Index: tools/traceline/svgui/traceline.js |
diff --git a/tools/traceline/svgui/traceline.js b/tools/traceline/svgui/traceline.js |
new file mode 100755 |
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+++ b/tools/traceline/svgui/traceline.js |
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+// Copyright (c) 2009 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+// TODO |
+// - spacial partitioning of the data so that we don't have to scan the |
+// entire scene every time we render. |
+// - properly clip the SVG elements when they render, right now we are just |
+// letting them go negative or off the screen. This might give us a little |
+// bit better performance? |
+// - make the lines for thread creation work again. Figure out a better UI |
+// than these lines, because they can be a bit distracting. |
+// - Implement filters, so that you can filter on specific event types, etc. |
+// - Make the callstack box collapsable or scrollable or something, it takes |
+// up a lot of screen realestate now. |
+// - Figure out better ways to preserve screen realestate. |
+// - Make the thread bar heights configurable, figure out a better way to |
+// handle overlapping events (the pushdown code). |
+// - "Sticky" info, so you can click on something, and it will stay. Now |
+// if you need to scroll the page you usually lose the info because you |
+// will mouse over something else on your way to scrolling. |
+// - Help / legend |
+// - Loading indicator / debug console. |
+// - OH MAN BETTER COLORS PLEASE |
+// |
+// Dean McNamee <deanm@chromium.org> |
+ |
+// Man... namespaces are such a pain. |
+var svgNS = 'http://www.w3.org/2000/svg'; |
+var xhtmlNS = 'http://www.w3.org/1999/xhtml'; |
+ |
+function toHex(num) { |
+ var str = ""; |
+ var table = "0123456789abcdef"; |
+ for (var i = 0; i < 8; ++i) { |
+ str = table.charAt(num & 0xf) + str; |
+ num >>= 4; |
+ } |
+ return str; |
+} |
+ |
+// a TLThread represents information about a thread in the traceline data. |
+// A thread has a list of all events that happened on that thread, the start |
+// and end time of the thread, the thread id, and name, etc. |
+function TLThread(id, startms, endms) { |
+ this.id = id; |
+ // Default the name to the thread id, but if the application uses |
+ // thread naming, we might see a THREADNAME event later and update. |
+ this.name = "thread_" + id; |
+ this.startms = startms; |
+ this.endms = endms; |
+ this.events = [ ]; |
+}; |
+ |
+TLThread.prototype.duration_ms = |
+function() { |
+ return this.endms - this.startms; |
+}; |
+ |
+TLThread.prototype.AddEvent = |
+function(e) { |
+ this.events.push(e); |
+}; |
+ |
+TLThread.prototype.toString = |
+function() { |
+ var res = "TLThread -- id: " + this.id + " name: " + this.name + |
+ " startms: " + this.startms + " endms: " + this.endms + |
+ " parent: " + this.parent; |
+ return res; |
+}; |
+ |
+// A TLEvent represents a single logged event that happened on a thread. |
+function TLEvent(e) { |
+ this.eventtype = e['eventtype']; |
+ this.thread = toHex(e['thread']); |
+ this.cpu = toHex(e['cpu']); |
+ this.ms = e['ms']; |
+ this.e = e; |
+} |
+ |
+function HTMLEscape(str) { |
+ return str.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>'); |
+} |
+ |
+TLEvent.prototype.toString = |
+function() { |
