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/* -*- indent-tabs-mode: nil; js-indent-level: 2 -*- */
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
loader.lazyRequireGetter(this, "EventEmitter", "devtools/shared/event-emitter");
const { LocalizationHelper } = require("devtools/shared/l10n");
const L10N =
new LocalizationHelper("devtools/client/locales/animationinspector.properties");
// How many times, maximum, can we loop before we find the optimal time
// interval in the timeline graph.
const OPTIMAL_TIME_INTERVAL_MAX_ITERS = 100;
// Time graduations should be multiple of one of these number.
const OPTIMAL_TIME_INTERVAL_MULTIPLES = [1, 2.5, 5];
const MILLIS_TIME_FORMAT_MAX_DURATION = 4000;
/**
* DOM node creation helper function.
* @param {Object} Options to customize the node to be created.
* - nodeType {String} Optional, defaults to "div",
* - attributes {Object} Optional attributes object like
* {attrName1:value1, attrName2: value2, ...}
* - parent {DOMNode} Mandatory node to append the newly created node to.
* - textContent {String} Optional text for the node.
* - namespace {String} Optional namespace
* @return {DOMNode} The newly created node.
*/
function createNode(options) {
if (!options.parent) {
throw new Error("Missing parent DOMNode to create new node");
}
let type = options.nodeType || "div";
let node =
options.namespace
? options.parent.ownerDocument.createElementNS(options.namespace, type)
: options.parent.ownerDocument.createElement(type);
for (let name in options.attributes || {}) {
let value = options.attributes[name];
node.setAttribute(name, value);
}
if (options.textContent) {
node.textContent = options.textContent;
}
options.parent.appendChild(node);
return node;
}
exports.createNode = createNode;
/**
* Find the optimal interval between time graduations in the animation timeline
* graph based on a minimum time interval
* @param {Number} minTimeInterval Minimum time in ms in one interval
* @return {Number} The optimal interval time in ms
*/
function findOptimalTimeInterval(minTimeInterval) {
let numIters = 0;
let multiplier = 1;
if (!minTimeInterval) {
return 0;
}
let interval;
while (true) {
for (let i = 0; i < OPTIMAL_TIME_INTERVAL_MULTIPLES.length; i++) {
interval = OPTIMAL_TIME_INTERVAL_MULTIPLES[i] * multiplier;
if (minTimeInterval <= interval) {
return interval;
}
}
if (++numIters > OPTIMAL_TIME_INTERVAL_MAX_ITERS) {
return interval;
}
multiplier *= 10;
}
}
exports.findOptimalTimeInterval = findOptimalTimeInterval;
/**
* Format a timestamp (in ms) as a mm:ss.mmm string.
* @param {Number} time
* @return {String}
*/
function formatStopwatchTime(time) {
// Format falsy values as 0
if (!time) {
return "00:00.000";
}
let milliseconds = parseInt(time % 1000, 10);
let seconds = parseInt((time / 1000) % 60, 10);
let minutes = parseInt((time / (1000 * 60)), 10);
let pad = (nb, max) => {
if (nb < max) {
return new Array((max + "").length - (nb + "").length + 1).join("0") + nb;
}
return nb;
};
minutes = pad(minutes, 10);
seconds = pad(seconds, 10);
milliseconds = pad(milliseconds, 100);
return `${minutes}:${seconds}.${milliseconds}`;
}
exports.formatStopwatchTime = formatStopwatchTime;
/**
* The TimeScale helper object is used to know which size should something be
* displayed with in the animation panel, depending on the animations that are
* currently displayed.
* If there are 5 animations displayed, and the first one starts at 10000ms and
* the last one ends at 20000ms, then this helper can be used to convert any
* time in this range to a distance in pixels.
*
* For the helper to know how to convert, it needs to know all the animations.
* Whenever a new animation is added to the panel, addAnimation(state) should be
* called. reset() can be called to start over.
*/
var TimeScale = {
minStartTime: Infinity,
maxEndTime: 0,
/**
* Add a new animation to time scale.
