@woosh/meep-engine 3.60.0 → 3.60.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.d.ts +6 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js +12 -4
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +26 -1
- package/src/view/elements/progress/segmented/GhostTrail.d.ts +72 -12
- package/src/view/elements/progress/segmented/GhostTrail.d.ts.map +1 -1
- package/src/view/elements/progress/segmented/GhostTrail.js +280 -98
- package/src/view/elements/progress/segmented/SegmentedResourceBarView.d.ts +13 -5
- package/src/view/elements/progress/segmented/SegmentedResourceBarView.d.ts.map +1 -1
- package/src/view/elements/progress/segmented/SegmentedResourceBarView.js +23 -8
package/package.json
CHANGED
package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.d.ts
CHANGED
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@@ -4,7 +4,12 @@
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* ray (`PROBE_RAY_NONE`) is past the frame's last. The radiance the ray brings back goes over its light,
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* three half floats:
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*
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-
* - a **miss** sees the environment along its direction, `
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* - a **miss** sees the prefiltered environment along its direction, `sample_environment_map`, at the
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* roughness whose lobe covers the solid angle of a radiance texel, 4π/n_r². The prefilter's lobe is the
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* spherical Gaussian exp(2(N·H − 1)/m²), m the roughness squared, whose integral over the sphere is
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* 4πm²·(1 − (1 − e^(−k))/k), k = 2/m²: m = 1/n_r to 0.2% at n_r = 16, so the roughness is 1/√n_r. A sun
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* a few texels wide at level 0 is then a lobe a texel wide, which a texel's jittered rays all see,
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* rather than a point that only some probes' jitter ever lands on;
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* - a **front-face hit** is `emissive + ρ_d·E_dir/π` (D7), its surface from `probe_clipmap_hit_surface`
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* at the hit's position, the probe's origin plus t along the ray, with the hit's normal, at its
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* cascade's voxel; E_dir is what trace left in the light;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shader_probe_clipmap_shade.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js"],"names":[],"mappings":"
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+
{"version":3,"file":"shader_probe_clipmap_shade.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js"],"names":[],"mappings":"AA2DA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,yCAFU,aAAa,CAyDpB;8BAxH2B,kCAAkC"}
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package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js
CHANGED
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@@ -1,4 +1,3 @@
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-
import { chunk_sample_environment_color } from "../../../atmosphere/chunk_sample_environment_color.js";
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import {
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MESH_CARD_ALBEDO_RESOURCE,
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MESH_CARD_EMISSIVE_RESOURCE,
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@@ -11,6 +10,7 @@ import { ENVIRONMENT_MAP_SAMPLER_RESOURCE } from "../../../light/environment/ENV
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import { SCENE_DATABASE_RESOURCE } from "../../../scene/SCENE_DATABASE_RESOURCE.js";
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import { chunk_rgbe9995_decode } from "../../../shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.js";
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import { chunk_rgbe9995_encode } from "../../../shader/chunk/color/rgbe9995/chunk_rgbe9995_encode.js";
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import { chunk_sample_environment_map } from "../../../shader/chunk/texture/sample/chunk_sample_environment_map.js";
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import { chunk_uv_octahedral_unit_decode } from "../../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_decode.js";
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import { chunk_folded_workgroup_index } from "../../../shader/chunk/grid/chunk_folded_workgroup_index.js";
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import { RECIPROCAL_PI_DECLARATION } from "../../../shader/chunk/math/RECIPROCAL_PI_DECLARATION.js";
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@@ -32,9 +32,12 @@ import {
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PROBE_TRACE_READ_RESOURCE
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} from "./chunk_probe_clipmap.js";
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import { PROBE_THREAD_WORKGROUP_SIZE } from "./PROBE_CLIPMAP.js";
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import { PROBE_TRACE_SETTINGS } from "./shader_probe_clipmap_trace.js";
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const resources = new ShaderResourceSetDescriptor();
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resources.setImmediate("settings", PROBE_TRACE_SETTINGS);
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resources.createGroup()
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.add(PROBE_TRACE_READ_RESOURCE)
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.add(PROBE_ORIGINS_READ_RESOURCE)
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@@ -60,7 +63,12 @@ resources.createGroup()
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* ray (`PROBE_RAY_NONE`) is past the frame's last. The radiance the ray brings back goes over its light,
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* three half floats:
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*
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-
* - a **miss** sees the environment along its direction, `
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* - a **miss** sees the prefiltered environment along its direction, `sample_environment_map`, at the
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* roughness whose lobe covers the solid angle of a radiance texel, 4π/n_r². The prefilter's lobe is the
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* spherical Gaussian exp(2(N·H − 1)/m²), m the roughness squared, whose integral over the sphere is
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* 4πm²·(1 − (1 − e^(−k))/k), k = 2/m²: m = 1/n_r to 0.2% at n_r = 16, so the roughness is 1/√n_r. A sun
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* a few texels wide at level 0 is then a lobe a texel wide, which a texel's jittered rays all see,
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* rather than a point that only some probes' jitter ever lands on;
