import { stringFromMillis } from '../utils/time.js'; /* * Timer implements simple countdown timer functions * User needs to use setup function to be able to use * */ export class Timer { constructor() { this.clock = null; this._resetTimers(true); this.state = 'stop'; } // call setup separately 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(); } // update() 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 static toSeconds(millis) { if (millis == null) return 0; return millis < 0 ? Math.ceil(millis * 0.001) : Math.floor(millis * 0.001); } // get current time in epoc _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; } _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 ); } _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; } // get elapsed time getElapsed() { return this.duration - this.current; } /** * 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, }; } // current time in seconds getCurrentInSeconds() { // update timeStamp this.update(); return Timer.toSeconds(this.current); } // playback 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'; } 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'; } stop() { // do we need to change if (this.state === 'stop') return; // clear all timers this._resetTimers(); // change state this.state = 'stop'; } 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; } } }