* @param {Object} state A PlayerFront.state object.
*/
addAnimation: function (state) {
let {previousStartTime, delay, duration, endDelay,
iterationCount, playbackRate} = state;
endDelay = typeof endDelay === "undefined" ? 0 : endDelay;
let toRate = v => v / playbackRate;
let minZero = v => Math.max(v, 0);
let rateRelativeDuration =
toRate(duration * (!iterationCount ? 1 : iterationCount));
// Negative-delayed animations have their startTimes set such that we would
// be displaying the delay outside the time window if we didn't take it into
// account here.
let relevantDelay = delay < 0 ? toRate(delay) : 0;
previousStartTime = previousStartTime || 0;
let startTime = toRate(minZero(delay)) +
rateRelativeDuration +
endDelay;
this.minStartTime = Math.min(
this.minStartTime,
previousStartTime +
relevantDelay +
Math.min(startTime, 0)
);
let length = toRate(delay) +
rateRelativeDuration +
toRate(minZero(endDelay));
let endTime = previousStartTime + length;
this.maxEndTime = Math.max(this.maxEndTime, endTime);
},
/**
* Reset the current time scale.
*/
reset: function () {
this.minStartTime = Infinity;
this.maxEndTime = 0;
},
/**
* Convert a startTime to a distance in %, in the current time scale.
* @param {Number} time
* @return {Number}
*/
startTimeToDistance: function (time) {
time -= this.minStartTime;
return this.durationToDistance(time);
},
/**
* Convert a duration to a distance in %, in the current time scale.
* @param {Number} time
* @return {Number}
*/
durationToDistance: function (duration) {
return duration * 100 / this.getDuration();
},
/**
* Convert a distance in % to a time, in the current time scale.
* @param {Number} distance
* @return {Number}
*/
distanceToTime: function (distance) {
return this.minStartTime + (this.getDuration() * distance / 100);
},
/**
* Convert a distance in % to a time, in the current time scale.
* The time will be relative to the current minimum start time.
* @param {Number} distance
* @return {Number}
*/
distanceToRelativeTime: function (distance) {
let time = this.distanceToTime(distance);
return time - this.minStartTime;
},
/**
* Depending on the time scale, format the given time as milliseconds or
* seconds.
* @param {Number} time
* @return {String} The formatted time string.
*/
formatTime: function (time) {
// Format in milliseconds if the total duration is short enough.
if (this.getDuration() <= MILLIS_TIME_FORMAT_MAX_DURATION) {
return L10N.getFormatStr("timeline.timeGraduationLabel", time.toFixed(0));
}
// Otherwise format in seconds.
return L10N.getFormatStr("player.timeLabel", (time / 1000).toFixed(1));
},
getDuration: function () {
return this.maxEndTime - this.minStartTime;
},
/**
* Given an animation, get the various dimensions (in %) useful to draw the
* animation in the timeline.
*/
getAnimationDimensions: function ({state}) {
let start = state.previousStartTime || 0;
let duration = state.duration;
let rate = state.playbackRate;
let count = state.iterationCount;
let delay = state.delay || 0;
let endDelay = state.endDelay || 0;
// The start position.
let x = this.startTimeToDistance(start + (delay / rate));
// The width for a single iteration.
let w = this.durationToDistance(duration / rate);
// The width for all iterations.
let iterationW = w * (count || 1);
// The start position of the delay.
let delayX = delay < 0 ? x : this.startTimeToDistance(start);
// The width of the delay.
let delayW = this.durationToDistance(Math.abs(delay) / rate);
// The width of the delay if it is negative, 0 otherwise.
let negativeDelayW = delay < 0 ? delayW : 0;
// The width of the endDelay.
let endDelayW = this.durationToDistance(Math.abs(endDelay) / rate);
// The start position of the endDelay.
let endDelayX = endDelay < 0 ? x + iterationW - endDelayW
: x + iterationW;
return {x, w, iterationW, delayX, delayW, negativeDelayW,
endDelayX, endDelayW};
}
};
exports.TimeScale = TimeScale;
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