so 1. it happens after any delays rendering in the browser and 2. performance (no repeated updates one after another - possible browser style recalculations) could move more of the code into the timer event?
78 lines
2.8 KiB
JavaScript
78 lines
2.8 KiB
JavaScript
// STATUS BAR ///////////////////////////////////////
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// gives user feedback about pending operations. Draws current status
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// to website. Updates info in layer chooser.
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window.renderUpdateStatusTimer_ = undefined;
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window.renderUpdateStatus = function() {
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var progress = 1;
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// portal level display
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var t = '<span class="help portallevel" title="Indicates portal levels displayed. Zoom in to display lower level portals.">';
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if(!window.isSmartphone()) // space is valuable
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t += '<b>portals</b>: ';
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var minlvl = getMinPortalLevel();
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if(minlvl === 0)
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t+= '<span id="loadlevel">all</span>';
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else
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t+= '<span id="loadlevel" style="background:'+COLORS_LVL[minlvl]+'">L'+minlvl+(minlvl<8?'+':'') + '</span>';
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t +='</span>';
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// map status display
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t += ' <span class="map"><b>map</b>: ';
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if (window.mapDataRequest) {
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var status = window.mapDataRequest.getStatus();
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// status.short - short description of status
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// status.long - longer description, for tooltip (optional)
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// status.progress - fractional progress (from 0 to 1; -1 for indeterminate) of current state (optional)
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if (status.long)
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t += '<span class="help" title="'+status.long+'">'+status.short+'</span>';
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else
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t += '<span>'+status.short+'</span>';
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if (status.progress !== undefined) {
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if(status.progress !== -1)
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t += ' '+Math.floor(status.progress*100)+'%';
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progress = status.progress;
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}
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} else {
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// no mapDataRequest object - no status known
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t += '...unknown...';
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}
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t += '</span>';
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//request status
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if (window.activeRequests.length > 0)
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t += ' ' + window.activeRequests.length + ' requests';
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if (window.failedRequestCount > 0)
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t += ' <span style="color:#f66">' + window.failedRequestCount + ' failed</span>'
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//it's possible that updating the status bar excessively causes some performance issues. so rather than doing it
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//immediately, delay it to the next javascript event loop, cancelling any pending update
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// will also cause any browser-related rendering to occur first, before the status actually updates
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if (window.renderUpdateStatusTimer_) clearTimeout(window.renderUpdateStatusTimer_);
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window.renderUpdateStatusTimer_ = setTimeout ( function() {
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window.renderUpdateStatusTimer_ = undefined;
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$('#innerstatus').html(t);
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//$('#updatestatus').click(function() { startRefreshTimeout(10); });
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//. <a style="cursor: pointer" onclick="startRefreshTimeout(10)" title="Refresh">⟳</a>';
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if(progress == 1 && window.activeRequests.length > 0) {
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// we don't know the exact progress, but we have requests (e.g. chat) running, so show it as indeterminate.
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progress = -1;
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}
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if (typeof android !== 'undefined' && android && android.setProgress)
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android.setProgress(progress);
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}, 0);
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}
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