cpp-raytracer/vis/Code/TimelineWindow.js
2021-08-24 20:55:39 +02:00

494 lines
14 KiB
JavaScript

// TODO(don): Separate all knowledge of threads from this timeline
TimelineWindow = (function()
{
var BORDER = 10;
function TimelineWindow(wm, name, settings, check_handler)
{
this.Settings = settings;
// Create timeline window
this.Window = wm.AddWindow("Timeline", 10, 20, 100, 100);
this.Window.SetTitle(name);
this.Window.ShowNoAnim();
this.timelineMarkers = new TimelineMarkers(this);
// DO THESE need to be containers... can they just be divs?
// divs need a retrieval function
this.TimelineLabelScrollClipper = this.Window.AddControlNew(new WM.Container(10, 10, 10, 10));
DOM.Node.AddClass(this.TimelineLabelScrollClipper.Node, "TimelineLabelScrollClipper");
this.TimelineLabels = this.TimelineLabelScrollClipper.AddControlNew(new WM.Container(0, 0, 10, 10));
DOM.Node.AddClass(this.TimelineLabels.Node, "TimelineLabels");
// Ordered list of thread rows on the timeline
this.ThreadRows = [ ];
// Create timeline container
this.TimelineContainer = this.Window.AddControlNew(new WM.Container(10, 10, 800, 160));
DOM.Node.AddClass(this.TimelineContainer.Node, "TimelineContainer");
var mouse_wheel_event = (/Firefox/i.test(navigator.userAgent)) ? "DOMMouseScroll" : "mousewheel";
DOM.Event.AddHandler(this.TimelineContainer.Node, mouse_wheel_event, Bind(OnMouseScroll, this));
// Setup timeline manipulation
this.MouseDown = false;
this.LastMouseState = null;
this.TimelineMoved = false;
DOM.Event.AddHandler(this.TimelineContainer.Node, "mousedown", Bind(OnMouseDown, this));
DOM.Event.AddHandler(this.TimelineContainer.Node, "mouseup", Bind(OnMouseUp, this));
DOM.Event.AddHandler(this.TimelineContainer.Node, "mousemove", Bind(OnMouseMove, this));
DOM.Event.AddHandler(this.TimelineContainer.Node, "mouseleave", Bind(OnMouseLeave, this));
// Create a canvas for timeline 2D rendering
// TODO(don): Port this to shaders
this.drawCanvas = document.createElement("canvas");
this.drawCanvas.width = this.TimelineContainer.Node.clientWidth;
this.drawCanvas.height = this.TimelineContainer.Node.clientHeight;
this.TimelineContainer.Node.appendChild(this.drawCanvas);
this.drawContext = this.drawCanvas.getContext("2d");
// Create a canvas for timeline 3D accelerated rendering
this.glCanvas = document.createElement("canvas");
this.glCanvas.width = this.TimelineContainer.Node.clientWidth;
this.glCanvas.height = this.TimelineContainer.Node.clientHeight;
this.TimelineContainer.Node.appendChild(this.glCanvas);
// OVERLAY - add to CSS
this.glCanvas.style.position = "absolute";
this.glCanvas.style.top = 0;
this.glCanvas.style.left = 0;
// For now a gl context per timeline
let gl = this.glCanvas.getContext("webgl2");
this.gl = gl;
const vshader = glCompileShader(gl, gl.VERTEX_SHADER, "TimelineVShader", TimelineVShader);
const fshader = glCompileShader(gl, gl.FRAGMENT_SHADER, "TimelineFShader", TimelineFShader);
this.Program = glCreateProgram(gl, vshader, fshader);
this.font = new glFont(gl);
this.textBuffer = new glTextBuffer(gl, this.font);
this.Window.SetOnResize(Bind(OnUserResize, this));
this.Clear();
this.OnHoverHandler = null;
this.OnSelectedHandler = null;
this.OnMovedHandler = null;
this.CheckHandler = check_handler;
this.yScrollOffset = 0;
this.HoverSampleInfo = null;
}
TimelineWindow.prototype.Clear = function()
{
// Clear out labels
this.TimelineLabels.ClearControls();
this.ThreadRows = [ ];
this.TimeRange = new PixelTimeRange(0, 200 * 1000, this.TimelineContainer.Node.clientWidth);
}
TimelineWindow.prototype.SetOnHover = function(handler)
{
this.OnHoverHandler = handler;
}
TimelineWindow.prototype.SetOnSelected = function(handler)
{
this.OnSelectedHandler = handler;
}
TimelineWindow.prototype.SetOnMoved = function(handler)
{
this.OnMovedHandler = handler;
}
