Extract canvas/webgl code to separate component
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import { Component, ElementRef, ViewChild, HostListener, Input, Output, EventEmitter, NgZone, AfterViewInit } from '@angular/core';
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import { MempoolBlockDelta, TransactionStripped } from 'src/app/interfaces/websocket.interface';
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import { WebsocketService } from 'src/app/services/websocket.service';
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import { FastVertexArray } from './fast-vertex-array';
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import BlockScene from './block-scene';
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import TxSprite from './tx-sprite';
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import TxView from './tx-view';
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@Component({
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selector: 'app-block-overview-graph',
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templateUrl: './block-overview-graph.component.html',
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styleUrls: ['./block-overview-graph.component.scss'],
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})
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export class BlockOverviewGraphComponent implements AfterViewInit {
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@Input() isLoading: boolean;
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@Input() resolution: number;
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@Input() blockLimit: number;
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@Output() txPreviewEvent = new EventEmitter<TransactionStripped | void>();
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@ViewChild('blockCanvas')
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canvas: ElementRef<HTMLCanvasElement>;
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gl: WebGLRenderingContext;
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animationFrameRequest: number;
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displayWidth: number;
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displayHeight: number;
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cssWidth: number;
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cssHeight: number;
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shaderProgram: WebGLProgram;
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vertexArray: FastVertexArray;
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running: boolean;
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scene: BlockScene;
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hoverTx: TxView | void;
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selectedTx: TxView | void;
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constructor(
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readonly ngZone: NgZone,
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) {
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this.vertexArray = new FastVertexArray(512, TxSprite.dataSize);
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}
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ngAfterViewInit(): void {
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this.canvas.nativeElement.addEventListener('webglcontextlost', this.handleContextLost, false);
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this.canvas.nativeElement.addEventListener('webglcontextrestored', this.handleContextRestored, false);
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this.gl = this.canvas.nativeElement.getContext('webgl');
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this.initCanvas();
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this.resizeCanvas();
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}
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clear(direction): void {
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this.exit(direction);
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this.hoverTx = null;
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this.selectedTx = null;
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this.txPreviewEvent.emit(null);
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}
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enter(transactions: TransactionStripped[], direction: string): void {
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if (this.scene) {
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this.scene.enter(transactions, direction);
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}
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}
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exit(direction: string): void {
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if (this.scene) {
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this.scene.exit(direction);
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}
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}
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replace(transactions: TransactionStripped[], direction: string): void {
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if (this.scene) {
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this.scene.replace(transactions, direction);
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}
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}
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update(add: TransactionStripped[], remove: string[], direction: string = 'left', resetLayout: boolean = false): void {
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if (this.scene) {
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this.scene.update(add, remove, direction, resetLayout);
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}
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}
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initCanvas(): void {
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this.gl.clearColor(0.0, 0.0, 0.0, 0.0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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const shaderSet = [
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{
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type: this.gl.VERTEX_SHADER,
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src: vertShaderSrc
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},
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{
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type: this.gl.FRAGMENT_SHADER,
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src: fragShaderSrc
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}
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];
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this.shaderProgram = this.buildShaderProgram(shaderSet);
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this.gl.useProgram(this.shaderProgram);
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// Set up alpha blending
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this.gl.enable(this.gl.BLEND);
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this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
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const glBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, glBuffer);
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/* SET UP SHADER ATTRIBUTES */
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Object.keys(attribs).forEach((key, i) => {
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attribs[key].pointer = this.gl.getAttribLocation(this.shaderProgram, key);
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this.gl.enableVertexAttribArray(attribs[key].pointer);
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});
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this.start();
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}
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handleContextLost(event): void {
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event.preventDefault();
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cancelAnimationFrame(this.animationFrameRequest);
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this.animationFrameRequest = null;
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this.running = false;
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}
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handleContextRestored(event): void {
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this.initCanvas();
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}
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@HostListener('window:resize', ['$event'])
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resizeCanvas(): void {
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this.cssWidth = this.canvas.nativeElement.offsetParent.clientWidth;
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this.cssHeight = this.canvas.nativeElement.offsetParent.clientHeight;
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this.displayWidth = window.devicePixelRatio * this.cssWidth;
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this.displayHeight = window.devicePixelRatio * this.cssHeight;
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this.canvas.nativeElement.width = this.displayWidth;
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this.canvas.nativeElement.height = this.displayHeight;
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if (this.gl) {
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this.gl.viewport(0, 0, this.displayWidth, this.displayHeight);
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}
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if (this.scene) {
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this.scene.resize({ width: this.displayWidth, height: this.displayHeight });
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} else {
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this.scene = this.scene = new BlockScene({ width: this.displayWidth, height: this.displayHeight, resolution: this.resolution,
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blockLimit: this.blockLimit, vertexArray: this.vertexArray });
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}
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}
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compileShader(src, type): WebGLShader {
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const shader = this.gl.createShader(type);
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this.gl.shaderSource(shader, src);
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this.gl.compileShader(shader);
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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console.log(`Error compiling ${type === this.gl.VERTEX_SHADER ? 'vertex' : 'fragment'} shader:`);
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console.log(this.gl.getShaderInfoLog(shader));
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}
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return shader;
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}
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buildShaderProgram(shaderInfo): WebGLProgram {
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const program = this.gl.createProgram();
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shaderInfo.forEach((desc) => {
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const shader = this.compileShader(desc.src, desc.type);
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if (shader) {
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this.gl.attachShader(program, shader);
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}
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});
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this.gl.linkProgram(program);
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if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
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console.log('Error linking shader program:');
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console.log(this.gl.getProgramInfoLog(program));
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}
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return program;
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}
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start(): void {
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this.running = true;
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this.ngZone.runOutsideAngular(() => this.run());
