'use strict'; var TABS = {}; // filled by individual tab js file var GUI_control = function () { this.auto_connect = false; this.connecting_to = false; this.connected_to = false; this.connect_lock = false; this.active_tab; this.tab_switch_in_progress = false; this.operating_system; this.optional_usb_permissions = false; // controlled by usb permissions code this.interval_array = []; this.timeout_array = []; // check which operating system is user running if (navigator.appVersion.indexOf("Win") != -1) this.operating_system = "Windows"; else if (navigator.appVersion.indexOf("Mac") != -1) this.operating_system = "MacOS"; else if (navigator.appVersion.indexOf("CrOS") != -1) this.operating_system = "ChromeOS"; else if (navigator.appVersion.indexOf("Linux") != -1) this.operating_system = "Linux"; else if (navigator.appVersion.indexOf("X11") != -1) this.operating_system = "UNIX"; else this.operating_system = "Unknown"; }; // Timer managing methods // name = string // code = function reference (code to be executed) // interval = time interval in miliseconds // first = true/false if code should be ran initially before next timer interval hits GUI_control.prototype.interval_add = function (name, code, interval, first) { var data = {'name': name, 'timer': null, 'code': code, 'interval': interval, 'fired': 0, 'paused': false}; if (first == true) { code(); // execute code data.fired++; // increment counter } data.timer = setInterval(function() { code(); // execute code data.fired++; // increment counter }, interval); this.interval_array.push(data); // push to primary interval array return data; }; // name = string GUI_control.prototype.interval_remove = function (name) { for (var i = 0; i < this.interval_array.length; i++) { if (this.interval_array[i].name == name) { clearInterval(this.interval_array[i].timer); // stop timer this.interval_array.splice(i, 1); // remove element/object from array return true; } } return false; }; // name = string GUI_control.prototype.interval_pause = function (name) { for (var i = 0; i < this.interval_array.length; i++) { if (this.interval_array[i].name == name) { clearInterval(this.interval_array[i].timer); this.interval_array[i].paused = true; return true; } } return false; }; // name = string GUI_control.prototype.interval_resume = function (name) { for (var i = 0; i < this.interval_array.length; i++) { if (this.interval_array[i].name == name && this.interval_array[i].paused) { var obj = this.interval_array[i]; obj.timer = setInterval(function() { obj.code(); // execute code obj.fired++; // increment counter }, obj.interval); obj.paused = false; return true; } } return false; }; // input = array of timers thats meant to be kept, or nothing // return = returns timers killed in last call GUI_control.prototype.interval_kill_all = function (keep_array) { var self = this; var timers_killed = 0; for (var i = (this.interval_array.length - 1); i >= 0; i--) { // reverse iteration var keep = false; if (keep_array) { // only run through the array if it exists keep_array.forEach(function (name) { if (self.interval_array[i].name == name) { keep = true; } }); } if (!keep) { clearInterval(this.interval_array[i].timer); // stop timer this.interval_array.splice(i, 1); // remove element/object from array timers_killed++; } } return timers_killed; }; // name = string // code = function reference (code to be executed) // timeout = timeout in miliseconds GUI_control.prototype.timeout_add = function (name, code, timeout) { var self = this; var data = {'name': name, 'timer': null, 'timeout': timeout}; // start timer with "cleaning" callback data.timer = setTimeout(function() { code(); // execute code // remove object from array var index = self.timeout_array.indexOf(data); if (index > -1) self.timeout_array.splice(index, 1); }, timeout); this.timeout_array.push(data); // push to primary timeout array return data; }; // name = string GUI_control.prototype.timeout_remove = function (name) { for (var i = 0; i < this.timeout_array.length; i++) { if (this.timeout_array[i].name == name) { clearTimeout(this.timeout_array[i].timer); // stop timer this.timeout_array.splice(i, 1); // remove element/object from array return true; } } return false; }; // no input paremeters // return = returns timers killed in last call GUI_control.prototype.timeout_kill_all = function () { var timers_killed = 0; for (var i = 0; i < this.timeout_array.length; i++) { clearTimeout(this.timeout_array[i].timer); // stop timer timers_killed++; } this.timeout_array = []; // drop objects return timers_killed; }; // message = string GUI_control.prototype.log = function (message) { var command_log = $('div#log'); var d = new Date(); var time = ((d.getHours() < 10) ? '0' + d.getHours(): d.getHours()) + ':' + ((d.getMinutes() < 10) ? '0' + d.getMinutes(): d.getMinutes()) + ':' + ((d.getSeconds() < 10) ? '0' + d.getSeconds(): d.getSeconds()); $('div.wrapper', command_log).append('
' + time + ' -- ' + message + '
'); command_log.scrollTop($('div.wrapper', command_log).height()); }; // Method is called every time a valid tab change event is received // callback = code to run when cleanup is finished // default switch doesn't require callback to be set GUI_control.prototype.tab_switch_cleanup = function (callback) { MSP.callbacks_cleanup(); // we don't care about any old data that might or might not arrive GUI.interval_kill_all(); // all intervals (mostly data pulling) needs to be removed on tab switch TABS[this.active_tab].cleanup(callback); }; // initialize object into GUI variable var GUI = new GUI_control();