607 lines
20 KiB
JavaScript
607 lines
20 KiB
JavaScript
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/* *
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*
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* (c) 2009-2020 Øystein Moseng
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*
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* TimelineEvent class definition.
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*
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* License: www.highcharts.com/license
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*
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* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
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*
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* */
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'use strict';
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import H from '../../parts/Globals.js';
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import U from '../../parts/Utilities.js';
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var merge = U.merge, splat = U.splat, uniqueKey = U.uniqueKey;
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/**
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* A set of options for the TimelineEvent class.
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*
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* @requires module:modules/sonification
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*
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* @private
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* @interface Highcharts.TimelineEventOptionsObject
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*/ /**
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* The object we want to sonify when playing the TimelineEvent. Can be any
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* object that implements the `sonify` and `cancelSonify` functions. If this is
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* not supplied, the TimelineEvent is considered a silent event, and the onEnd
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* event is immediately called.
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* @name Highcharts.TimelineEventOptionsObject#eventObject
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* @type {*}
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*/ /**
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* Options to pass on to the eventObject when playing it.
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* @name Highcharts.TimelineEventOptionsObject#playOptions
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* @type {object|undefined}
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*/ /**
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* The time at which we want this event to play (in milliseconds offset). This
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* is not used for the TimelineEvent.play function, but rather intended as a
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* property to decide when to call TimelineEvent.play. Defaults to 0.
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* @name Highcharts.TimelineEventOptionsObject#time
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* @type {number|undefined}
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*/ /**
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* Unique ID for the event. Generated automatically if not supplied.
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* @name Highcharts.TimelineEventOptionsObject#id
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* @type {string|undefined}
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*/ /**
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* Callback called when the play has finished.
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* @name Highcharts.TimelineEventOptionsObject#onEnd
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* @type {Function|undefined}
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*/
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import utilities from './utilities.js';
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/* eslint-disable no-invalid-this, valid-jsdoc */
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/**
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* The TimelineEvent class. Represents a sound event on a timeline.
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*
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* @requires module:modules/sonification
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*
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* @private
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* @class
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* @name Highcharts.TimelineEvent
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*
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* @param {Highcharts.TimelineEventOptionsObject} options
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* Options for the TimelineEvent.
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*/
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function TimelineEvent(options) {
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this.init(options || {});
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}
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TimelineEvent.prototype.init = function (options) {
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this.options = options;
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this.time = options.time || 0;
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this.id = this.options.id = options.id || uniqueKey();
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};
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/**
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* Play the event. Does not take the TimelineEvent.time option into account,
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* and plays the event immediately.
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*
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* @function Highcharts.TimelineEvent#play
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*
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* @param {Highcharts.TimelineEventOptionsObject} [options]
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* Options to pass in to the eventObject when playing it.
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*
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* @return {void}
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*/
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TimelineEvent.prototype.play = function (options) {
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var eventObject = this.options.eventObject, masterOnEnd = this.options.onEnd, playOnEnd = options && options.onEnd, playOptionsOnEnd = this.options.playOptions &&
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this.options.playOptions.onEnd, playOptions = merge(this.options.playOptions, options);
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if (eventObject && eventObject.sonify) {
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// If we have multiple onEnds defined, use all
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playOptions.onEnd = masterOnEnd || playOnEnd || playOptionsOnEnd ?
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function () {
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var args = arguments;
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[masterOnEnd, playOnEnd, playOptionsOnEnd].forEach(function (onEnd) {
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if (onEnd) {
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onEnd.apply(this, args);
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}
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});
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} : void 0;
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eventObject.sonify(playOptions);
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}
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else {
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if (playOnEnd) {
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playOnEnd();
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}
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if (masterOnEnd) {
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masterOnEnd();
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}
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}
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};
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/**
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* Cancel the sonification of this event. Does nothing if the event is not
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* currently sonifying.
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*
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* @function Highcharts.TimelineEvent#cancel
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*
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* @param {boolean} [fadeOut=false]
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* Whether or not to fade out as we stop. If false, the event is
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* cancelled synchronously.