TimelineWindow.prototype.WindowResized = function(x, width, top_window)
{
// Resize window
var top = top_window.Position[1] + top_window.Size[1] + 10;
this.Window.SetPosition(x, top);
this.Window.SetSize(width - 2 * 10, 260);
ResizeInternals(this);
}
TimelineWindow.prototype.OnSamples = function(thread_name, frame_history)
{
// Shift the timeline to the last entry on this thread
// As multiple threads come through here with different end frames, only do this for the latest
var last_frame = frame_history[frame_history.length - 1];
if (last_frame.EndTime_us > this.TimeRange.End_us)
this.TimeRange.SetEnd(last_frame.EndTime_us);
// Search for the index of this thread
var thread_index = -1;
for (var i in this.ThreadRows)
{
if (this.ThreadRows[i].Name == thread_name)
{
thread_index = i;
break;
}
}
// If this thread has not been seen before, add a new row to the list and re-sort
if (thread_index == -1)
{
var row = new TimelineRow(this.gl, thread_name, this, frame_history, this.CheckHandler);
this.ThreadRows.push(row);
}
}
TimelineWindow.prototype.DrawBackground = function()
{
// TODO(don): Port all this lot to shader, maybe... it's not performance sensitive
this.drawContext.clearRect(0, 0, this.drawCanvas.width, this.drawCanvas.height);
// Draw thread row backgrounds
for (let thread_row of this.ThreadRows)
{
thread_row.DrawBackground(this.HoverSampleInfo, this.yScrollOffset);
}
this.timelineMarkers.Draw(this.TimeRange);
}
TimelineWindow.prototype.DrawAllRows = function()
{
let gl = this.gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(this.Program);
// Set viewport parameters
glSetUniform(gl, this.Program, "inViewport.width", gl.canvas.width);
glSetUniform(gl, this.Program, "inViewport.height", gl.canvas.height);
// Set time range parameters
const time_range = this.TimeRange;
time_range.SetAsUniform(gl, this.Program);
// Set text rendering resources
// Note it might not be loaded yet so we need the null check
if (this.font.atlasTexture != null)
{
glSetUniform(gl, this.Program, "inFontAtlasTextre", this.font.atlasTexture, 0);
this.textBuffer.SetAsUniform(gl, this.Program, "inTextBuffer", 1);
}
const draw_text = this.Settings.IsPaused;
for (let i in this.ThreadRows)
{
var thread_row = this.ThreadRows[i];
thread_row.SetVisibleFrames(time_range);
thread_row.Draw(gl, draw_text, this.yScrollOffset);
}
// Render last so that each thread row uses any new time ranges
this.DrawBackground();
}
function OnUserResize(self, evt)
{
ResizeInternals(self);
}
function ResizeInternals(self)
{
// .TimelineRowLabel
// .TimelineRowExpand
// .TimelineRowExpand
// .TimelineRowCheck
// Window padding
let offset_x = 145+19+19+19+10;
let MarkersHeight = 18;
var parent_size = self.Window.Size;
self.timelineMarkers.Resize(BORDER + offset_x, 10, parent_size[0] - 2* BORDER - offset_x, MarkersHeight);
// Resize controls
self.TimelineContainer.SetPosition(BORDER + offset_x, 10 + MarkersHeight);
self.TimelineContainer.SetSize(parent_size[0] - 2 * BORDER - offset_x, parent_size[1] - MarkersHeight - 40);
self.TimelineLabelScrollClipper.SetPosition(10, 10 + MarkersHeight);
self.TimelineLabelScrollClipper.SetSize(offset_x, parent_size[1] - MarkersHeight - 40);
self.TimelineLabels.SetSize(offset_x, parent_size[1] - MarkersHeight - 40);
// Match canvas size to container
const width = self.TimelineContainer.Node.clientWidth;
const height = self.TimelineContainer.Node.clientHeight;
self.drawCanvas.width = width;
self.drawCanvas.height = height;
self.glCanvas.width = width;
self.glCanvas.height = height;
// Adjust time range to new width
self.TimeRange.SetPixelSpan(width);
self.DrawAllRows();
}
function OnMouseScroll(self, evt)
{
let mouse_state = new Mouse.State(evt);
let scale = 1.11;
if (mouse_state.WheelDelta > 0)
scale = 1 / scale;
// What time is the mouse hovering over?
