overte/scripts/system/progress.js
2016-08-02 16:29:40 -07:00

284 lines
9.6 KiB
JavaScript

//
// progress.js
// examples
//
// Created by David Rowe on 29 Jan 2015.
// Copyright 2015 High Fidelity, Inc.
//
// This script displays a progress download indicator when downloads are in progress.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
function debug() {
return;
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,
ALPHA_DELTA_OUT = -0.02,
fadeTimer = null,
FADE_INTERVAL = 30, // ms between changes in alpha.
fadeWaitTimer = null,
FADE_OUT_WAIT = 1000, // Wait before starting to fade out after progress 100%.
visible = false,
BAR_WIDTH = 480, // Dimension of SVG in pixels of visible portion (half) of the bar.
BAR_HEIGHT = 10,
BAR_URL = Script.resolvePath("assets/images/progress-bar.svg"),
BACKGROUND_WIDTH = 520,
BACKGROUND_HEIGHT = 50,
BACKGROUND_URL = Script.resolvePath("assets/images/progress-bar-background.svg"),
windowWidth = 0,
windowHeight = 0,
background2D = {},
bar2D = {},
SCALE_2D = 0.35; // Scale the SVGs for 2D display.
function fade() {
alpha = alpha + alphaDelta;
if (alpha < 0) {
alpha = 0;
} else if (alpha > 1) {
alpha = 1;
}
if (alpha === 0 || alpha === 1) { // Finished fading in or out
alphaDelta = 0;
Script.clearInterval(fadeTimer);
}
if (alpha === 0) { // Finished fading out
visible = false;
}
Overlays.editOverlay(background2D.overlay, {
alpha: alpha,
visible: visible
});
Overlays.editOverlay(bar2D.overlay, {
alpha: alpha,
visible: visible
});
}
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);
// Update raw progress value
if (info.downloading.length + info.pending === 0) {
isDownloading = false;
rawProgress = 100;
bestRawProgress = 100;
initialDelayCooldown = INITIAL_DELAY_COOLDOWN_TIME;
} else {
var count = info.downloading.length + info.pending;
if (!isDownloading) {
isDownloading = true;
bestRawProgress = 0;
rawProgress = 0;
initialDelayCooldown = INITIAL_DELAY_COOLDOWN_TIME;
displayProgress = 0;
maxSeen = count;
}
if (count > maxSeen) {
maxSeen = count;
}
if (initialDelayCooldown <= 0) {
rawProgress = ((maxSeen - count) / maxSeen) * 100;
if (rawProgress > bestRawProgress) {
bestRawProgress = rawProgress;
}
}
}
debug("PROGRESS:", rawProgress, bestRawProgress, maxSeen);
}
function createOverlays() {
background2D.overlay = Overlays.addOverlay("image", {
imageURL: BACKGROUND_URL,
width: background2D.width,
height: background2D.height,
visible: false,
alpha: 0.0
});
bar2D.overlay = Overlays.addOverlay("image", {
imageURL: BAR_URL,
subImage: {
x: 0,
y: 0,
width: BAR_WIDTH,
height: BAR_HEIGHT
},
width: bar2D.width,
height: bar2D.height,
visible: false,
alpha: 0.0
});
}
function deleteOverlays() {
Overlays.deleteOverlay(background2D.overlay);
Overlays.deleteOverlay(bar2D.overlay);
}
var b = 0;
var currentOrientation = null;
function update() {
initialDelayCooldown -= 30;
var viewport,
eyePosition,
avatarOrientation;
if (displayProgress < rawProgress) {
var diff = rawProgress - displayProgress;
if (diff < 0.5) {
displayProgress = rawProgress;
} else {
displayProgress += diff * 0.05;
}
}
// Update state
if (!visible) { // Not visible because no recent downloads
if (displayProgress < 100) { // Have started downloading so fade in
visible = true;
alphaDelta = ALPHA_DELTA_IN;
fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
}
} else if (alphaDelta !== 0.0) { // Fading in or out
if (alphaDelta > 0) {
if (rawProgress === 100) { // Was downloading but now have finished so fade out
alphaDelta = ALPHA_DELTA_OUT;
}
} else {
if (displayProgress < 100) { // Was finished downloading but have resumed so fade in
alphaDelta = ALPHA_DELTA_IN;
}
}
} 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() {
alphaDelta = ALPHA_DELTA_OUT;
fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
fadeWaitTimer = null;
}, FADE_OUT_WAIT);
}
} else {
if (displayProgress < 100) { // Was finished and waiting to fade out but have resumed so don't fade out
Script.clearInterval(fadeWaitTimer);
fadeWaitTimer = null;
}
}
}
if (visible) {
// Update progress bar
Overlays.editOverlay(bar2D.overlay, {
visible: true,
subImage: {
x: BAR_WIDTH * (1 - displayProgress / 100),
y: 0,
width: BAR_WIDTH,
height: BAR_HEIGHT
},
});
Overlays.editOverlay(background2D.overlay, {
visible: true,
});
// Update 2D overlays to maintain positions at bottom middle of window
viewport = Controller.getViewportDimensions();
if (viewport.x !== windowWidth || viewport.y !== windowHeight) {
updateProgressBarLocation();
}
}
}
function updateProgressBarLocation() {
viewport = Controller.getViewportDimensions();
windowWidth = viewport.x;
windowHeight = viewport.y;
var yOffset = HMD.active ? -300 : -10;
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;
bar2D.width = SCALE_2D * BAR_WIDTH;
bar2D.height = SCALE_2D * BAR_HEIGHT;
createOverlays();
}
function tearDown() {
deleteOverlays();
}
setUp();
GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
GlobalServices.updateDownloadInfo();
Script.setInterval(update, 1000/60);
Script.scriptEnding.connect(tearDown);
}());