betaflight-configurator/js/gui.js

204 lines
6.2 KiB
JavaScript

'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.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());
$('div.wrapper', command_log).append('<p>' + time + ' -- ' + message + '</p>');
command_log.scrollTop($('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();