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
This commit is contained in:
Carlos Valente
2022-09-04 22:44:03 +02:00
committed by GitHub
parent 0651777055
commit 0e450cb6cb
43 changed files with 628 additions and 126 deletions
+268
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import { stringFromMillis } from '../../utils/time.js';
/**
* @description Implements simple countdown timer functions
* @class
*/
export class Timer {
constructor() {
this.clock = null;
this._resetTimers(true);
this.state = 'stop';
}
/**
* @description initiates a timer with given seconds
* @param seconds
* @param autoStart
*/
setupWithSeconds(seconds, autoStart = false) {
// aux
const now = this._getCurrentTime();
this.clock = now;
// populate targets
this.duration = seconds * 1000;
this._finishAt = now + seconds * 1000;
// start counting
this._startedAt = now;
if (autoStart) {
this.state = 'start';
} else {
this._pausedAt = now;
this._pausedInterval = 0;
}
this._pausedTotal = 0;
this.update();
}
/**
* @description updates the running timer
*/
update() {
// get current time
const now = this._getCurrentTime();
this.clock = now;
let checkFinish = false;
// check playstate
switch (this.state) {
case 'start':
// ensure we have a start time
if (this._startedAt == null) this._startedAt = now;
// update current timer
this.current = this._startedAt + this.duration + this._pausedTotal - now;
// enable flag
checkFinish = true;
break;
case 'pause':
// update paused time
this._pausedInterval = now - this._pausedAt;
if (this._startedAt != null) {
// update current timer
this.current =
this._startedAt + this.duration + this._pausedTotal + this._pausedInterval - now;
}
// enable flag
checkFinish = true;
break;
case 'stop':
// nothing here yet
break;
}
if (checkFinish) {
// is event finished?
const isTimeOver = this.current <= 0;
const isUpdating = this.state !== 'pause';
if (isTimeOver && isUpdating && this._finishedAt == null) {
if (this._finishedAt === null) this._finishedAt = now;
this._finishedFlag = true;
}
}
this.timeTag = stringFromMillis(this.current);
}
// helpers
/**
* @description converts a value in millis to seconds
* @param millis
* @return {number}
*/
static toSeconds(millis) {
if (millis == null) return 0;
return millis < 0 ? Math.ceil(millis * 0.001) : Math.floor(millis * 0.001);
}
/**
* @description get current time in epoc
* @return {number}
* @private
*/
_getCurrentTime() {
const now = new Date();
// extract milliseconds since midnight
let elapsed = now.getHours() * 3600000;
elapsed += now.getMinutes() * 60000;
elapsed += now.getSeconds() * 1000;
elapsed += now.getMilliseconds();
return elapsed;
}
/**
* @description when is timer finishing
* @return {null|*|null|number}
* @private
*/
_getExpectedFinish() {
if (this._startedAt == null) return null;
if (this._finishedAt) return this._finishedAt;
return Math.max(
this._startedAt + this.duration + this._pausedInterval + this._pausedTotal,
this._startedAt
);
}
/**
* @description resets timer parameters
* @param total
* @private
*/
_resetTimers(total = false) {
if (total) this.duration = null;
this.current = this.duration;
this.timeTag = null;
this.running = null;
this.secondaryTimer = null;
this._secondaryTarget = null;
this._finishAt = null;
this._finishedAt = null;
this._finishedFlag = false;
this._startedAt = null;
this._pausedAt = null;
this._pausedInterval = null;
this._pausedTotal = null;
}
/**
* @description get elapsed time
* @return {number}
*/
getElapsed() {
return this.duration - this.current;
}
/**
* @description Builds time object
* @returns {{running: number, secondary: number, expectedFinish: number, durationSeconds: number, startedAt: null, clock: null}}
*/
getTimeObject() {
return {
clock: this.clock,
isNegative: this.current < 0,
running: Timer.toSeconds(this.current),
secondary: Timer.toSeconds(this.secondaryTimer),
durationSeconds: Timer.toSeconds(this.duration),
expectedFinish: this._getExpectedFinish(),
startedAt: this._startedAt,
};
}
/**
* @description get current time in seconds
* @return {number|number}
*/
getCurrentInSeconds() {
// update timeStamp
this.update();
return Timer.toSeconds(this.current);
}
// playback
/**
* @description start current time
*/
start() {
// do we need to change
if (this.state === 'start') return;
else if (this._startedAt == null) {
// it hasn't started yet
const now = this._getCurrentTime();
// set start time as now
this._startedAt = now;
// calculate expected finish time
this._finishAt = now + this.duration;
// reset pauses
this._pausedTotal = null;
this._pausedInterval = null;
} else {
// check if there is paused time
if (this._pausedInterval) {
this._pausedTotal += this._pausedInterval;
this._pausedInterval = null;
}
}
// change state
this.state = 'start';
}
/**
* @description pause current timer
*/
pause() {
// do we need to change
if (this.state === 'pause') return;
if (this._pausedInterval) {
this._pausedTotal += this._pausedInterval;
this._pausedInterval = null;
}
// set pause time
this._pausedAt = this._getCurrentTime();
// change state
this.state = 'pause';
}
/**
* @description stop current timer
*/
stop() {
// do we need to change
if (this.state === 'stop') return;
// clear all timers
this._resetTimers();
// change state
this.state = 'stop';
}
/**
* @description increments a given amout to the timer
* @param amount
*/
increment(amount) {
this.duration += amount;
if (amount < 0 && Math.abs(amount) > this.current) {
// if we will make the clock negative
if (this._finishedAt == null) this._finishedAt = this._getCurrentTime();
} else if (this.current < 0 && this.current + amount > 0) {
// clock will go from negative to positive
this._finishedAt = null;
}
}
}