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* - a **front-face hit** is `emissive + ρ_d·E_dir/π` (D7), its surface from `probe_clipmap_hit_surface`
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* at the hit's position, the probe's origin plus t along the ray, with the hit's normal, at its
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* cascade's voxel; E_dir is what trace left in the light;
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@@ -96,7 +104,7 @@ fn main(
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var albedo = vec3<f32>(0.0);
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if (kind == ${BRICK_TRACE_MISS}u) {
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radiance =
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radiance = sample_environment_map(tEnvironment, sEnvironment, direction, inverseSqrt(f32(settings.radiance_resolution)));
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} else if (kind == ${BRICK_TRACE_HIT}u && (record.flags & PROBE_RAY_BACK_FACE) == 0u) {
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let k = record.flags >> PROBE_RAY_PROBE_SHIFT;
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let origin = probe_clipmap_ray_origin(probe_origins[k], probe_trace.elements[k], record.direction);
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@@ -121,7 +129,7 @@ fn main(
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chunk_probe_clipmap_ray_origin,
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chunk_folded_workgroup_index,
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chunk_uv_octahedral_unit_decode,
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-
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chunk_sample_environment_map,
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chunk_probe_clipmap_hit_surface,
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chunk_rgbe9995_decode,
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chunk_rgbe9995_encode,
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@@ -1 +1 @@
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-
{"version":3,"file":"WGSLLanguageCore.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLLanguageCore.js"],"names":[],"mappings":";
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{"version":3,"file":"WGSLLanguageCore.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/WGSLLanguageCore.js"],"names":[],"mappings":";IAg3DA;;;;;;;;;;;;;OAaG;IACH,+DAyFC"}
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@@ -1260,7 +1260,9 @@ export const WGSLLanguageCore = {
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*
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* Filtered sample at normalised UV coords. Honours the sampler's
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* address modes and `magFilter`. `coords` length matches the texture
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* dimensionality. The `level`
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* dimensionality. The `level` reads that level of a bitmap carrying its levels, as `textureLoad`
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* does, and zero past them; between two levels, a `linear` `mipmapFilter` blends them and any other
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* takes the nearer. A bitmap carrying none serves every level from itself.
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*
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* @param {import("./CPUBitmapData.js").CPUBitmapData} t
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* @param {import("../../descriptor/texture/SamplerDescriptor.js").SamplerDescriptor | null} sampler
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@@ -1275,21 +1277,44 @@ export const WGSLLanguageCore = {
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let array_index = undefined;
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let offset = undefined;
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let level = p3;
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if (p5 !== undefined) {
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// (t, s, coords, array_index, level, offset)
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array_index = p3;
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level = p4;
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offset = p5;
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} else if (p4 === undefined) {
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// (t, s, coords, level)
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} else if (typeof p4 === 'number') {
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// (t, s, coords, array_index, level)
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array_index = p3;
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level = p4;
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} else {
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// (t, s, coords, level, offset)
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}
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if (t.levels?.length > 0 && level !== 0) {
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const below = Math.max(Math.floor(level), 0);
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const fraction = level - below;
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if (fraction > 0 && sampler?.mipmapFilter === 'linear') {
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const a = WGSLLanguageCore.textureSampleLevel(t, sampler, coords, ...(array_index === undefined ? [below] : [array_index, below]), ...(offset === undefined ? [] : [offset]));
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const b = WGSLLanguageCore.textureSampleLevel(t, sampler, coords, ...(array_index === undefined ? [below + 1] : [array_index, below + 1]), ...(offset === undefined ? [] : [offset]));
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return a.map((v, i) => v + (b[i] - v) * fraction);
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}
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const source = texture_level(t, fraction > 0.5 ? below + 1 : below);
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if (source === undefined) {
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return new Float32Array(4);
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}
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t = source;
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}
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const dim = t.dimensionality;
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// Convert UV (normalised) to texel-space coords expected by
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// cpu_texture_sample. coords for a 1D texture is a scalar in WGSL.
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/**
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* A value that trails another one down: the "ghost" behind a bar's fill that shows how much was just lost.