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*/
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TimelineEvent.prototype.cancel = function (fadeOut) {
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this.options.eventObject.cancelSonify(fadeOut);
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};
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/**
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* A set of options for the TimelinePath class.
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*
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* @requires module:modules/
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*
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* @private
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* @interface Highcharts.TimelinePathOptionsObject
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*/ /**
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* List of TimelineEvents to play on this track.
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* @name Highcharts.TimelinePathOptionsObject#events
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* @type {Array<Highcharts.TimelineEvent>}
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*/ /**
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* If this option is supplied, this path ignores all events and just waits for
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* the specified number of milliseconds before calling onEnd.
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* @name Highcharts.TimelinePathOptionsObject#silentWait
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* @type {number|undefined}
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*/ /**
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* Unique ID for this timeline path. Automatically generated if not supplied.
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* @name Highcharts.TimelinePathOptionsObject#id
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* @type {string|undefined}
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*/ /**
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* Callback called before the path starts playing.
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* @name Highcharts.TimelinePathOptionsObject#onStart
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* @type {Function|undefined}
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*/ /**
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* Callback function to call before an event plays.
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* @name Highcharts.TimelinePathOptionsObject#onEventStart
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* @type {Function|undefined}
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*/ /**
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* Callback function to call after an event has stopped playing.
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* @name Highcharts.TimelinePathOptionsObject#onEventEnd
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* @type {Function|undefined}
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*/ /**
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* Callback called when the whole path is finished.
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* @name Highcharts.TimelinePathOptionsObject#onEnd
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* @type {Function|undefined}
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*/
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/**
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* The TimelinePath class. Represents a track on a timeline with a list of
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* sound events to play at certain times relative to each other.
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*
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* @requires module:modules/sonification
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*
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* @private
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* @class
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* @name Highcharts.TimelinePath
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*
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* @param {Highcharts.TimelinePathOptionsObject} options
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* Options for the TimelinePath.
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*/
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function TimelinePath(options) {
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this.init(options);
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}
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TimelinePath.prototype.init = function (options) {
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this.options = options;
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this.id = this.options.id = options.id || uniqueKey();
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this.cursor = 0;
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this.eventsPlaying = {};
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// Handle silent wait, otherwise use events from options
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this.events = options.silentWait ?
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[
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new TimelineEvent({ time: 0 }),
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new TimelineEvent({ time: options.silentWait })
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] :
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this.options.events;
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// We need to sort our events by time
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this.sortEvents();
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// Get map from event ID to index
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this.updateEventIdMap();
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// Signal events to fire
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this.signalHandler = new utilities.SignalHandler(['playOnEnd', 'masterOnEnd', 'onStart', 'onEventStart', 'onEventEnd']);
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this.signalHandler.registerSignalCallbacks(merge(options, { masterOnEnd: options.onEnd }));
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};
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/**
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* Sort the internal event list by time.
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* @private
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*/
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TimelinePath.prototype.sortEvents = function () {
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this.events = this.events.sort(function (a, b) {
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return a.time - b.time;
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});
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};
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/**
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* Update the internal eventId to index map.
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* @private
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*/
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TimelinePath.prototype.updateEventIdMap = function () {
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this.eventIdMap = this.events.reduce(function (acc, cur, i) {
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acc[cur.id] = i;
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return acc;
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}, {});
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};
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/**
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* Add events to the path. Should not be done while the path is playing.
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* The new events are inserted according to their time property.
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* @private
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* @param {Array<Highcharts.TimelineEvent>} newEvents - The new timeline events
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* to add.
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*/
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TimelinePath.prototype.addTimelineEvents = function (newEvents) {
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this.events = this.events.concat(newEvents);
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this.sortEvents(); // Sort events by time
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this.updateEventIdMap(); // Update the event ID to index map
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};
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/**
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* Get the current TimelineEvent under the cursor.
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* @private
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* @return {Highcharts.TimelineEvent} The current timeline event.
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*/
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TimelinePath.prototype.getCursor = function () {
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return this.events[this.cursor];
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};
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/**
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* Set the current TimelineEvent under the cursor.
