GameEngineJava/profiler/vis/Code/TimelineMarkers.js
2023-11-14 10:43:14 +01:00

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