+ var res = "<b>ms:</b> " + this.ms + " " + |
+ "<b>event:</b> " + this.eventtype + " " + |
+ "<b>thread:</b> " + this.thread + " " + |
+ "<b>cpu:</b> " + this.cpu + "<br/>"; |
+ if ('ldrinfo' in this.e) { |
+ res += "<b>ldrinfo:</b> " + this.e['ldrinfo'] + "<br/>"; |
+ } |
+ if ('done' in this.e && this.e['done'] > 0) { |
+ res += "<b>done:</b> " + this.e['done'] + " "; |
+ res += "<b>duration:</b> " + (this.e['done'] - this.ms) + "<br/>"; |
+ } |
+ if ('syscall' in this.e) { |
+ res += "<b>syscall:</b> " + this.e['syscall']; |
+ if ('syscallname' in this.e) { |
+ res += " <b>syscallname:</b> " + this.e['syscallname']; |
+ } |
+ if ('retval' in this.e) { |
+ res += " <b>retval:</b> " + this.e['retval']; |
+ } |
+ res += "<br/>" |
+ } |
+ if ('func_addr' in this.e) { |
+ res += "<b>func_addr:</b> " + toHex(this.e['func_addr']); |
+ if ('func_addr_name' in this.e) { |
+ res += " <b>func_addr_name:</b> " + HTMLEscape(this.e['func_addr_name']); |
+ } |
+ res += "<br/>" |
+ } |
+ if ('stacktrace' in this.e) { |
+ var stack = this.e['stacktrace']; |
+ res += "<b>stacktrace:</b><br/>"; |
+ for (var i = 0; i < stack.length; ++i) { |
+ res += "0x" + toHex(stack[i][0]) + " - " + |
+ HTMLEscape(stack[i][1]) + "<br/>"; |
+ } |
+ } |
+ |
+ return res; |
+} |
+ |
+// The trace logger dumps all log events to a simple JSON array. We delay |
+// and background load the JSON, since it can be large. When the JSON is |
+// loaded, parseEvents(...) is called and passed the JSON data. To make |
+// things easier, we do a few passes on the data to group them together by |
+// thread, gather together some useful pieces of data in a single place, |
+// and form more of a structure out of the data. We also build links |
+// between related events, for example a thread creating a new thread, and |
+// the new thread starting to run. This structure is fairly close to what |
+// we want to represent in the interface. |
+ |
+// Delay load the JSON data. We want to display the order in the order it was |
+// passed to us. Since we have no way of correlating the json callback to |
+// which script element it was called on, we load them one at a time. |
+ |
+function JSONLoader(json_urls) { |
+ this.urls_to_load = json_urls; |
+ this.script_element = null; |
+} |
+ |
+JSONLoader.prototype.IsFinishedLoading = |
+function() { return this.urls_to_load.length == 0; }; |
+ |
+// Start loading of the next JSON URL. |
+JSONLoader.prototype.LoadNext = |
+function() { |
+ var sc = document.createElementNS( |
+ 'http://www.w3.org/1999/xhtml', 'script'); |
+ this.script_element = sc; |
+ |
+ sc.setAttribute("src", this.urls_to_load[0]); |
+ document.getElementsByTagNameNS(xhtmlNS, 'body')[0].appendChild(sc); |
+}; |
+ |
+// Callback counterpart to load_next, should be called when the script element |
+// is finished loading. Returns the URL that was just loaded. |
+JSONLoader.prototype.DoneLoading = |
+function() { |
+ // Remove the script element from the DOM. |
+ this.script_element.parentNode.removeChild(this.script_element); |
+ this.script_element = null; |
+ // Return the URL that had just finished loading. |
+ return this.urls_to_load.shift(); |
+}; |
+ |
+var loader = null; |
+ |
+function loadJSON(json_urls) { |
+ loader = new JSONLoader(json_urls); |
+ if (!loader.IsFinishedLoading()) |
+ loader.LoadNext(); |