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*
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*
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*
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*
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* The knobs are the three Dota 2 exposes for its hero bars as console variables: a short hold after a drop
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* (`dota_health_hurt_delay`) and a decay whose length sits between a floor and a ceiling
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* (`dota_health_hurt_decay_time_min` / `_max`). The defaults, 0.1 s / 0.3 s / 0.8 s, are the values players'
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* published configs list as Dota's own; Valve does not document them. Everything else here is this class's own
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* choice, not known Dota behaviour: the decay's length growing linearly with the loss (the whole bar takes the
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* ceiling), the ease-out curve, and how losses that overlap combine.
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*
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* Every drop is a loss with a trail of its own: it holds at the value from before the drop for {@link delay_ms},
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* then eases down over a length sized by that loss alone. The trail shows the highest of the live losses' trails,
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* and never less than the target. Because no loss looks at another, a drop is drawn the same whether the trail
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* was at rest or still moving when it came: a damage tick that lands just before or just after the previous one
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* has faded looks the same, where a single trail that re-plans has to pick one side of that line.
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*
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* Each loss eases toward the lowest the target has been since it happened, never toward the target itself, so a
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* rise that stays under the trail (regeneration after a hit) cannot lift it. When a later drop lowers that floor,
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* the rest of the loss's ease is rescaled toward the new floor from where it is, so it does not jump. The trail
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* is continuous in time and never rises unless the target rises above it; when it does, the trail jumps to the
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* target and every loss is forgotten.
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*
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* A target that is not a finite number is ignored: the trail carries on with what it had, so one bad value cannot
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* leave it NaN, and its owner animating it forever, for every value after.
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*
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* Each loss's start and length are fixed when it happens, so changing the knobs never revives or reshapes a trail
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* already under way.
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*
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* Time is passed in, in milliseconds on any monotonic clock, so the trail can be driven and checked without one.
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*/
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export class GhostTrail {
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/**
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* How long
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* How long a loss's trail holds before it starts to ease down
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* @type {number}
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*/
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delay_ms: number;
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/**
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*
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* Length of the ease for the smallest loss; 0 with {@link duration_max_ms} 0 snaps once the hold ends
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* @type {number}
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*/
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-
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duration_min_ms: number;
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/**
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* Length of the ease for a loss of the whole bar (1); smaller losses take proportionally less, down to
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* {@link duration_min_ms}
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* @type {number}
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* @private
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*/
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-
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duration_max_ms: number;
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/**
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* The target, as last set
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* @type {number}
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* @private
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*/
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private __to;
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/**
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*
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* Live losses, {@link LOSS_STRIDE} floats each: when the ease starts (after the hold), the ease's length, the
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* lowest the target has been since the loss, and how far above that the trail is while u is 1
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* @type {Float64Array}
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* @private
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*/
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private __losses;
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/**
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* @type {number}
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* @private
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*/
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private
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private __loss_count;
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/**
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* Length of the ease for a loss of `gap`, a fraction of the bar
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* @param {number} gap
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* @returns {number}
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* @private
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*/
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private __duration_for;
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/**
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* How much of one loss's ease is left at `time_ms`: 1 while it holds, falling to 0 when the ease is over
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* @param {number} index
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* @param {number} time_ms
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* @returns {number}
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* @private
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*/
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private __loss_u;
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/**
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* Where one loss's trail is at `time_ms`; an ease-out, fastest at the start of the ease
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* @param {number} index
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* @param {number} time_ms
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* @returns {number}
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* @private
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*/
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private __loss_at;
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/**
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* @param {number} start
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* @param {number} duration
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* @param {number} low
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* @param {number} amplitude
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* @private
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*/
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private __add_loss;
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/**
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* Tell the trail its target's new value.
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* @param {number} target
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@@ -41,13 +101,13 @@ export class GhostTrail {
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*/
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set(target: number, time_ms: number): void;
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/**
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* Where the trail is at a given time
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* Where the trail is at a given time: the highest of the live losses' trails, and never below the target.
