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/* *
*
* (c) 2009-2021 Øystein Moseng
*
* TimelineEvent class definition.
*
* License: www.highcharts.com/license
*
* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
*
* */
'use strict';
import Sonification from './Sonification.js';
import U from '../../Core/Utilities.js';
var merge = U.merge, splat = U.splat;
/**
* Internal types.
* @private
*/
import SU from './SonificationUtilities.js';
/* eslint-disable no-invalid-this, valid-jsdoc */
/* *
*
* Class
*
* */
/**
* The Timeline class. Represents a sonification timeline with a list of
* timeline paths with events to play at certain times relative to each other.
*
* @requires module:modules/sonification
*
* @private
* @class
* @name Highcharts.Timeline
*
* @param {Highcharts.TimelineOptionsObject} options
* Options for the Timeline.
*/
var Timeline = /** @class */ (function () {
/* *
*
* Constructor
*
* */
function Timeline(options) {
/* *
*
* Properties
*
* */
this.cursor = void 0;
this.options = void 0;
this.paths = void 0;
this.pathsPlaying = void 0;
this.signalHandler = void 0;
this.init(options || {});
}
/* *
*
* Functions
*
* */
Timeline.prototype.init = function (options) {
this.options = options;
this.cursor = 0;
this.paths = options.paths || [];
this.pathsPlaying = {};
this.signalHandler = new SU.SignalHandler(['playOnEnd', 'masterOnEnd', 'onPathStart', 'onPathEnd']);
this.signalHandler.registerSignalCallbacks(merge(options, { masterOnEnd: options.onEnd }));
};
/**
* Play the timeline forwards from cursor.
* @private
* @param {Function} [onEnd]
* Callback to call when play finished. Does not override other onEnd
* callbacks.
*/
Timeline.prototype.play = function (onEnd) {
this.pause();
this.signalHandler.clearSignalCallbacks(['playOnEnd']);
this.signalHandler.registerSignalCallbacks({ playOnEnd: onEnd });
this.playPaths(1);
};
/**
* Play the timeline backwards from cursor.
* @private
* @param {Function} onEnd
* Callback to call when play finished. Does not override other onEnd
* callbacks.
*/
Timeline.prototype.rewind = function (onEnd) {
this.pause();
this.signalHandler.clearSignalCallbacks(['playOnEnd']);
this.signalHandler.registerSignalCallbacks({ playOnEnd: onEnd });
this.playPaths(-1);
};
/**
* Play the timeline in the specified direction.
* @private
* @param {number} direction
* Direction to play in. 1 for forwards, -1 for backwards.
*/
Timeline.prototype.playPaths = function (direction) {
var timeline = this, signalHandler = timeline.signalHandler;
if (!timeline.paths.length) {
var emptySignal = {
cancelled: false
};
signalHandler.emitSignal('playOnEnd', emptySignal);
signalHandler.emitSignal('masterOnEnd', emptySignal);
return;
}
var curPaths = splat(this.paths[this.cursor]), nextPaths = this.paths[this.cursor + direction],
// Play a path
playPath = function (path) {
// Emit signal and set playing state
signalHandler.emitSignal('onPathStart', path);
timeline.pathsPlaying[path.id] = path;
// Do the play
path[direction > 0 ? 'play' : 'rewind'](function (callbackData) {
// Play ended callback
// Data to pass to signal callbacks
var cancelled = callbackData && callbackData.cancelled, signalData = {
path: path,
cancelled: cancelled
};
// Clear state and send signal
delete timeline.pathsPlaying[path.id];
signalHandler.emitSignal('onPathEnd', signalData);
// Handle next paths
var pathsEnded = 0;
pathsEnded++;
if (pathsEnded >= curPaths.length) {
// We finished all of the current paths for cursor.
if (nextPaths && !cancelled) {
// We have more paths, move cursor along
timeline.cursor += direction;
// Reset upcoming path cursors before playing
splat(nextPaths).forEach(function (nextPath) {
nextPath[direction > 0 ?