+} |
+ |
+var traceline = new Traceline(); |
+ |
+// Called from the JSON with the log event array. |
+function parseEvents(json) { |
+ loader.DoneLoading(); |
+ |
+ var done = loader.IsFinishedLoading(); |
+ if (!done) |
+ loader.LoadNext(); |
+ |
+ traceline.ProcessJSON(json); |
+ |
+ if (done) |
+ traceline.Render(); |
+} |
+ |
+// The Traceline class represents our entire state, all of the threads from |
+// all sets of data, all of the events, DOM elements, etc. |
+function Traceline() { |
+ // The array of threads that existed in the program. Hopefully in order |
+ // they were created. This includes all threads from all sets of data. |
+ this.threads = [ ]; |
+ |
+ // Keep a mapping of where in the list of threads a set starts... |
+ this.thread_set_indexes = [ ]; |
+ |
+ // Map a thread id to the index in the threads array. A thread ID is the |
+ // unique ID from the OS, along with our set id of which data file we were. |
+ this.threads_by_id = { }; |
+ |
+ // The last event time of all of our events. |
+ this.endms = 0; |
+ |
+ // Constants for SVG rendering... |
+ this.kThreadHeightPx = 16; |
+ this.kTimelineWidthPx = 1008; |
+} |
+ |
+// Called to add another set of data into the traceline. |
+Traceline.prototype.ProcessJSON = |
+function(json_data) { |
+ // Keep track of which threads belong to which sets of data... |
+ var set_id = this.thread_set_indexes.length; |
+ this.thread_set_indexes.push(this.threads.length); |
+ |
+ // TODO make this less hacky. Used to connect related events, like creating |
+ // a thread and then having that thread run (two separate events which are |
+ // related but come in at different times, etc). |
+ var tiez = { }; |
+ |
+ // Run over the data, building TLThread's and TLEvents, and doing some |
+ // processing to put things in an easier to display form... |
+ for (var i = 0, il = json_data.length; i < il; ++i) { |
+ var e = new TLEvent(json_data[i]); |
+ |
+ // Create a unique identifier for a thread by using the id of this data |
+ // set, so that they are isolated from other sets of data with the same |
+ // thread id, etc. TODO don't overwrite the original... |
+ e.thread = set_id + '_' + e.thread; |
+ |
+ // If this is the first event ever seen on this thread, create a new |
+ // thread object and add it to our lists of threads. |
+ if (!(e.thread in this.threads_by_id)) { |
+ var new_thread = new TLThread(e.thread, e.ms, e.ms); |
+ this.threads_by_id[new_thread.id] = this.threads.length; |
+ this.threads.push(new_thread); |
+ } |
+ |
+ var thread = this.threads[this.threads_by_id[e.thread]]; |
+ thread.AddEvent(e); |
+ |
+ // Keep trace of the time of the last event seen. |
+ if (e.ms > this.endms) this.endms = e.ms; |
+ if (e.ms > thread.endms) thread.endms = e.ms; |
+ |
+ switch(e.eventtype) { |
+ case 'EVENT_TYPE_THREADNAME': |
+ thread.name = e.e['threadname']; |
+ break; |
+ case 'EVENT_TYPE_CREATETHREAD': |
+ tiez[e.e['eventid']] = e; |
+ break; |
+ case 'EVENT_TYPE_THREADBEGIN': |
+ var pei = e.e['parenteventid']; |
+ if (pei in tiez) { |
+ e.parentevent = tiez[pei]; |
+ tiez[pei].childevent = e; |
+ } |
+ break; |
+ } |
+ } |
+}; |
+ |
+Traceline.prototype.Render = |
+function() { this.RenderSVG(); }; |
+ |
+Traceline.prototype.RenderText = |
+function() { |
+ var z = document.getElementsByTagNameNS(xhtmlNS, 'body')[0]; |
