Add profiling with Remotery
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50 changed files with 16864 additions and 11 deletions
186
vis/Code/TimelineMarkers.js
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186
vis/Code/TimelineMarkers.js
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function GetTimeText(seconds)
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{
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if (seconds < 0)
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{
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return "";
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}
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var text = "";
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// Add any contributing hours
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var h = Math.floor(seconds / 3600);
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seconds -= h * 3600;
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if (h)
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{
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text += h + "h ";
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}
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// Add any contributing minutes
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var m = Math.floor(seconds / 60);
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seconds -= m * 60;
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if (m)
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{
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text += m + "m ";
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}
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// Add any contributing seconds or always add seconds when hours or minutes have no contribution
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// This ensures the 0s marker displays
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var s = Math.floor(seconds);
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seconds -= s;
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if (s || text == "")
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{
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text += s + "s ";
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}
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// Add remaining milliseconds
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var ms = Math.floor(seconds * 1000);
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if (ms)
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{
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text += ms + "ms";
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}
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return text;
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}
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class TimelineMarkers
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{
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constructor(timeline)
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{
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this.timeline = timeline;
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// Need a 2D drawing context
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this.markerContainer = timeline.Window.AddControlNew(new WM.Container(10, 10, 10, 10));
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this.markerCanvas = document.createElement("canvas");
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this.markerContainer.Node.appendChild(this.markerCanvas);
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this.markerContext = this.markerCanvas.getContext("2d");
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}
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Draw(time_range)
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{
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let ctx = this.markerContext;
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ctx.clearRect(0, 0, this.markerCanvas.width, this.markerCanvas.height);
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// Setup render state for the time line markers
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ctx.strokeStyle = "#BBB";
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ctx.fillStyle = "#BBB";
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ctx.lineWidth = 1;
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ctx.font = "9px LocalFiraCode";
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// A list of all supported units of time (measured in seconds) that require markers
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let units = [ 0.001, 0.01, 0.1, 1, 10, 60, 60 * 5, 60 * 60, 60 * 60 * 24 ];
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// Given the current pixel size of a second, calculate the spacing for each unit marker
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let second_pixel_size = time_range.PixelSize(1000 * 1000);
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let sizeof_units = [ ];
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for (let unit of units)
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{
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sizeof_units.push(unit * second_pixel_size);
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}
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// Calculate whether each unit marker is visible at the current zoom level
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var show_unit = [ ];
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for (let sizeof_unit of sizeof_units)
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{
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show_unit.push(Math.max(Math.min((sizeof_unit - 4) * 0.25, 1), 0));
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}
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// Find the first visible unit
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for (let i = 0; i < units.length; i++)
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{
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if (show_unit[i] > 0)
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{
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// Cut out unit information for the first set of units not visible
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units = units.slice(i);
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sizeof_units = sizeof_units.slice(i);
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show_unit = show_unit.slice(i);
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break;
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}
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}
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let timeline_end = this.markerCanvas.width;
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for (let i = 0; i < 3; i++)
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{
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// Round the start time up to the next visible unit
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let time_start = time_range.Start_us / (1000 * 1000);
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let unit_time_start = Math.ceil(time_start / units[i]) * units[i];
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// Calculate the canvas offset required to step to the first visible unit
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let pre_step_x = time_range.PixelOffset(unit_time_start * (1000 * 1000));
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// Draw lines for every unit at this level, keeping tracking of the seconds
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var seconds = unit_time_start;
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for (let x = pre_step_x; x <= timeline_end; x += sizeof_units[i])
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{
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// For the first two units, don't draw the units above it to prevent
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// overdraw and the visual errors that causes
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// The last unit always draws
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if (i > 1 || (seconds % units[i + 1]))
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{
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// Only the first two units scale with unit visibility
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// The last unit maintains its size
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let height = Math.min(i * 4 + 4 * show_unit[i], 16);
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// Draw the line on an integer boundary, shifted by 0.5 to get an un-anti-aliased 1px line
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let ix = Math.floor(x);
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ctx.beginPath();
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ctx.moveTo(ix + 0.5, 1);
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ctx.lineTo(ix + 0.5, 1 + height);
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ctx.stroke();
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}
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seconds += units[i];
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}
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if (i == 1)
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{
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// Draw text labels for the second unit, fading them out as they slowly
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// become the first unit
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ctx.globalAlpha = show_unit[0];
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var seconds = unit_time_start;
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for (let x = pre_step_x; x <= timeline_end; x += sizeof_units[i])
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{
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if (seconds % units[2])
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{
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this.DrawTimeText(seconds, x, 16);
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}
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seconds += units[i];
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}
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// Restore alpha
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ctx.globalAlpha = 1;
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}
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else if (i == 2)
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{
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// Draw text labels for the third unit with no fade
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var seconds = unit_time_start;
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for (let x = pre_step_x; x <= timeline_end; x += sizeof_units[i])
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{
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this.DrawTimeText(seconds, x, 16);
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seconds += units[i];
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}
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}
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}
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}
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DrawTimeText(seconds, x, y)
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{
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// Use text measuring to centre the text horizontally on the input x
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var text = GetTimeText(seconds);
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var width = this.markerContext.measureText(text).width;
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this.markerContext.fillText(text, Math.floor(x) - width / 2, y);
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}
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Resize(x, y, w, h)
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{
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this.markerContainer.SetPosition(x, y);
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this.markerContainer.SetSize(w, h);
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// Match canvas size to container
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this.markerCanvas.width = this.markerContainer.Node.clientWidth;
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this.markerCanvas.height = this.markerContainer.Node.clientHeight;
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}
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}
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