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JSLint progress bar code
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parent
aa3af36933
commit
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1 changed files with 55 additions and 62 deletions
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@ -13,18 +13,14 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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(function() { // BEGIN LOCAL_SCOPE
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(function () { // BEGIN LOCAL_SCOPE
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function debug() {
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function debug() {
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return;
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//print.apply(null, arguments);
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print.apply(null, arguments);
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}
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}
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var rawProgress = 100, // % raw value.
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var rawProgress = 100, // % raw value.
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displayProgress = 100, // % smoothed value to display.
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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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DISPLAY_PROGRESS_MINOR_INCREMENT = 0.1, // % amount to increment display value each update when 0% raw progress.
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DISPLAY_PROGRESS_MAJOR_INCREMENT = 5, // % maximum amount to increment display value when >0% raw progress.
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alpha = 0.0,
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alpha = 0.0,
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alphaDelta = 0.0, // > 0 if fading in; < 0 if fading out.
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alphaDelta = 0.0, // > 0 if fading in; < 0 if fading out.
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ALPHA_DELTA_IN = 0.15,
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ALPHA_DELTA_IN = 0.15,
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@ -46,7 +42,28 @@
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windowHeight = 0,
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windowHeight = 0,
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background2D = {},
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background2D = {},
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bar2D = {},
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bar2D = {},
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SCALE_2D = 0.35; // Scale the SVGs for 2D display.
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SCALE_2D = 0.35, // Scale the SVGs for 2D display.
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// Max seen since downloads started. This is reset when all downloads have completed.
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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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bestRawProgress = 0,
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// True if we have known active downloads
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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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INITIAL_DELAY_COOLDOWN_TIME = 1000,
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initialDelayCooldown = 0;
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function fade() {
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function fade() {
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@ -77,35 +94,14 @@
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});
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});
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}
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}
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Window.domainChanged.connect(function() {
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Window.domainChanged.connect(function () {
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isDownloading = false;
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isDownloading = false;
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bestRawProgress = 100;
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bestRawProgress = 100;
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rawProgress = 100;
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rawProgress = 100;
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displayProgress = 100;
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displayProgress = 100;
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});
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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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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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debug("PROGRESS: Download info changed ", info.downloading.length, info.pending, maxSeen);
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@ -167,16 +163,36 @@
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Overlays.deleteOverlay(bar2D.overlay);
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Overlays.deleteOverlay(bar2D.overlay);
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}
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}
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var b = 0;
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function updateProgressBarLocation() {
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var currentOrientation = null;
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var viewport = Controller.getViewportDimensions(),
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yOffset;
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windowWidth = viewport.x;
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windowHeight = viewport.y;
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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 update() {
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function update() {
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initialDelayCooldown -= 30;
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initialDelayCooldown -= 30;
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var viewport,
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var viewport, diff;
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eyePosition,
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avatarOrientation;
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if (displayProgress < rawProgress) {
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if (displayProgress < rawProgress) {
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var diff = rawProgress - displayProgress;
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diff = rawProgress - displayProgress;
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if (diff < 0.5) {
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if (diff < 0.5) {
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displayProgress = rawProgress;
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displayProgress = rawProgress;
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} else {
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} else {
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@ -204,7 +220,7 @@
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} else { // Fully visible because downloading or recently so
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} else { // Fully visible because downloading or recently so
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if (fadeWaitTimer === null) {
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if (fadeWaitTimer === null) {
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if (rawProgress === 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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fadeWaitTimer = Script.setTimeout(function () {
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alphaDelta = ALPHA_DELTA_OUT;
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alphaDelta = ALPHA_DELTA_OUT;
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fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
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fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
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fadeWaitTimer = null;
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fadeWaitTimer = null;
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@ -228,11 +244,11 @@
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y: 0,
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y: 0,
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width: BAR_WIDTH,
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width: BAR_WIDTH,
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height: BAR_HEIGHT
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height: BAR_HEIGHT
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},
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}
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});
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});
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Overlays.editOverlay(background2D.overlay, {
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Overlays.editOverlay(background2D.overlay, {
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visible: true,
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visible: true
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});
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});
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// Update 2D overlays to maintain positions at bottom middle of window
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// Update 2D overlays to maintain positions at bottom middle of window
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@ -244,29 +260,6 @@
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}
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}
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}
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}
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function updateProgressBarLocation() {
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var 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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function setUp() {
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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setUp();
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setUp();
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GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
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GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
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GlobalServices.updateDownloadInfo();
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GlobalServices.updateDownloadInfo();
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Script.setInterval(update, 1000/60);
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Script.setInterval(update, 1000 / 60);
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Script.scriptEnding.connect(tearDown);
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Script.scriptEnding.connect(tearDown);
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}()); // END LOCAL_SCOPE
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}()); // END LOCAL_SCOPE
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