+ for (var i = 0, il = this.threads.length; i < il; ++i) { |
+ var p = document.createElementNS( |
+ 'http://www.w3.org/1999/xhtml', 'p'); |
+ p.innerHTML = this.threads[i].toString(); |
+ z.appendChild(p); |
+ } |
+}; |
+ |
+// Oh man, so here we go. For two reasons, I implement my own scrolling |
+// system. First off, is that in order to scale, we want to have as little |
+// on the DOM as possible. This means not having off-screen elements in the |
+// DOM, as this slows down everything. This comes at a cost of more expensive |
+// scrolling performance since you have to re-render the scene. The second |
+// reason is a bug I stumbled into: |
+// https://bugs.webkit.org/show_bug.cgi?id=21968 |
+// This means that scrolling an SVG element doesn't really work properly |
+// anyway. So what the code does is this. We have our layout that looks like: |
+// [ thread names ] [ svg timeline ] |
+// [ scroll bar ] |
+// We make a fake scrollbar, which doesn't actually have the SVG inside of it, |
+// we want for when this scrolls, with some debouncing, and then when it has |
+// scrolled we rerendering the scene. This means that the SVG element is never |
+// scrolled, and coordinates are always at 0. We keep the scene in millisecond |
+// units which also helps for zooming. We do our own hit testing and decide |
+// what needs to be renderer, convert from milliseconds to SVG pixels, and then |
+// draw the update into the static SVG element... Y coordinates are still |
+// always in pixels (since we aren't paging along the Y axis), but this might |
+// be something to fix up later. |
+ |
+function SVGSceneLine(msg, klass, x1, y1, x2, y2) { |
+ this.type = SVGSceneLine; |
+ this.msg = msg; |
+ this.klass = klass; |
+ |
+ this.x1 = x1; |
+ this.y1 = y1; |
+ this.x2 = x2; |
+ this.y2 = y2; |
+ |
+ this.hittest = function(startms, dur) { |
+ return true; |
+ }; |
+} |
+ |
+function SVGSceneRect(msg, klass, x, y, width, height) { |
+ this.type = SVGSceneRect; |
+ this.msg = msg; |
+ this.klass = klass; |
+ |
+ this.x = x; |
+ this.y = y; |
+ this.width = width; |
+ this.height = height; |
+ |
+ this.hittest = function(startms, dur) { |
+ return this.x <= (startms + dur) && |
+ (this.x + this.width) >= startms; |
+ }; |
+} |
+ |
+Traceline.prototype.RenderSVG = |
+function() { |
+ var threadnames = this.RenderSVGCreateThreadNames(); |
+ var scene = this.RenderSVGCreateScene(); |
+ |
+ var curzoom = 8; |
+ |
+ // The height is static after we've created the scene |
+ var dom = this.RenderSVGCreateDOM(threadnames, scene.height); |
+ |
+ dom.zoom(curzoom); |
+ |
+ dom.attach(); |
+ |
+ var draw = (function(obj) { |
+ return function(scroll, total) { |
+ var startms = (scroll / total) * obj.endms; |
+ |
+ var start = (new Date).getTime(); |
+ var count = obj.RenderSVGRenderScene(dom, scene, startms, curzoom); |
+ var total = (new Date).getTime() - start; |
+ |
+ dom.infoareadiv.innerHTML = |
+ 'Scene render of ' + count + ' nodes took: ' + total + ' ms'; |
+ }; |
+ })(this, dom, scene); |
+ |
+ // Paint the initial paint with no scroll |
+ draw(0, 1); |
+ |
+ // Hook us up to repaint on scrolls. |
+ dom.redraw = draw; |
+}; |
+ |
+ |
+// Create all of the DOM elements for the SVG scene. |
+Traceline.prototype.RenderSVGCreateDOM = |
+function(threadnames, svgheight) { |