'resetCursor' : 'resetCursorEnd']();
});
// Play next
timeline.playPaths(direction);
}
else {
// If it is the last path in this direction,
// call onEnd
signalHandler.emitSignal('playOnEnd', signalData);
signalHandler.emitSignal('masterOnEnd', signalData);
}
}
});
};
// Go through the paths under cursor and play them
curPaths.forEach(function (path) {
if (path) {
// Store reference to timeline
path.timeline = timeline;
// Leave a timeout to let notes fade out before next play
setTimeout(function () {
playPath(path);
}, Sonification.fadeOutDuration);
}
});
};
/**
* Stop the playing of the timeline. Cancels all current sounds, but does
* not affect the cursor.
* @private
* @param {boolean} [fadeOut=false]
* Whether or not to fade out as we stop. If false, the timeline is
* cancelled synchronously.
*/
Timeline.prototype.pause = function (fadeOut) {
var timeline = this;
// Cancel currently playing events
Object.keys(timeline.pathsPlaying).forEach(function (id) {
if (timeline.pathsPlaying[id]) {
timeline.pathsPlaying[id].pause(fadeOut);
}
});
timeline.pathsPlaying = {};
};
/**
* Reset the cursor to the beginning of the timeline.
* @private
*/
Timeline.prototype.resetCursor = function () {
this.paths.forEach(function (paths) {
splat(paths).forEach(function (path) {
path.resetCursor();
});
});
this.cursor = 0;
};
/**
* Reset the cursor to the end of the timeline.
* @private
*/
Timeline.prototype.resetCursorEnd = function () {
this.paths.forEach(function (paths) {
splat(paths).forEach(function (path) {
path.resetCursorEnd();
});
});
this.cursor = this.paths.length - 1;
};
/**
* Set the current TimelineEvent under the cursor. If multiple paths are
* being played at the same time, this function only affects a single path
* (the one that contains the eventId that is passed in).
* @private
* @param {string} eventId
* The ID of the timeline event to set as current.
* @return {boolean}
* True if the cursor was set, false if no TimelineEvent was found for
* this ID.
*/
Timeline.prototype.setCursor = function (eventId) {
return this.paths.some(function (paths) {
return splat(paths).some(function (path) {
return path.setCursor(eventId);
});
});
};
/**
* Get the current TimelineEvents under the cursors. This function will
* return the event under the cursor for each currently playing path, as an
* object where the path ID is mapped to the TimelineEvent under that
* path's cursor.
* @private
* @return {Highcharts.Dictionary<Highcharts.TimelineEvent>}
* The TimelineEvents under each path's cursors.
*/
Timeline.prototype.getCursor = function () {
return this.getCurrentPlayingPaths().reduce(function (acc, cur) {
acc[cur.id] = cur.getCursor();
return acc;
}, {});
};
/**
* Check if timeline is reset or at start.
* @private
* @return {boolean}
* True if timeline is at the beginning.
*/
Timeline.prototype.atStart = function () {
if (this.cursor) {
return false;
}
return !splat(this.paths[0]).some(function (path) {
return path.cursor;
});
};
/**
* Get the current TimelinePaths being played.
* @private
* @return {Array<Highcharts.TimelinePath>}
* The TimelinePaths currently being played.
*/
Timeline.prototype.getCurrentPlayingPaths = function () {
if (!this.paths.length) {
return [];
}
return splat(this.paths[this.cursor]);
};
return Timeline;
}());
/* *
*
* Default Export
*
* */
export default Timeline;
/* *
*
* API Declarations
*
* */
/**
* A set of options for the Timeline class.
*
* @requires module:modules/sonification
*
* @private
* @interface Highcharts.TimelineOptionsObject
*/ /**
* List of TimelinePaths to play. Multiple paths can be grouped together and
* played simultaneously by supplying an array of paths in place of a single
* path.
* @name Highcharts.TimelineOptionsObject#paths
* @type {Array<(Highcharts.TimelinePath|Array<Highcharts.TimelinePath>)>}
*/ /**
* Callback function to call before a path plays.
* @name Highcharts.TimelineOptionsObject#onPathStart
* @type {Function|undefined}
*/ /**
* Callback function to call after a path has stopped playing.
* @name Highcharts.TimelineOptionsObject#onPathEnd
* @type {Function|undefined}
*/ /**
* Callback called when the whole path is finished.
* @name Highcharts.TimelineOptionsObject#onEnd
* @type {Function|undefined}
*/
(''); // detach doclets above