James B. Pollackmove default to system06171f610 years agoHistory
307 lines · 11.1 KB · JavaScript
RawDownload
////  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() {     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 = 30,        BAR_URL = Script.resolvePath("assets/images/progress-bar.svg"),        BACKGROUND_WIDTH = 540,        BACKGROUND_HEIGHT = 90,        BACKGROUND_URL = Script.resolvePath("assets/images/progress-bar-background.svg"),        isOnHMD = false,        windowWidth = 0,        windowHeight = 0,        background2D = {},        bar2D = {},        SCALE_2D = 0.35, // Scale the SVGs for 2D display.        background3D = {},        bar3D = {},        PROGRESS_3D_DIRECTION = 0.0, // Degrees from avatar orientation.        PROGRESS_3D_DISTANCE = 0.602, // Horizontal distance from avatar position.        PROGRESS_3D_ELEVATION = -0.8, // Height of top middle of top notification relative to avatar eyes.        PROGRESS_3D_YAW = 0.0, // Degrees relative to notifications direction.        PROGRESS_3D_PITCH = -60.0, // Degrees from vertical.        SCALE_3D = 0.0011, // Scale the bar SVG for 3D display.        BACKGROUND_3D_SIZE = {            x: 0.76,            y: 0.08        }, // Match up with the 3D background with those of notifications.js notices.        BACKGROUND_3D_COLOR = {            red: 2,            green: 2,            blue: 2        },        BACKGROUND_3D_ALPHA = 0.7;     function fade() {         alpha = alpha + alphaDelta;         if (alpha < 0) {            alpha = 0;        }         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;        }         if (isOnHMD) {            Overlays.editOverlay(background3D.overlay, {                backgroundAlpha: alpha * BACKGROUND_3D_ALPHA,                visible: visible            });        } else {            Overlays.editOverlay(background2D.overlay, {                alpha: alpha,                visible: visible            });        }        Overlays.editOverlay(isOnHMD ? bar3D.overlay : bar2D.overlay, {            alpha: alpha,            visible: visible        });    }     function onDownloadInfoChanged(info) {        var i;         // Update raw progress value        if (info.downloading.length + info.pending === 0) {            rawProgress = 100;        } else {            rawProgress = 0;            for (i = 0; i < info.downloading.length; i += 1) {                rawProgress += info.downloading[i];            }            rawProgress = rawProgress / (info.downloading.length + info.pending);        }    }     function createOverlays() {        if (isOnHMD) {             background3D.overlay = Overlays.addOverlay("rectangle3d", {                size: BACKGROUND_3D_SIZE,                color: BACKGROUND_3D_COLOR,                alpha: BACKGROUND_3D_ALPHA,                solid: true,                isFacingAvatar: false,                visible: false,                ignoreRayIntersection: true            });            bar3D.overlay = Overlays.addOverlay("image3d", {                url: BAR_URL,                subImage: {                    x: BAR_WIDTH,                    y: 0,                    width: BAR_WIDTH,                    height: BAR_HEIGHT                },                scale: SCALE_3D * BAR_WIDTH,                isFacingAvatar: false,                visible: false,                alpha: 0.0,                ignoreRayIntersection: true            });         } else {             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: BAR_WIDTH,                    y: 0,                    width: BAR_WIDTH,                    height: BAR_HEIGHT                },                width: bar2D.width,                height: bar2D.height,                visible: false,                alpha: 0.0            });        }    }     function deleteOverlays() {        Overlays.deleteOverlay(isOnHMD ? background3D.overlay : background2D.overlay);        Overlays.deleteOverlay(isOnHMD ? bar3D.overlay : bar2D.overlay);    }     function update() {        var viewport,            eyePosition,            avatarOrientation;         if (isOnHMD !== HMD.active) {            deleteOverlays();            isOnHMD = !isOnHMD;            createOverlays();        }         // Calculate progress value to display        if (rawProgress === 0 && displayProgress <= DISPLAY_PROGRESS_MINOR_MAXIMUM) {            displayProgress = Math.min(displayProgress + DISPLAY_PROGRESS_MINOR_INCREMENT, DISPLAY_PROGRESS_MINOR_MAXIMUM);        } else if (rawProgress < displayProgress) {            displayProgress = rawProgress;        } else if (rawProgress > displayProgress) {            displayProgress = Math.min(rawProgress, displayProgress + DISPLAY_PROGRESS_MAJOR_INCREMENT);        } // else (rawProgress === displayProgress); do nothing.         // 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 (displayProgress === 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 (displayProgress === 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(isOnHMD ? bar3D.overlay : bar2D.overlay, {                visible: visible,                subImage: {                    x: BAR_WIDTH * (1 - displayProgress / 100),                    y: 0,                    width: BAR_WIDTH,                    height: BAR_HEIGHT                }            });             // Update position            if (isOnHMD) {                // Update 3D overlays to maintain positions relative to avatar                eyePosition = MyAvatar.getDefaultEyePosition();                avatarOrientation = MyAvatar.orientation;                 Overlays.editOverlay(background3D.overlay, {                    position: Vec3.sum(eyePosition, Vec3.multiplyQbyV(avatarOrientation, background3D.offset)),                    rotation: Quat.multiply(avatarOrientation, background3D.orientation)                });                Overlays.editOverlay(bar3D.overlay, {                    position: Vec3.sum(eyePosition, Vec3.multiplyQbyV(avatarOrientation, bar3D.offset)),                    rotation: Quat.multiply(avatarOrientation, bar3D.orientation)                });             } else {                // Update 2D overlays to maintain positions at bottom middle of window                viewport = Controller.getViewportDimensions();                 if (viewport.x !== windowWidth || viewport.y !== windowHeight) {                    windowWidth = viewport.x;                    windowHeight = viewport.y;                     Overlays.editOverlay(background2D.overlay, {                        x: windowWidth / 2 - background2D.width / 2,                        y: windowHeight - background2D.height - bar2D.height                    });                     Overlays.editOverlay(bar2D.overlay, {                        x: windowWidth / 2 - bar2D.width / 2,                        y: windowHeight - background2D.height - bar2D.height + (background2D.height - bar2D.height) / 2                    });                }            }        }    }     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;         background3D.offset = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, PROGRESS_3D_DIRECTION, 0), {            x: 0,            y: 0,            z: -PROGRESS_3D_DISTANCE        });        background3D.offset.y += PROGRESS_3D_ELEVATION;        background3D.orientation = Quat.fromPitchYawRollDegrees(PROGRESS_3D_PITCH, PROGRESS_3D_DIRECTION + PROGRESS_3D_YAW, 0);        bar3D.offset = Vec3.sum(background3D.offset, {            x: 0,            y: 0,            z: 0.001        }); // Just in front of background        bar3D.orientation = background3D.orientation;         createOverlays();    }     function tearDown() {        deleteOverlays();    }     setUp();    GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);    GlobalServices.updateDownloadInfo();    Script.update.connect(update);    Script.scriptEnding.connect(tearDown);}());