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{"version":3,"file":"GhostTrail.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/GhostTrail.js"],"names":[],"mappings":"
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{"version":3,"file":"GhostTrail.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/GhostTrail.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH;IACI;;;OAGG;IACH,UAFU,MAAM,CAED;IAEf;;;OAGG;IACH,iBAFU,MAAM,CAEM;IAEtB;;;;OAIG;IACH,iBAFU,MAAM,CAEM;IAEtB;;;;OAIG;IACH,aAAS;IAET;;;;;OAKG;IACH,iBAA6C;IAE7C;;;OAGG;IACH,qBAAiB;IAEjB;;;;;OAKG;IACH,uBAIC;IAED;;;;;;OAMG;IACH,iBAgBC;IAED;;;;;;OAMG;IACH,kBAKC;IAED;;;;;;OAMG;IACH,mBAoBC;IAED;;;;OAIG;IACH,YAHW,MAAM,WACN,MAAM,QAsEhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GACJ,MAAM,CAgBlB;IAED;;;;OAIG;IACH,oBAHW,MAAM,GACJ,OAAO,CAkBnB;CACJ"}
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import { assert } from "../../../../core/assert.js";
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import { clamp01 } from "../../../../core/math/clamp01.js";
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/**
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* Floats per loss in {@link GhostTrail}'s store: [start, duration, low, amplitude]. A loss's trail is
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* `low + amplitude * u²`, where u runs from 1 (held, and at the start of the ease) to 0 (the ease is over).
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* @type {number}
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*/
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const LOSS_STRIDE = 4;
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/**
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* A value that trails another one down: the "ghost" behind a bar's fill that shows how much was just lost.
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*
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* The knobs are the three Dota 2 exposes for its hero bars as console variables: a short hold after a drop
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* (`dota_health_hurt_delay`) and a decay whose length sits between a floor and a ceiling
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* (`dota_health_hurt_decay_time_min` / `_max`). The defaults, 0.1 s / 0.3 s / 0.8 s, are the values players'
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* published configs list as Dota's own; Valve does not document them. Everything else here is this class's own
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* choice, not known Dota behaviour: the decay's length growing linearly with the loss (the whole bar takes the
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* ceiling), the ease-out curve, and how losses that overlap combine.
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*
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* Every drop is a loss with a trail of its own: it holds at the value from before the drop for {@link delay_ms},
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* then eases down over a length sized by that loss alone. The trail shows the highest of the live losses' trails,
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* and never less than the target. Because no loss looks at another, a drop is drawn the same whether the trail
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* was at rest or still moving when it came: a damage tick that lands just before or just after the previous one
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* has faded looks the same, where a single trail that re-plans has to pick one side of that line.
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*
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* Each loss eases toward the lowest the target has been since it happened, never toward the target itself, so a
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* rise that stays under the trail (regeneration after a hit) cannot lift it. When a later drop lowers that floor,
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* the rest of the loss's ease is rescaled toward the new floor from where it is, so it does not jump. The trail
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* is continuous in time and never rises unless the target rises above it; when it does, the trail jumps to the
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* target and every loss is forgotten.
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*
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* A target that is not a finite number is ignored: the trail carries on with what it had, so one bad value cannot
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* leave it NaN, and its owner animating it forever, for every value after.
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*
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* Each loss's start and length are fixed when it happens, so changing the knobs never revives or reshapes a trail
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* already under way.
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*
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* Time is passed in, in milliseconds on any monotonic clock, so the trail can be driven and checked without one.
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*/
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export class GhostTrail {
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/**
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* How long a loss's trail holds before it starts to ease down
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* @type {number}
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*/
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delay_ms = 100;
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/**
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* Length of the ease for the smallest loss; 0 with {@link duration_max_ms} 0 snaps once the hold ends
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* @type {number}
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*/
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duration_min_ms = 300;
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/**
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* Length of the ease for a loss of the whole bar (1); smaller losses take proportionally less, down to
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* {@link duration_min_ms}
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* @type {number}
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*/
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duration_max_ms = 800;
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/**
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* The target, as last set
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* @type {number}
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* @private