+ |
+ // Total div holds the container and the info area. |
+ var totaldiv = document.createElementNS(xhtmlNS, 'div'); |
+ |
+ // Container holds the thread names, SVG element, and fake scroll bar. |
+ var container = document.createElementNS(xhtmlNS, 'div'); |
+ container.className = 'container'; |
+ |
+ // This is the div that holds the thread names along the left side, this is |
+ // done in HTML for easier/better text support than SVG. |
+ var threadnamesdiv = document.createElementNS(xhtmlNS, 'div'); |
+ threadnamesdiv.className = 'threadnamesdiv'; |
+ |
+ // Add all of the names into the div, these are static and don't update. |
+ for (var i = 0, il = threadnames.length; i < il; ++i) { |
+ var div = document.createElementNS(xhtmlNS, 'div'); |
+ div.className = 'threadnamediv'; |
+ div.appendChild(document.createTextNode(threadnames[i])); |
+ threadnamesdiv.appendChild(div); |
+ } |
+ |
+ // SVG div goes along the right side, it holds the SVG element and our fake |
+ // scroll bar. |
+ var svgdiv = document.createElementNS(xhtmlNS, 'div'); |
+ svgdiv.className = 'svgdiv'; |
+ |
+ // The SVG element, static width, and we will update the height after we've |
+ // walked through how many threads we have and know the size. |
+ var svg = document.createElementNS(svgNS, 'svg'); |
+ svg.setAttributeNS(null, 'height', svgheight); |
+ svg.setAttributeNS(null, 'width', this.kTimelineWidthPx); |
+ |
+ // The fake scroll div is an outer div with a fixed size with a scroll. |
+ var fakescrolldiv = document.createElementNS(xhtmlNS, 'div'); |
+ fakescrolldiv.className = 'fakescrolldiv'; |
+ |
+ // Fatty is inside the fake scroll div to give us the size we want to scroll. |
+ var fattydiv = document.createElementNS(xhtmlNS, 'div'); |
+ fattydiv.className = 'fattydiv'; |
+ fakescrolldiv.appendChild(fattydiv); |
+ |
+ var infoareadiv = document.createElementNS(xhtmlNS, 'div'); |
+ infoareadiv.className = 'infoareadiv'; |
+ infoareadiv.innerHTML = 'Hover an event...'; |
+ |
+ // Set the SVG mouseover handler to write the data to the infoarea. |
+ svg.addEventListener('mouseover', (function(infoarea) { |
+ return function(e) { |
+ if ('msg' in e.target && e.target.msg) { |
+ infoarea.innerHTML = e.target.msg; |
+ } |
+ e.stopPropagation(); // not really needed, but might as well. |
+ }; |
+ })(infoareadiv), true); |
+ |
+ |
+ svgdiv.appendChild(svg); |
+ svgdiv.appendChild(fakescrolldiv); |
+ |
+ container.appendChild(threadnamesdiv); |
+ container.appendChild(svgdiv); |
+ |
+ totaldiv.appendChild(container); |
+ totaldiv.appendChild(infoareadiv); |
+ |
+ var widthms = Math.floor(this.endms + 2); |
+ // Make member variables out of the things we want to 'export', things that |
+ // will need to be updated each time we redraw the scene. |
+ var obj = { |
+ // The root of our piece of the DOM. |
+ 'totaldiv': totaldiv, |
+ // We will want to listen for scrolling on the fakescrolldiv |
+ 'fakescrolldiv': fakescrolldiv, |
+ // The SVG element will of course need updating. |
+ 'svg': svg, |
+ // The area we update with the info on mouseovers. |
+ 'infoareadiv': infoareadiv, |
+ // Called when we detected new scroll a should redraw |
+ 'redraw': function() { }, |
+ 'attached': false, |
+ 'attach': function() { |
+ document.getElementsByTagNameNS(xhtmlNS, 'body')[0].appendChild( |
