// Progress is defined as: (pending_downloads + active_downloads) / max_seen
// We keep track of both the current progress (rawProgress) and the
// best progress we've seen (bestRawProgress). As you are downloading, you may
// encounter new assets that require downloads, increasing the number of
// pending downloads and thus decreasing your overall progress.
var bestRawProgress = 0;
// True if we have known active downloads
var isDownloading = false;
// Entities are streamed to users, so you don't receive them all at once; instead, you
// receive them over a period of time. In many cases we end up in a situation where
//
// The initial delay cooldown keeps us from tracking progress before the allotted time
// has passed.
var INITIAL_DELAY_COOLDOWN_TIME = 1000;
var initialDelayCooldown = 0;
function onDownloadInfoChanged(info) {
var i;
debug("PROGRESS: Download info changed ", info.downloading.length, info.pending, maxSeen);
@ -167,16 +163,36 @@
Overlays.deleteOverlay(bar2D.overlay);
}
var b = 0;
var currentOrientation = null;
function updateProgressBarLocation() {
var viewport = Controller.getViewportDimensions(),
yOffset;
windowWidth = viewport.x;
windowHeight = viewport.y;
yOffset = HMD.active ? BAR_Y_OFFSET_HMD : BAR_Y_OFFSET_2D;
background2D.width = SCALE_2D * BACKGROUND_WIDTH;
background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
bar2D.width = SCALE_2D * BAR_WIDTH;
bar2D.height = SCALE_2D * BAR_HEIGHT;
Overlays.editOverlay(background2D.overlay, {
x: windowWidth / 2 - background2D.width / 2,
y: windowHeight - background2D.height - bar2D.height + yOffset
});
Overlays.editOverlay(bar2D.overlay, {
x: windowWidth / 2 - bar2D.width / 2,
y: windowHeight - background2D.height - bar2D.height + (background2D.height - bar2D.height) / 2 + yOffset
});
}
function update() {
initialDelayCooldown -= 30;
var viewport,
eyePosition,
avatarOrientation;
var viewport, diff;
if (displayProgress < rawProgress) {
var diff = rawProgress - displayProgress;
diff = rawProgress - displayProgress;
if (diff < 0.5) {
displayProgress = rawProgress;
} else {
@ -204,7 +220,7 @@
} else { // Fully visible because downloading or recently so
if (fadeWaitTimer === null) {
if (rawProgress === 100) { // Was downloading but have finished so fade out soon
fadeWaitTimer = Script.setTimeout(function() {
fadeWaitTimer = Script.setTimeout(function () {
alphaDelta = ALPHA_DELTA_OUT;
fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
fadeWaitTimer = null;
@ -228,11 +244,11 @@
y: 0,
width: BAR_WIDTH,
height: BAR_HEIGHT
},
}
});
Overlays.editOverlay(background2D.overlay, {
visible: true,
visible: true
});
// Update 2D overlays to maintain positions at bottom middle of window
@ -244,29 +260,6 @@
}
}
function updateProgressBarLocation() {
var viewport = Controller.getViewportDimensions();
windowWidth = viewport.x;
windowHeight = viewport.y;
var yOffset = HMD.active ? BAR_Y_OFFSET_HMD : BAR_Y_OFFSET_2D;
background2D.width = SCALE_2D * BACKGROUND_WIDTH;
background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
bar2D.width = SCALE_2D * BAR_WIDTH;
bar2D.height = SCALE_2D * BAR_HEIGHT;
Overlays.editOverlay(background2D.overlay, {
x: windowWidth / 2 - background2D.width / 2,
y: windowHeight - background2D.height - bar2D.height + yOffset
});
Overlays.editOverlay(bar2D.overlay, {
x: windowWidth / 2 - bar2D.width / 2,
y: windowHeight - background2D.height - bar2D.height + (background2D.height - bar2D.height) / 2 + yOffset
});
}
function setUp() {
background2D.width = SCALE_2D * BACKGROUND_WIDTH;
background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
@ -283,7 +276,7 @@
setUp();
GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
GlobalServices.updateDownloadInfo();
Script.setInterval(update, 1000/60);
Script.setInterval(update, 1000 / 60);
Script.scriptEnding.connect(tearDown);
}()); // END LOCAL_SCOPE