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*/
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__to = 0;
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/**
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* Live losses, {@link LOSS_STRIDE} floats each: when the ease starts (after the hold), the ease's length, the
|
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* lowest the target has been since the loss, and how far above that the trail is while u is 1
|
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* @type {Float64Array}
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* @private
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*/
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__losses = new Float64Array(LOSS_STRIDE * 8);
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/**
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* @type {number}
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* @private
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*/
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__loss_count = 0;
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/**
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* Length of the ease for a loss of `gap`, a fraction of the bar
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* @param {number} gap
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* @returns {number}
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* @private
|
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*/
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__duration_for(gap) {
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const min = this.duration_min_ms;
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return min + (this.duration_max_ms - min) * clamp01(gap);
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}
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/**
|
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* How much of one loss's ease is left at `time_ms`: 1 while it holds, falling to 0 when the ease is over
|
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* @param {number} index
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* @param {number} time_ms
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* @returns {number}
|
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* @private
|
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*/
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__loss_u(index, time_ms) {
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const losses = this.__losses;
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const offset = index * LOSS_STRIDE;
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const elapsed = time_ms - losses[offset];
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const duration = losses[offset + 1];
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if (elapsed < 0) {
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return 1;
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}
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+
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if (elapsed >= duration) {
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return 0;
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}
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+
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return 1 - elapsed / duration;
|
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}
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|
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/**
|
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120
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* Where one loss's trail is at `time_ms`; an ease-out, fastest at the start of the ease
|
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|
+
* @param {number} index
|
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* @param {number} time_ms
|
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+
* @returns {number}
|
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* @private
|
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125
|
+
*/
|
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126
|
+
__loss_at(index, time_ms) {
|
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|
+
const offset = index * LOSS_STRIDE;
|
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128
|
+
const u = this.__loss_u(index, time_ms);
|
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129
|
+
|
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130
|
+
return this.__losses[offset + 2] + this.__losses[offset + 3] * u * u;
|
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|
+
}
|
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|
+
|
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133
|
+
/**
|
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134
|
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* @param {number} start
|
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135
|
+
* @param {number} duration
|
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|
+
* @param {number} low
|
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+
* @param {number} amplitude
|
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138
|
+
* @private
|
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139
|
+
*/
|
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140
|
+
__add_loss(start, duration, low, amplitude) {
|
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141
|
+
const count = this.__loss_count;
|
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142
|
+
|
|
143
|
+
if ((count + 1) * LOSS_STRIDE > this.__losses.length) {
|
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144
|
+
const grown = new Float64Array(this.__losses.length * 2);
|
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145
|
+
|
|
146
|
+
grown.set(this.__losses);
|
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|
+
|
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148
|
+
this.__losses = grown;
|
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|
+
}
|
|
150
|
+
|
|
151
|
+
const losses = this.__losses;
|
|
152
|
+
const offset = count * LOSS_STRIDE;
|
|
153
|
+
|
|
154
|
+
losses[offset] = start;
|
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155
|
+
losses[offset + 1] = duration;
|
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156
|
+
losses[offset + 2] = low;
|
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157
|
+
losses[offset + 3] = amplitude;
|
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158
|
+
|
|
159
|
+
this.__loss_count = count + 1;
|
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160
|
+
}
|
|
161
|
+
|
|
162
|
+
/**
|
|
163
|
+
* Tell the trail its target's new value.
|
|
164
|
+
* @param {number} target
|
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165
|
+
* @param {number} time_ms
|
|
166
|
+
*/
|
|
167
|
+