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}
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run(now?: DOMHighResTimeStamp): void {
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if (!now) {
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now = performance.now();
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}
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/* SET UP SHADER UNIFORMS */
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// screen dimensions
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this.gl.uniform2f(this.gl.getUniformLocation(this.shaderProgram, 'screenSize'), this.displayWidth, this.displayHeight);
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// frame timestamp
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this.gl.uniform1f(this.gl.getUniformLocation(this.shaderProgram, 'now'), now);
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/* SET UP SHADER ATTRIBUTES */
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Object.keys(attribs).forEach((key, i) => {
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this.gl.vertexAttribPointer(attribs[key].pointer,
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attribs[key].count, // number of primitives in this attribute
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this.gl[attribs[key].type], // type of primitive in this attribute (e.g. gl.FLOAT)
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false, // never normalised
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stride, // distance between values of the same attribute
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attribs[key].offset); // offset of the first value
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});
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const pointArray = this.vertexArray.getVertexData();
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if (pointArray.length) {
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this.gl.bufferData(this.gl.ARRAY_BUFFER, pointArray, this.gl.DYNAMIC_DRAW);
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this.gl.drawArrays(this.gl.TRIANGLES, 0, pointArray.length / TxSprite.vertexSize);
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}
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/* LOOP */
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if (this.running) {
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if (this.animationFrameRequest) {
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cancelAnimationFrame(this.animationFrameRequest);
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this.animationFrameRequest = null;
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}
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this.animationFrameRequest = requestAnimationFrame(() => this.run());
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}
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}
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@HostListener('click', ['$event'])
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onClick(event) {
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this.setPreviewTx(event.offsetX, event.offsetY, true);
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}
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@HostListener('pointermove', ['$event'])
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onPointerMove(event) {
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this.setPreviewTx(event.offsetX, event.offsetY, false);
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}
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@HostListener('pointerleave', ['$event'])
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onPointerLeave(event) {
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this.setPreviewTx(-1, -1, false);
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}
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setPreviewTx(cssX: number, cssY: number, clicked: boolean = false) {
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const x = cssX * window.devicePixelRatio;
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const y = cssY * window.devicePixelRatio;
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if (this.scene && (!this.selectedTx || clicked)) {
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const selected = this.scene.getTxAt({ x, y });
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const currentPreview = this.selectedTx || this.hoverTx;
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if (selected !== currentPreview) {
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if (currentPreview) {
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currentPreview.setHover(false);
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}
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if (selected) {
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selected.setHover(true);
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this.txPreviewEvent.emit({
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txid: selected.txid,
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fee: selected.fee,
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vsize: selected.vsize,
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value: selected.value
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});
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if (clicked) {
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this.selectedTx = selected;
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} else {
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this.hoverTx = selected;
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}
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} else {
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if (clicked) {
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this.selectedTx = null;
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}
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this.hoverTx = null;
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this.txPreviewEvent.emit(null);
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}
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} else if (clicked) {
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if (selected === this.selectedTx) {
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this.hoverTx = this.selectedTx;
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this.selectedTx = null;
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} else {
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this.selectedTx = selected;
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}
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}
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}
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}
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}
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// WebGL shader attributes
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const attribs = {
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offset: { type: 'FLOAT', count: 2, pointer: null, offset: 0 },
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posX: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
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posY: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
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posR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
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colR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
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colG: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
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colB: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
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colA: { type: 'FLOAT', count: 4, pointer: null, offset: 0 }
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};
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// Calculate the number of bytes per vertex based on specified attributes
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const stride = Object.values(attribs).reduce((total, attrib) => {
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return total + (attrib.count * 4);
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}, 0);
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// Calculate vertex attribute offsets
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for (let i = 0, offset = 0; i < Object.keys(attribs).length; i++) {
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const attrib = Object.values(attribs)[i];
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attrib.offset = offset;
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offset += (attrib.count * 4);
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}
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const vertShaderSrc = `
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varying lowp vec4 vColor;
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// each attribute contains [x: startValue, y: endValue, z: startTime, w: rate]
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// shader interpolates between start and end values at the given rate, from the given time
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attribute vec2 offset;
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attribute vec4 posX;
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attribute vec4 posY;
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attribute vec4 posR;
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attribute vec4 colR;
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attribute vec4 colG;
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attribute vec4 colB;
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attribute vec4 colA;
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uniform vec2 screenSize;
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uniform float now;
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float smootherstep(float x) {
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x = clamp(x, 0.0, 1.0);
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float ix = 1.0 - x;
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x = x * x;
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return x / (x + ix * ix);
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}
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float interpolateAttribute(vec4 attr) {
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float d = (now - attr.z) * attr.w;
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float delta = smootherstep(d);
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return mix(attr.x, attr.y, delta);
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}
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void main() {
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vec4 screenTransform = vec4(2.0 / screenSize.x, 2.0 / screenSize.y, -1.0, -1.0);
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// vec4 screenTransform = vec4(1.0 / screenSize.x, 1.0 / screenSize.y, -0.5, -0.5);
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float radius = interpolateAttribute(posR);
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vec2 position = vec2(interpolateAttribute(posX), interpolateAttribute(posY)) + (radius * offset);
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gl_Position = vec4(position * screenTransform.xy + screenTransform.zw, 1.0, 1.0);
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float red = interpolateAttribute(colR);
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float green = interpolateAttribute(colG);
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float blue = interpolateAttribute(colB);
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float alpha = interpolateAttribute(colA);
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vColor = vec4(red, green, blue, alpha);
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}
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`;
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const fragShaderSrc = `
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varying lowp vec4 vColor;
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void main() {
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gl_FragColor = vColor;
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// premultiply alpha
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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`;
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