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https://github.com/cpvalente/ontime.git
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Feat/table part1 (#197)
* feat(csv): export data as csv file * feat(table): toggle fullscreen * ux: coordinate tooltip open delay * feat(excelDates): update tests * refactor: folder structure
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import { stringFromMillis } from '../../utils/time.js';
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/**
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* @description Implements simple countdown timer functions
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* @class
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*/
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export class Timer {
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constructor() {
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this.clock = null;
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this._resetTimers(true);
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this.state = 'stop';
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}
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/**
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* @description initiates a timer with given seconds
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* @param seconds
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* @param autoStart
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*/
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setupWithSeconds(seconds, autoStart = false) {
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// aux
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const now = this._getCurrentTime();
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this.clock = now;
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// populate targets
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this.duration = seconds * 1000;
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this._finishAt = now + seconds * 1000;
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// start counting
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this._startedAt = now;
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if (autoStart) {
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this.state = 'start';
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} else {
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this._pausedAt = now;
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this._pausedInterval = 0;
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}
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this._pausedTotal = 0;
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this.update();
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}
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/**
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* @description updates the running timer
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*/
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update() {
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// get current time
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const now = this._getCurrentTime();
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this.clock = now;
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let checkFinish = false;
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// check playstate
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switch (this.state) {
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case 'start':
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// ensure we have a start time
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if (this._startedAt == null) this._startedAt = now;
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// update current timer
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this.current = this._startedAt + this.duration + this._pausedTotal - now;
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// enable flag
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checkFinish = true;
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break;
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case 'pause':
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// update paused time
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this._pausedInterval = now - this._pausedAt;
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if (this._startedAt != null) {
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// update current timer
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this.current =
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this._startedAt + this.duration + this._pausedTotal + this._pausedInterval - now;
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}
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// enable flag
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checkFinish = true;
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break;
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case 'stop':
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// nothing here yet
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break;
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}
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if (checkFinish) {
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// is event finished?
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const isTimeOver = this.current <= 0;
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const isUpdating = this.state !== 'pause';
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if (isTimeOver && isUpdating && this._finishedAt == null) {
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if (this._finishedAt === null) this._finishedAt = now;
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this._finishedFlag = true;
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}
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}
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this.timeTag = stringFromMillis(this.current);
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}
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// helpers
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/**
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* @description converts a value in millis to seconds
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* @param millis
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* @return {number}
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*/
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static toSeconds(millis) {
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if (millis == null) return 0;
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return millis < 0 ? Math.ceil(millis * 0.001) : Math.floor(millis * 0.001);
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}
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/**
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* @description get current time in epoc
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* @return {number}
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* @private
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*/
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_getCurrentTime() {
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const now = new Date();
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// extract milliseconds since midnight
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let elapsed = now.getHours() * 3600000;
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elapsed += now.getMinutes() * 60000;
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elapsed += now.getSeconds() * 1000;
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elapsed += now.getMilliseconds();
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return elapsed;
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}
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/**
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* @description when is timer finishing
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* @return {null|*|null|number}
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* @private
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*/
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_getExpectedFinish() {
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if (this._startedAt == null) return null;
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if (this._finishedAt) return this._finishedAt;
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return Math.max(
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this._startedAt + this.duration + this._pausedInterval + this._pausedTotal,
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this._startedAt
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);
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}
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/**
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* @description resets timer parameters
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* @param total
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* @private
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*/
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_resetTimers(total = false) {
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if (total) this.duration = null;
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this.current = this.duration;
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this.timeTag = null;
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this.running = null;
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this.secondaryTimer = null;
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this._secondaryTarget = null;
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this._finishAt = null;
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this._finishedAt = null;
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this._finishedFlag = false;
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this._startedAt = null;
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this._pausedAt = null;
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this._pausedInterval = null;
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this._pausedTotal = null;
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}
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/**
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* @description get elapsed time
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* @return {number}
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*/
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getElapsed() {
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return this.duration - this.current;
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}
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/**
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* @description Builds time object
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* @returns {{running: number, secondary: number, expectedFinish: number, durationSeconds: number, startedAt: null, clock: null}}
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*/
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getTimeObject() {
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return {
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clock: this.clock,
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isNegative: this.current < 0,
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running: Timer.toSeconds(this.current),
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secondary: Timer.toSeconds(this.secondaryTimer),
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durationSeconds: Timer.toSeconds(this.duration),
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expectedFinish: this._getExpectedFinish(),
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startedAt: this._startedAt,
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};
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}
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/**
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* @description get current time in seconds
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* @return {number|number}
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*/
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getCurrentInSeconds() {
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// update timeStamp
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this.update();
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return Timer.toSeconds(this.current);
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}
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// playback
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/**
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* @description start current time
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*/
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start() {
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// do we need to change
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if (this.state === 'start') return;
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else if (this._startedAt == null) {
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// it hasn't started yet
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const now = this._getCurrentTime();
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// set start time as now
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this._startedAt = now;
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// calculate expected finish time
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this._finishAt = now + this.duration;
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// reset pauses
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this._pausedTotal = null;
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this._pausedInterval = null;
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} else {
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// check if there is paused time
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if (this._pausedInterval) {
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this._pausedTotal += this._pausedInterval;
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this._pausedInterval = null;
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}
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}
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// change state
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this.state = 'start';
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}
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/**
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* @description pause current timer
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*/
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pause() {
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// do we need to change
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if (this.state === 'pause') return;
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if (this._pausedInterval) {
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this._pausedTotal += this._pausedInterval;
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this._pausedInterval = null;
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}
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// set pause time
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this._pausedAt = this._getCurrentTime();
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// change state
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this.state = 'pause';
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}
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/**
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* @description stop current timer
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*/
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stop() {
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// do we need to change
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if (this.state === 'stop') return;
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// clear all timers
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this._resetTimers();
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// change state
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this.state = 'stop';
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}
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/**
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* @description increments a given amout to the timer
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* @param amount
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*/
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increment(amount) {
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this.duration += amount;
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if (amount < 0 && Math.abs(amount) > this.current) {
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// if we will make the clock negative
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if (this._finishedAt == null) this._finishedAt = this._getCurrentTime();
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} else if (this.current < 0 && this.current + amount > 0) {
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// clock will go from negative to positive
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this._finishedAt = null;
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}
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}
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}
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