set(target, time_ms) {
|
|
168
|
+
// the knobs are public and may change between calls, so they are checked where they are read
|
|
169
|
+
assert.isFinite(this.delay_ms, 'delay_ms');
|
|
170
|
+
assert.greaterThanOrEqual(this.delay_ms, 0, 'delay_ms must not be negative');
|
|
171
|
+
assert.isFinite(this.duration_max_ms, 'duration_max_ms');
|
|
172
|
+
assert.greaterThanOrEqual(this.duration_min_ms, 0, 'duration_min_ms must not be negative');
|
|
173
|
+
assert.greaterThanOrEqual(this.duration_max_ms, this.duration_min_ms, 'duration_max_ms must not be under duration_min_ms');
|
|
174
|
+
assert.isFinite(time_ms, 'time_ms');
|
|
175
|
+
|
|
176
|
+
if (!Number.isFinite(target)) {
|
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177
|
+
return;
|
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178
|
+
}
|
|
179
|
+
|
|
180
|
+
if (target >= this.sample(time_ms)) {
|
|
181
|
+
// a rise to or above the trail: jump to it, and forget every loss
|
|
182
|
+
this.__to = target;
|
|
183
|
+
this.__loss_count = 0;
|
|
184
|
+
|
|
185
|
+
return;
|
|
186
|
+
}
|
|
187
|
+
|
|
188
|
+
// drop the losses whose ease is over (each rests at its low, which is never above the target); for the rest,
|
|
189
|
+
// if the target went under the low, lower it and rescale what is left of the ease so the trail is where it was
|
|
190
|
+
const losses = this.__losses;
|
|
191
|
+
const count = this.__loss_count;
|
|
192
|
+
|
|
193
|
+
let kept = 0;
|
|
194
|
+
|
|
195
|
+
for (let i = 0; i < count; i++) {
|
|
196
|
+
const offset = i * LOSS_STRIDE;
|
|
197
|
+
|
|
198
|
+
const u = this.__loss_u(i, time_ms);
|
|
199
|
+
|
|
200
|
+
if (u <= 0) {
|
|
201
|
+
continue;
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
let low = losses[offset + 2];
|
|
205
|
+
let amplitude = losses[offset + 3];
|
|
206
|
+
|
|
207
|
+
if (target < low) {
|
|
208
|
+
// where the trail is now, kept: low + amplitude * u² before and after. u > 0 here, and the
|
|
209
|
+
// product amplitude * u² stays at most the trail's height over the new low however small u is
|
|
210
|
+
const value = low + amplitude * u * u;
|
|
211
|
+
|
|
212
|
+
low = target;
|
|
213
|
+
amplitude = (value - low) / (u * u);
|
|
214
|
+
}
|
|
215
|
+
|
|
216
|
+
const kept_offset = kept * LOSS_STRIDE;
|
|
217
|
+
|
|
218
|
+
losses[kept_offset] = losses[offset];
|
|
219
|
+
losses[kept_offset + 1] = losses[offset + 1];
|
|
220
|
+
losses[kept_offset + 2] = low;
|
|
221
|
+
losses[kept_offset + 3] = amplitude;
|
|
222
|
+
|
|
223
|
+
kept++;
|
|
224
|
+
}
|
|
225
|
+
|
|
226
|
+
this.__loss_count = kept;
|
|
227
|
+
|
|
228
|
+
const before = this.__to;
|
|
229
|
+
|
|
230
|
+
if (target < before) {
|
|
231
|
+
this.__add_loss(time_ms + this.delay_ms, this.__duration_for(before - target), target, before - target);
|
|
232
|
+
}
|
|
233
|
+
|
|
234
|
+
this.__to = target;
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
/**
|
|
238
|
+
* Where the trail is at a given time: the highest of the live losses' trails, and never below the target.
|
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* @param {number} time_ms
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* @returns {number}
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*/
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sample(time_ms) {
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let value = this.__to;
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+
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const count = this.__loss_count;
|
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+
|
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for (let i = 0; i < count; i++) {
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const v = this.__loss_at(i, time_ms);
|
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+
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if (v > value) {
|
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value = v;
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}
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}
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return value;
|
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}
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/**
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* Whether the trail shows the target and will not move until {@link set} is called again
|
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* @param {number} time_ms
|
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* @returns {boolean}
|
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*/
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is_settled(time_ms) {
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const to = this.__to;
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const losses = this.__losses;
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const count = this.__loss_count;
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for (let i = 0; i < count; i++) {
|
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const offset = i * LOSS_STRIDE;
|
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// a loss still easing and still above the target; one at or under it stays there, since its trail
|
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// only falls and the target holds until the next set
|
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if (time_ms < losses[offset] + losses[offset + 1] && this.__loss_at(i, time_ms) > to) {
|
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return false;
|
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}
|
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}
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|
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return true;
|
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}
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}
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@@ -18,10 +18,12 @@ export class SegmentedResourceBarView extends View {
|
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18
18
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* @param {string[]} [options.classList]
|
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19
19
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* @param {{unit:number, class_name:string, width_px:number, min_spacing_px:number}[]} [options.tiers] notch tiers, finest first; see {@link SegmentTier}
|
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20
20
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* @param {{count:number, group:number}|null} [options.cells] draw `count` cells instead of notches, in groups of `group` (0 for none)
|
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21
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-
* @param {number} [options.ghost_delay_ms=
|
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22
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-
* @param {number} [options.