+ this.totaldiv); |
+ this.attached = true; |
+ }, |
+ // The fatty div will have it's width adjusted based on the zoom level and |
+ // the duration of the graph, to get the scrolling correct for the size. |
+ 'zoom': function(curzoom) { |
+ var width = widthms * curzoom; |
+ fattydiv.style.width = width + 'px'; |
+ }, |
+ 'detach': function() { |
+ this.totaldiv.parentNode.removeChild(this.totaldiv); |
+ this.attached = false; |
+ }, |
+ }; |
+ |
+ // Watch when we get scroll events on the fake scrollbar and debounce. We |
+ // need to give it a pointer to use in the closer to call this.redraw(); |
+ fakescrolldiv.addEventListener('scroll', (function(theobj) { |
+ var seqnum = 0; |
+ return function(e) { |
+ seqnum = (seqnum + 1) & 0xffff; |
+ window.setTimeout((function(myseqnum) { |
+ return function() { |
+ if (seqnum == myseqnum) { |
+ theobj.redraw(e.target.scrollLeft, e.target.scrollWidth); |
+ } |
+ }; |
+ })(seqnum), 100); |
+ }; |
+ })(obj), false); |
+ |
+ return obj; |
+}; |
+ |
+Traceline.prototype.RenderSVGCreateThreadNames = |
+function() { |
+ // This names is the list to show along the left hand size. |
+ var threadnames = [ ]; |
+ |
+ for (var i = 0, il = this.threads.length; i < il; ++i) { |
+ var thread = this.threads[i]; |
+ |
+ // TODO make this not so stupid... |
+ if (i != 0) { |
+ for (var j = 0; j < this.thread_set_indexes.length; j++) { |
+ if (i == this.thread_set_indexes[j]) { |
+ threadnames.push('------'); |
+ break; |
+ } |
+ } |
+ } |
+ |
+ threadnames.push(thread.name); |
+ } |
+ |
+ return threadnames; |
+}; |
+ |
+Traceline.prototype.RenderSVGCreateScene = |
+function() { |
+ // This scene is just a list of SVGSceneRect and SVGSceneLine, in no great |
+ // order. In the future they should be structured to make range checking |
+ // faster. |
+ var scene = [ ]; |
+ |
+ // Remember, for now, Y (height) coordinates are still in pixels, since we |
+ // don't zoom or scroll in this direction. X coordinates are milliseconds. |
+ |
+ var lasty = 0; |
+ for (var i = 0, il = this.threads.length; i < il; ++i) { |
+ var thread = this.threads[i]; |
+ |
+ // TODO make this not so stupid... |
+ if (i != 0) { |
+ for (var j = 0; j < this.thread_set_indexes.length; j++) { |
+ if (i == this.thread_set_indexes[j]) { |
+ lasty += this.kThreadHeightPx; |
+ break; |
+ } |
+ } |
+ } |
+ |
+ // For this thread, create the background thread (blue band); |
+ scene.push(new SVGSceneRect(null, |
+ 'thread', |
+ thread.startms, |
+ 1 + lasty, |
+ thread.duration_ms(), |
+ this.kThreadHeightPx - 2)); |
+ |
+ // Now create all of the events... |
+ var pushdown = [ 0, 0, 0, 0 ]; |
+ for (var j = 0, jl = thread.events.length; j < jl; ++j) { |
+ var e = thread.events[j]; |
+ |
+ var y = 2 + lasty; |
+ |
+ // TODO this is a hack just so that we know the correct why position |
+ // so we can create the threadline... |
+ if (e.childevent) { |
+ e.marky = y; |
+ } |
+ |
+ // Handle events that we want to represent as lines and not event blocks, |
+ // right now this is only thread creation. We map an event back to its |
+ // "parent" event, and now lets add a line to represent that. |
+ if (e.parentevent) { |
+ var eparent = e.parentevent; |
+ var msg = eparent.toString() + '<br/>' + e.toString(); |
+ scene.push( |
+ new SVGSceneLine(msg, 'eventline', |
