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folder restructure
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@@ -0,0 +1,213 @@
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/*
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* Timer implements simple countdown timer functions
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* User needs to use setup function to be able to use
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*
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*/
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export class Timer {
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clock = null;
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duration = null;
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current = null;
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_finishAt = null;
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_finishedAt = 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 = 'stop';
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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 = 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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// update()
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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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// 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 =
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this._startedAt + this.duration + 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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if (this._startedAt != null) {
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// update current timer
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this.current =
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this._startedAt +
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this.duration +
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this._pausedTotal +
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this._pausedInterval -
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now;
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}
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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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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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// Cleanup
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if (this.current <= 0 && this._finishedAt == null) this._finishedAt = now;
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}
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// helpers
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static toSeconds(millis) {
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if (millis == null) return null;
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return Math.floor(Math.max(millis * 0.001), 0);
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}
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// get current time in epoc
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_getCurrentTime() {
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// date today at midnight
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const now = new Date();
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const midnight = new Date(now).setHours(0, 0, 0);
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// return diffence
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return now - midnight;
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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 +
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this.duration +
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this._pausedInterval +
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this._pausedTotal,
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this._startedAt
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);
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}
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_resetTimers() {
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this.current = this.duration;
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this._finishAt = null;
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this._finishedAt = null;
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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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// get elapsed time
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getElapsed() {
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return this.duration - this.current;
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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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clock: this.clock,
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running: Timer.toSeconds(this.current),
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currentSeconds: Timer.toSeconds(Math.max(this.current, 0)),
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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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// 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 Timer.toSeconds(this.current);
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}
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// playback
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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 hasnt 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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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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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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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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