|
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21
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+
* @param {number} [options.ghost_delay_ms=100] how long the ghost holds after a drop; see {@link GhostTrail}
|
|
22
|
+
* @param {number} [options.ghost_duration_min_ms=300] how long the ghost takes to close the smallest loss
|
|
23
|
+
* @param {number} [options.ghost_duration_max_ms=800] how long it takes to close a loss of the whole bar; both
|
|
24
|
+
* durations are 0 under prefers-reduced-motion, so the ghost holds, then snaps
|
|
23
25
|
*/
|
|
24
|
-
constructor({ values, max, classList, tiers, cells, ghost_delay_ms,
|
|
26
|
+
constructor({ values, max, classList, tiers, cells, ghost_delay_ms, ghost_duration_min_ms, ghost_duration_max_ms }: {
|
|
25
27
|
values: (Vector1 | ObservedInteger)[];
|
|
26
28
|
max?: Vector1 | ObservedInteger | ReactiveExpression;
|
|
27
29
|
classList?: string[];
|
|
@@ -36,7 +38,8 @@ export class SegmentedResourceBarView extends View {
|
|
|
36
38
|
group: number;
|
|
37
39
|
} | null;
|
|
38
40
|
ghost_delay_ms?: number;
|
|
39
|
-
|
|
41
|
+
ghost_duration_min_ms?: number;
|
|
42
|
+
ghost_duration_max_ms?: number;
|
|
40
43
|
});
|
|
41
44
|
/**
|
|
42
45
|
*
|
|
@@ -69,7 +72,12 @@ export class SegmentedResourceBarView extends View {
|
|
|
69
72
|
* @type {number}
|
|
70
73
|
* @private
|
|
71
74
|
*/
|
|
72
|
-
private
|
|
75
|
+
private __ghost_duration_min_ms;
|
|
76
|
+
/**
|
|
77
|
+
* @type {number}
|
|
78
|
+
* @private
|
|
79
|
+
*/
|
|
80
|
+
private __ghost_duration_max_ms;
|
|
73
81
|
/**
|
|
74
82
|
* Total fill as a fraction of max, as last drawn
|
|
75
83
|
* @type {number}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"SegmentedResourceBarView.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/SegmentedResourceBarView.js"],"names":[],"mappings":"AA0CA;;;;;;;;;;GAUG;AACH;IACI
|
|
1
|
+
{"version":3,"file":"SegmentedResourceBarView.d.ts","sourceRoot":"","sources":["../../../../../../src/view/elements/progress/segmented/SegmentedResourceBarView.js"],"names":[],"mappings":"AA0CA;;;;;;;;;;GAUG;AACH;IACI;;;;;;;;;;;;OAYG;IACH;QAVgD,MAAM,EAA3C,CAAC,OAAO,kBAAgB,CAAC,EAAE;QAC0B,GAAG,GAAxD,OAAO,uCAAmC;QACvB,SAAS,GAA5B,MAAM,EAAE;QAC6E,KAAK,GAA1F;YAAC,IAAI,EAAC,MAAM,CAAC;YAAC,UAAU,EAAC,MAAM,CAAC;YAAC,QAAQ,EAAC,MAAM,CAAC;YAAC,cAAc,EAAC,MAAM,CAAA;SAAC,EAAE;QAC9B,KAAK,GAAjD;YAAC,KAAK,EAAC,MAAM,CAAC;YAAC,KAAK,EAAC,MAAM,CAAA;SAAC,GAAC,IAAI;QAChB,cAAc,GAA/B,MAAM;QACW,qBAAqB,GAAtC,MAAM;QACW,qBAAqB,GAAtC,MAAM;OAiRhB;IApPG;;;;OAIG;IACH,yBAA8B;IAE9B;;;;OAIG;IACH,oBAAsB;IAEtB;;;OAGG;IACH,gBAAoB;IAEpB;;;OAGG;IACH,gBAAoB;IAEpB;;;OAGG;IACH,gBAA+B;IAG/B;;;OAGG;IACH,gCAAoD;IAEpD;;;OAGG;IACH,gCAAoD;IAEpD;;;;OAIG;IACH,yBAAyB;IAEzB;;;OAGG;IACH,yBAAgH;IAEhH;;;;OAIG;IACH,oBAAuB;IAoe3B;;OAEG;IACH,4BASC;IA5eG,yBAA4B;IAC5B,mBAAmB;IAicvB;;OAEG;IACH,wBAQC;IAxcG,oBAAsB;IACtB,sBAAwB;IACxB,sBAAwB;IACxB,6BAA+B;IAE/B;;;;OAIG;IACH,gBAAkC;IAElC;;;OAGG;IACH,YAFU,qBAAqB,CAEH;IAG5B,mBAAuC;IASvC;;;OAGG;IACH,mBAA+C;IAG/C;;;OAGG;IACH,sBAAuB;IAEvB;;;OAGG;IACH,yBAA0B;IAE1B;;;OAGG;IACH,wBAAyB;IACzB,uCAA8B;IAC9B,wCAA+B;IAC/B,0BAAqE;IAGrE,gCAA2E;IAC3E,iCAA4E;IAkBxE;;;;OAIG;IACH,oBAAgD;IA8BpD;;;OAGG;IACH,gBAFU,QAAQ,CAsChB;IAWF;;;;OAIG;IACH,uBAA2C;IAuC/C,eAGC;IAED,wBAGC;IAED;;;OAGG;IACH,uBAmDC;IAED;;;;;;OAMG;IACH,wBAoCC;IAED;;;;;OAKG;IACH,sBAkBC;IAED,mBA2CC;IAED;;;;OAIG;IACH,eAaC;IAED;;;;OAIG;IACH,qBA6BC;IAeD;;;;OAIG;IACH,mCAUC;CAeJ;iBAvoBgB,kBAAkB;iBALlB,0CAA0C;qBAGtC,6BAA6B;oBAF9B,kCAAkC"}
|
|
@@ -60,8 +60,10 @@ export class SegmentedResourceBarView extends View {
|
|
|
60
60
|
* @param {string[]} [options.classList]
|
|
61
61
|
* @param {{unit:number, class_name:string, width_px:number, min_spacing_px:number}[]} [options.tiers] notch tiers, finest first; see {@link SegmentTier}
|
|
62
62
|
* @param {{count:number, group:number}|null} [options.cells] draw `count` cells instead of notches, in groups of `group` (0 for none)
|
|
63
|
-
* @param {number} [options.ghost_delay_ms=
|
|
64
|
-
* @param {number} [options.