let mouse_pos = self.TimelineMousePosition(mouse_state);
let time_us = self.TimeRange.TimeAtPosition(mouse_pos[0]);
// Calculate start time relative to the mouse hover position
var time_start_us = self.TimeRange.Start_us - time_us;
// Scale and offset back to the hover time
self.TimeRange.Set(time_start_us * scale + time_us, self.TimeRange.Span_us * scale);
self.DrawAllRows();
if (self.OnMovedHandler)
{
self.OnMovedHandler(self);
}
// Prevent vertical scrolling on mouse-wheel
DOM.Event.StopDefaultAction(evt);
}
TimelineWindow.prototype.SetTimeRange = function(start_us, span_us)
{
this.TimeRange.Set(start_us, span_us);
}
TimelineWindow.prototype.DisplayHeight = function()
{
// Sum height of each thread row
let height = 0;
for (thread_row of this.ThreadRows)
{
height += thread_row.DisplayHeight();
}
return height;
}
TimelineWindow.prototype.ScrollVertically = function(y_scroll)
{
// Calculate the minimum negative value the position of the labels can be to account for scrolling to the bottom
// of the label/depth list
let display_height = this.DisplayHeight();
let container_height = this.TimelineLabelScrollClipper.Node.clientHeight;
let minimum_y = Math.min(container_height - display_height, 0.0);
// Resize the label container to match the display height
this.TimelineLabels.Node.style.height = Math.max(display_height, container_height);
// Increment the y-scroll using just-calculated limits
let old_y_scroll_offset = this.yScrollOffset;
this.yScrollOffset = Math.min(Math.max(this.yScrollOffset + y_scroll, minimum_y), 0);
// Calculate how much the labels should actually scroll after limiting and apply
let y_scroll_px = this.yScrollOffset - old_y_scroll_offset;
this.TimelineLabels.Node.style.top = this.TimelineLabels.Node.offsetTop + y_scroll_px;
}
TimelineWindow.prototype.TimelineMousePosition = function(mouse_state)
{
// Position of the mouse relative to the timeline container
let node_offset = DOM.Node.GetPosition(this.TimelineContainer.Node);
let mouse_x = mouse_state.Position[0] - node_offset[0];
let mouse_y = mouse_state.Position[1] - node_offset[1];
// Offset by the amount of scroll
mouse_y -= this.yScrollOffset;
return [ mouse_x, mouse_y ];
}
TimelineWindow.prototype.GetHoverThreadRow = function(mouse_pos)
{
// Search for the thread row the mouse intersects
let height = 0;
for (let thread_row of this.ThreadRows)
{
let row_height = thread_row.DisplayHeight();
if (mouse_pos[1] >= height && mouse_pos[1] < height + row_height)
{
// Mouse y relative to row start
mouse_pos[1] -= height;
return thread_row;
}
height += row_height;
}
return null;
}
function OnMouseDown(self, evt)
{
// Only manipulate the timeline when paused
if (!self.Settings.IsPaused)
return;
self.MouseDown = true;
self.LastMouseState = new Mouse.State(evt);
self.TimelineMoved = false;
DOM.Event.StopDefaultAction(evt);
}
function OnMouseUp(self, evt)
{
// Only manipulate the timeline when paused
if (!self.Settings.IsPaused)
return;
var mouse_state = new Mouse.State(evt);
self.MouseDown = false;
if (!self.TimelineMoved)
{
// Are we hovering over a thread row?
let mouse_pos = self.TimelineMousePosition(mouse_state);
let hover_thread_row = self.GetHoverThreadRow(mouse_pos);
if (hover_thread_row != null)
{
// Are we hovering over a sample?
let time_us = self.TimeRange.TimeAtPosition(mouse_pos[0]);
let sample_info = hover_thread_row.GetSampleAtPosition(time_us, mouse_pos[1]);
if (sample_info != null)
{
// Redraw with new select sample
hover_thread_row.SetSelectSample(sample_info);
self.DrawBackground();
// Call any selection handlers
if (self.OnSelectedHandler)
{
self.OnSelectedHandler(hover_thread_row.Name, sample_info);
}
}
}
}
}
function OnMouseMove(self, evt)
{
// Only manipulate the timeline when paused
if (!self.Settings.IsPaused)
return;
var mouse_state = new Mouse.State(evt);
if (self.MouseDown)
{
let movement = false;
// Shift the visible time range with mouse movement
let time_offset_us = (mouse_state.Position[0] - self.LastMouseState.Position[0]) / self.TimeRange.usPerPixel;
if (time_offset_us != 0)
{
self.TimeRange.SetStart(self.TimeRange.Start_us - time_offset_us);
movement = true;
}
// Control vertical movement
let y_offset_px = mouse_state.Position[1] - self.LastMouseState.Position[1];
if (y_offset_px != 0)
{
self.ScrollVertically(y_offset_px);
movement = true;
}
// Redraw everything if there is movement
if (movement)
{
self.DrawAllRows();
self.TimelineMoved = true;
if (self.OnMovedHandler)
{
self.OnMovedHandler(self);
}
}
}
else
{
// Are we hovering over a thread row?
let mouse_pos = self.TimelineMousePosition(mouse_state);
let hover_thread_row = self.GetHoverThreadRow(mouse_pos);
if (hover_thread_row != null)
{
// Are we hovering over a sample?
let time_us = self.TimeRange.TimeAtPosition(mouse_pos[0]);
self.HoverSampleInfo = hover_thread_row.GetSampleAtPosition(time_us, mouse_pos[1]);
// Tell listeners which sample we're hovering over
if (self.OnHoverHandler != null)
{
self.OnHoverHandler(hover_thread_row.Name, self.HoverSampleInfo);
}
}
else
{
self.HoverSampleInfo = null;
}
// Redraw to update highlights
self.DrawBackground();
}
self.LastMouseState = mouse_state;
}
function OnMouseLeave(self, evt)
{
// Only manipulate the timeline when paused
if (!self.Settings.IsPaused)
return;
// Cancel scrolling
self.MouseDown = false;
// Cancel hovering
if (self.OnHoverHandler != null)
{
self.OnHoverHandler(null, null);
}
}
return TimelineWindow;
})();