+ eparent.ms, eparent.marky + 5, e.ms, lasty + 5)); |
+ } |
+ |
+ // We get negative done values (well, really, it was 0 and then made |
+ // relative to start time) when a syscall never returned... |
+ var dur = 0; |
+ if ('done' in e.e && e.e['done'] > 0) { |
+ dur = e.e['done'] - e.ms; |
+ } |
+ |
+ // TODO skip short events for now, but eventually we should figure out |
+ // a way to control this from the UI, etc. |
+ if (dur < 0.2) |
+ continue; |
+ |
+ var width = dur; |
+ |
+ // Try to find an available horizontal slot for our event. |
+ for (var z = 0; z < pushdown.length; ++z) { |
+ var found = false; |
+ var slot = z; |
+ if (pushdown[z] < e.ms) { |
+ found = true; |
+ } |
+ if (!found) { |
+ if (z != pushdown.length - 1) |
+ continue; |
+ slot = Math.floor(Math.random() * pushdown.length); |
+ alert('blah'); |
+ } |
+ |
+ pushdown[slot] = e.ms + dur; |
+ y += slot * 4; |
+ break; |
+ } |
+ |
+ |
+ // Create the event |
+ klass = e.e.waiting ? 'eventwaiting' : 'event'; |
+ scene.push( |
+ new SVGSceneRect(e.toString(), klass, e.ms, y, width, 3)); |
+ |
+ // If there is a "parentevent", we want to make a line there. |
+ // TODO |
+ } |
+ |
+ lasty += this.kThreadHeightPx; |
+ } |
+ |
+ return { |
+ 'scene': scene, |
+ 'width': this.endms + 2, |
+ 'height': lasty, |
+ }; |
+}; |
+ |
+Traceline.prototype.RenderSVGRenderScene = |
+function(dom, scene, startms, curzoom) { |
+ var stuff = scene.scene; |
+ var svg = dom.svg; |
+ |
+ var count = 0; |
+ |
+ // Remove everything from the DOM. |
+ while (svg.firstChild) |
+ svg.removeChild(svg.firstChild); |
+ |
+ // Don't actually need this, but you can't transform on an svg element, |
+ // so it's nice to have a <g> around for transforms... |
+ var svgg = document.createElementNS(svgNS, 'g'); |
+ |
+ var dur = this.kTimelineWidthPx / curzoom; |
+ |
+ function timeToPixel(x) { |
+ var x = Math.floor(x*curzoom); |
+ return (x == 0 ? 1 : x); |
+ } |
+ |
+ for (var i = 0, il = stuff.length; i < il; ++i) { |
+ var thing = stuff[i]; |
+ if (!thing.hittest(startms, startms+dur)) |
+ continue; |
+ |
+ |
+ if (thing.type == SVGSceneRect) { |
+ var rect = document.createElementNS('http://www.w3.org/2000/svg', 'rect'); |
+ rect.setAttributeNS(null, 'class', thing.klass) |
+ // TODO timeToPixel could be negative, clamp it at 0 |
+ rect.setAttributeNS(null, 'x', timeToPixel(thing.x - startms)); |
+ rect.setAttributeNS(null, 'y', thing.y); |
+ // TODO thing.width can be larger than our current view, clamp it. |
+ rect.setAttributeNS(null, 'width', timeToPixel(thing.width)); |
+ rect.setAttributeNS(null, 'height', thing.height); |
+ rect.msg = thing.msg; |
+ svgg.appendChild(rect); |
+ } else if (thing.type == SVGSceneLine) { |
+ var line = document.createElementNS('http://www.w3.org/2000/svg', 'line'); |
+ line.setAttributeNS(null, 'class', thing.klass) |
+ // TODO timeToPixel could be negative, clamp it at 0 |
+ line.setAttributeNS(null, 'x1', timeToPixel(thing.x1 - startms)); |
+ line.setAttributeNS(null, 'y1', thing.y1); |
+ line.setAttributeNS(null, 'x2', timeToPixel(thing.x2 - startms)); |
+ line.setAttributeNS(null, 'y2', thing.y2); |
+ line.msg = thing.msg; |
+ svgg.appendChild(line); |
+ } |
+ |
+ ++count; |
+ } |
+ |
+ // Append the 'g' element on after we've build it. |
+ svg.appendChild(svgg); |
+ |
+ return count; |
+}; |