|
|
63
|
+
* @param {number} [options.ghost_delay_ms=100] how long the ghost holds after a drop; see {@link GhostTrail}
|
|
64
|
+
* @param {number} [options.ghost_duration_min_ms=300] how long the ghost takes to close the smallest loss
|
|
65
|
+
* @param {number} [options.ghost_duration_max_ms=800] how long it takes to close a loss of the whole bar; both
|
|
66
|
+
* durations are 0 under prefers-reduced-motion, so the ghost holds, then snaps
|
|
65
67
|
*/
|
|
66
68
|
constructor({
|
|
67
69
|
values,
|
|
@@ -69,16 +71,20 @@ export class SegmentedResourceBarView extends View {
|
|
|
69
71
|
classList = [],
|
|
70
72
|
tiers = SEGMENT_TIERS_DEFAULT,
|
|
71
73
|
cells = null,
|
|
72
|
-
ghost_delay_ms =
|
|
73
|
-
|
|
74
|
+
ghost_delay_ms = 100,
|
|
75
|
+
ghost_duration_min_ms = 300,
|
|
76
|
+
ghost_duration_max_ms = 800
|
|
74
77
|
}) {
|
|
75
78
|
super();
|
|
76
79
|
|
|
77
80
|
assert.isArray(values, 'values');
|
|
78
81
|
assert.defined(max, 'max');
|
|
79
82
|
assert.isArray(tiers, 'tiers');
|
|
80
|
-
assert.
|
|
81
|
-
assert.
|
|
83
|
+
assert.isFinite(ghost_delay_ms, 'ghost_delay_ms');
|
|
84
|
+
assert.greaterThanOrEqual(ghost_delay_ms, 0, 'ghost_delay_ms must not be negative');
|
|
85
|
+
assert.isFinite(ghost_duration_max_ms, 'ghost_duration_max_ms');
|
|
86
|
+
assert.greaterThanOrEqual(ghost_duration_min_ms, 0, 'ghost_duration_min_ms must not be negative');
|
|
87
|
+
assert.greaterThanOrEqual(ghost_duration_max_ms, ghost_duration_min_ms, 'ghost_duration_max_ms must not be under ghost_duration_min_ms');
|
|
82
88
|
|
|
83
89
|
if (cells !== null) {
|
|
84
90
|
assert.isNonNegativeInteger(cells.count, 'cells.count');
|
|
@@ -122,7 +128,13 @@ export class SegmentedResourceBarView extends View {
|
|
|
122
128
|
* @type {number}
|
|
123
129
|
* @private
|
|
124
130
|
*/
|
|
125
|
-
this.
|
|
131
|
+
this.__ghost_duration_min_ms = ghost_duration_min_ms;
|
|
132
|
+
|
|
133
|
+
/**
|
|
134
|
+
* @type {number}
|
|
135
|
+
* @private
|
|
136
|
+
*/
|
|
137
|
+
this.__ghost_duration_max_ms = ghost_duration_max_ms;
|
|
126
138
|
|
|
127
139
|
/**
|
|
128
140
|
* Total fill as a fraction of max, as last drawn
|
|
@@ -531,7 +543,10 @@ export class SegmentedResourceBarView extends View {
|
|
|
531
543
|
|
|
532
544
|
const ghost = this.__ghost;
|
|
533
545
|
|
|
534
|
-
|
|
546
|
+
const reduced_motion = this.__reduced_motion !== null && this.__reduced_motion.matches;
|
|
547
|
+
|
|
548
|
+
ghost.duration_min_ms = reduced_motion ? 0 : this.__ghost_duration_min_ms;
|
|
549
|
+
ghost.duration_max_ms = reduced_motion ? 0 : this.__ghost_duration_max_ms;
|
|
535
550
|
ghost.set(total_fraction, now);
|
|
536
551
|
|
|
537
552
|
this.__draw(now);
|