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* @private
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* @param {string} eventId
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* The ID of the timeline event to set as current.
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* @return {boolean}
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* True if there is an event with this ID in the path. False otherwise.
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*/
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TimelinePath.prototype.setCursor = function (eventId) {
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var ix = this.eventIdMap[eventId];
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if (typeof ix !== 'undefined') {
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this.cursor = ix;
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return true;
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}
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return false;
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};
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/**
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* Play the timeline from the current cursor.
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* @private
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* @param {Function} onEnd
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* Callback to call when play finished. Does not override other onEnd callbacks.
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* @return {void}
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*/
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TimelinePath.prototype.play = function (onEnd) {
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this.pause();
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this.signalHandler.emitSignal('onStart');
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this.signalHandler.clearSignalCallbacks(['playOnEnd']);
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this.signalHandler.registerSignalCallbacks({ playOnEnd: onEnd });
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this.playEvents(1);
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};
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/**
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* Play the timeline backwards from the current cursor.
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* @private
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* @param {Function} onEnd
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* Callback to call when play finished. Does not override other onEnd callbacks.
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* @return {void}
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*/
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TimelinePath.prototype.rewind = function (onEnd) {
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this.pause();
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this.signalHandler.emitSignal('onStart');
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this.signalHandler.clearSignalCallbacks(['playOnEnd']);
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this.signalHandler.registerSignalCallbacks({ playOnEnd: onEnd });
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this.playEvents(-1);
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};
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/**
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* Reset the cursor to the beginning.
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* @private
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*/
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TimelinePath.prototype.resetCursor = function () {
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this.cursor = 0;
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};
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/**
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* Reset the cursor to the end.
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* @private
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*/
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TimelinePath.prototype.resetCursorEnd = function () {
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this.cursor = this.events.length - 1;
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};
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/**
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* Cancel current playing. Leaves the cursor intact.
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* @private
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* @param {boolean} [fadeOut=false] - Whether or not to fade out as we stop. If
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* false, the path is cancelled synchronously.
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*/
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TimelinePath.prototype.pause = function (fadeOut) {
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var timelinePath = this;
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// Cancel next scheduled play
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clearTimeout(timelinePath.nextScheduledPlay);
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// Cancel currently playing events
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Object.keys(timelinePath.eventsPlaying).forEach(function (id) {
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if (timelinePath.eventsPlaying[id]) {
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timelinePath.eventsPlaying[id].cancel(fadeOut);
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}
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});
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timelinePath.eventsPlaying = {};
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};
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/**
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* Play the events, starting from current cursor, and going in specified
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* direction.
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* @private
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* @param {number} direction
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* The direction to play, 1 for forwards and -1 for backwards.
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* @return {void}
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*/
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TimelinePath.prototype.playEvents = function (direction) {
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var timelinePath = this, curEvent = timelinePath.events[this.cursor], nextEvent = timelinePath.events[this.cursor + direction], timeDiff, onEnd = function (signalData) {
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timelinePath.signalHandler.emitSignal('masterOnEnd', signalData);
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timelinePath.signalHandler.emitSignal('playOnEnd', signalData);
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};
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// Store reference to path on event
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curEvent.timelinePath = timelinePath;
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// Emit event, cancel if returns false
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if (timelinePath.signalHandler.emitSignal('onEventStart', curEvent) === false) {
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onEnd({
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event: curEvent,
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cancelled: true
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});
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return;
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}
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// Play the current event
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timelinePath.eventsPlaying[curEvent.id] = curEvent;
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curEvent.play({
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onEnd: function (cancelled) {
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var signalData = {
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event: curEvent,
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cancelled: !!cancelled
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};
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// Keep track of currently playing events for cancelling
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delete timelinePath.eventsPlaying[curEvent.id];
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// Handle onEventEnd
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timelinePath.signalHandler.emitSignal('onEventEnd', signalData);
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// Reached end of path?
