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timer control
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+99
-30
@@ -1,56 +1,125 @@
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class Timer {
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constructor(durationInSeconds) {
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#current = null;
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#finishAt = null;
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#startedAt = null;
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#pausedAt = null;
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#pausedInterval = null;
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#pausedTotal = null;
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state = 'pause';
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constructor() {}
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// call setup separately
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setupWithSeconds(seconds, autoStart = false) {
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// aux
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const now = new Date().getTime();
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this.duration = durationInSeconds;
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this.current = durationInSeconds;
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this.finish = new Date().getTime() + durationInSeconds * 1000;
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this.started = now;
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// populate targets
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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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// update()
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update() {
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// doesnt include start time yet
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// get current time
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const now = new Date().getTime();
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this.current = (this.finish - now) * 0.001;
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// check playstate
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switch (this.state) {
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case 'start':
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// update current timer
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this.#current = this.#finishAt + this.#pausedTotal - now;
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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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break;
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default:
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console.error('Timer: no playstate on update call', this.state);
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break;
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}
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}
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// helpers
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static toSeconds(millis) {
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return Math.floor(Math.max(millis * 0.001), 0);
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}
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#getExpectedFinish() {
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return (
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this.#finishAt +
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(this.#pausedInterval + this.#pausedTotal)
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);
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}
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// getObject
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getObject() {
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this.update();
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return {
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duration: this.duration,
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current: this.current,
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finish: this.finish,
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started: this.started,
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currentSeconds: Timer.toSeconds(this.#current),
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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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// duration
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getDuration(durationInSeconds) {
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return this.duration;
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}
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setDuration() {
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try {
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this.duration = durationInSeconds;
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return true;
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} catch (e) {
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console.error(e);
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return false;
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}
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}
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// current time in seconds
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getCurrentInSeconds() {
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// update timeStamp
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this.update();
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return this.current;
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return Timer.toSeconds(this.#current);
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}
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// playback
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start() {}
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pause() {}
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// playback
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stop() {}
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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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// update start time if needed
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if (!this.#startedAt) {
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this.#startedAt = new Date().getTime();
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}
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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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// change state
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this.state = 'start';
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console.log('started');
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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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// update pause time
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this.#pausedAt = new Date().getTime();
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// change state
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this.state = 'pause';
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console.log('paused');
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}
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stop() {
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console.log('stop: not yet implemented');
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return false;
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}
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roll() {
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console.log('roll: not yet implemented');
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return false;
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}
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}
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module.exports = Timer;
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