Files
ontime/server/src/classes/Timer.js
T
Carlos Valente db0eee3b9c Feat/mac (#109)
* chore: upgrade dependencies
* feat/mac: draft pipeline
* feat/mac: use public folder for transient files
* feat/mac: set app fullscreen
* feat/mac: cmd + , toggles menu
* feat/mac: update readme
* refact: easier login process
* refact prevent style issues with safari
* refact reduce css download
* style: cleanup paginator design
* style: studio clock is responsive
* style: fix spacing style issues with safari
2022-04-17 20:30:39 +02:00

227 lines
5.4 KiB
JavaScript

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;
}
}
}