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if (!nextEvent) {
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onEnd(signalData);
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}
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}
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});
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// Schedule next
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if (nextEvent) {
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timeDiff = Math.abs(nextEvent.time - curEvent.time);
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if (timeDiff < 1) {
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// Play immediately
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timelinePath.cursor += direction;
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timelinePath.playEvents(direction);
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}
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else {
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// Schedule after the difference in ms
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this.nextScheduledPlay = setTimeout(function () {
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timelinePath.cursor += direction;
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timelinePath.playEvents(direction);
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}, timeDiff);
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}
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}
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};
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/* ************************************************************************** *
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* TIMELINE *
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* ************************************************************************** */
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/**
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* A set of options for the Timeline class.
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*
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* @requires module:modules/sonification
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*
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* @private
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* @interface Highcharts.TimelineOptionsObject
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*/ /**
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* List of TimelinePaths to play. Multiple paths can be grouped together and
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* played simultaneously by supplying an array of paths in place of a single
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* path.
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* @name Highcharts.TimelineOptionsObject#paths
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* @type {Array<(Highcharts.TimelinePath|Array<Highcharts.TimelinePath>)>}
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*/ /**
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* Callback function to call before a path plays.
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* @name Highcharts.TimelineOptionsObject#onPathStart
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* @type {Function|undefined}
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*/ /**
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* Callback function to call after a path has stopped playing.
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* @name Highcharts.TimelineOptionsObject#onPathEnd
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* @type {Function|undefined}
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*/ /**
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* Callback called when the whole path is finished.
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* @name Highcharts.TimelineOptionsObject#onEnd
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* @type {Function|undefined}
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*/
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/**
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* The Timeline class. Represents a sonification timeline with a list of
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* timeline paths with events to play at certain times relative to each other.
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*
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* @requires module:modules/sonification
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*
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* @private
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* @class
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* @name Highcharts.Timeline
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*
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* @param {Highcharts.TimelineOptionsObject} options
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* Options for the Timeline.
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*/
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function Timeline(options) {
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this.init(options || {});
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}
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Timeline.prototype.init = function (options) {
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this.options = options;
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this.cursor = 0;
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this.paths = options.paths;
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this.pathsPlaying = {};
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this.signalHandler = new utilities.SignalHandler(['playOnEnd', 'masterOnEnd', 'onPathStart', 'onPathEnd']);
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this.signalHandler.registerSignalCallbacks(merge(options, { masterOnEnd: options.onEnd }));
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};
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/**
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* Play the timeline forwards from cursor.
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* @private
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* @param {Function} [onEnd]
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* Callback to call when play finished. Does not override other onEnd callbacks.
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* @return {void}
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*/
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Timeline.prototype.play = function (onEnd) {
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this.pause();
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this.signalHandler.clearSignalCallbacks(['playOnEnd']);
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this.signalHandler.registerSignalCallbacks({ playOnEnd: onEnd });
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this.playPaths(1);
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};
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/**
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* Play the timeline backwards from cursor.
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* @private
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* @param {Function} onEnd
|
||
|
* Callback to call when play finished. Does not override other onEnd callbacks.
|
||
|
* @return {void}
|
||
|
*/
|
||
|
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.
|
||
|
* @return {void}
|
||
|
*/
|
||
|
Timeline.prototype.playPaths = function (direction) {
|
||
|
var curPaths = splat(this.paths[this.cursor]), nextPaths = this.paths[this.cursor + direction], timeline = this, signalHandler = this.signalHandler, pathsEnded = 0,
|
||
|
// 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
|
||
|
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);
|
||
|
}, H.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.
|
||
|
* @return {void}
|
||
|
*/
|
||
|
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
|
||
|
* @return {void}
|
||
|
*/
|
||
|
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
|
||
|
* @return {void}
|
||
|
*/
|
||
|
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 () {
|
||
|
return !this.getCurrentPlayingPaths().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 () {
|
||
|
return splat(this.paths[this.cursor]);
|
||
|
};
|
||
|
// Export the classes
|
||
|
var timelineClasses = {
|
||
|
TimelineEvent: TimelineEvent,
|
||
|
TimelinePath: TimelinePath,
|
||
|
Timeline: Timeline
|
||
|
};
|
||
|
export default timelineClasses;
|