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284 lines
9.6 KiB
JavaScript
284 lines
9.6 KiB
JavaScript
//
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// progress.js
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// examples
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//
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// Created by David Rowe on 29 Jan 2015.
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// Copyright 2015 High Fidelity, Inc.
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//
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// This script displays a progress download indicator when downloads are in progress.
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//
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// Distributed under the Apache License, Version 2.0.
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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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(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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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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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_OUT = -0.02,
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fadeTimer = null,
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FADE_INTERVAL = 30, // ms between changes in alpha.
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fadeWaitTimer = null,
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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 = 10,
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BAR_URL = Script.resolvePath("assets/images/progress-bar.svg"),
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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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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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function fade() {
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alpha = alpha + alphaDelta;
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if (alpha < 0) {
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alpha = 0;
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} else if (alpha > 1) {
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alpha = 1;
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}
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if (alpha === 0 || alpha === 1) { // Finished fading in or out
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alphaDelta = 0;
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Script.clearInterval(fadeTimer);
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}
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if (alpha === 0) { // Finished fading out
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visible = false;
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}
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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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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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}
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debug("PROGRESS:", rawProgress, bestRawProgress, maxSeen);
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}
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function createOverlays() {
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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(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 (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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// 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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visible = true;
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alphaDelta = ALPHA_DELTA_IN;
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fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
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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 (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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if (displayProgress < 100) { // Was finished downloading but have resumed so fade in
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alphaDelta = ALPHA_DELTA_IN;
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}
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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 (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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fadeWaitTimer = null;
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}, FADE_OUT_WAIT);
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}
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} else {
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if (displayProgress < 100) { // Was finished and waiting to fade out but have resumed so don't fade out
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Script.clearInterval(fadeWaitTimer);
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fadeWaitTimer = null;
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}
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}
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}
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if (visible) {
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// Update progress bar
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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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Overlays.editOverlay(background2D.overlay, {
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visible: true,
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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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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 ? -300 : -10;
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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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createOverlays();
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}
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function tearDown() {
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deleteOverlays();
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}
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setUp();
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GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
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GlobalServices.updateDownloadInfo();
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Script.setInterval(update, 1000/60);
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Script.scriptEnding.connect(tearDown);
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}());
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