Implement WebGL projected block visualization
This commit is contained in:
143
frontend/src/app/components/mempool-block-overview/tx-view.ts
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143
frontend/src/app/components/mempool-block-overview/tx-view.ts
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import TxSprite from './tx-sprite'
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import { FastVertexArray } from './fast-vertex-array'
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import { TransactionStripped } from 'src/app/interfaces/websocket.interface';
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import { SpriteUpdateParams, Square, Color, ViewUpdateParams } from './sprite-types'
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import { feeLevels, mempoolFeeColors } from 'src/app/app.constants';
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const hoverTransitionTime = 300
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const defaultHoverColor = hexToColor('1bd8f4')
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// convert from this class's update format to TxSprite's update format
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function toSpriteUpdate({display, duration, delay, start, adjust} : ViewUpdateParams): SpriteUpdateParams {
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return {
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start: (start || performance.now()) + (delay || 0),
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duration: duration,
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...display.position,
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...display.color,
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adjust
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}
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}
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export default class TxView implements TransactionStripped {
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txid: string;
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fee: number;
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vsize: number;
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value: number;
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feerate: number;
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initialised: boolean;
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vertexArray: FastVertexArray;
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hover: boolean;
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sprite: TxSprite;
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hoverColor: Color | void;
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screenPosition: Square;
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gridPosition : Square | void;
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dirty: boolean;
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constructor (tx: TransactionStripped, vertexArray: FastVertexArray) {
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this.txid = tx.txid
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this.fee = tx.fee
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this.vsize = tx.vsize
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this.value = tx.value
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this.feerate = tx.fee / tx.vsize
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this.initialised = false
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this.vertexArray = vertexArray
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this.hover = false
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this.screenPosition = { x: 0, y: 0, s: 0 }
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this.dirty = true
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}
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destroy (): void {
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if (this.sprite) {
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this.sprite.destroy()
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this.sprite = null
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this.initialised = false
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}
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}
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applyGridPosition (position: Square): void {
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if (!this.gridPosition) this.gridPosition = { x: 0, y: 0, s: 0 }
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if (this.gridPosition.x != position.x || this.gridPosition.y != position.y || this.gridPosition.s != position.s) {
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this.gridPosition.x = position.x
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this.gridPosition.y = position.y
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this.gridPosition.s = position.s
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this.dirty = true
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}
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}
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/*
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display: defines the final appearance of the sprite
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position: { x, y, s } (coordinates & size)
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color: { r, g, b, a} (color channels & alpha)
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duration: of the tweening animation from the previous display state
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start: performance.now() timestamp, when to start the transition
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delay: additional milliseconds to wait before starting
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jitter: if set, adds a random amount to the delay,
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adjust: if true, modify an in-progress transition instead of replacing it
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*/
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update ({ display, duration, delay, jitter, start, adjust }: ViewUpdateParams): void {
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if (jitter) delay += (Math.random() * jitter)
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if (!this.initialised || !this.sprite) {
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this.initialised = true
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this.sprite = new TxSprite(
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toSpriteUpdate({display, duration, delay, start}),
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this.vertexArray
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)
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// apply any pending hover event
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if (this.hover) {
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this.sprite.update({
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...this.hoverColor,
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duration: hoverTransitionTime,
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adjust: false,
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temp: true
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})
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}
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} else {
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this.sprite.update(
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toSpriteUpdate({display, duration, delay, start, adjust})
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)
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}
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this.dirty = false
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}
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// Temporarily override the tx color
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setHover (hoverOn: boolean, color: Color | void = defaultHoverColor): void {
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if (hoverOn) {
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this.hover = true
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this.hoverColor = color
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this.sprite.update({
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...this.hoverColor,
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duration: hoverTransitionTime,
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adjust: false,
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temp: true
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})
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} else {
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this.hover = false
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this.hoverColor = null
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if (this.sprite) this.sprite.resume(hoverTransitionTime)
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}
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this.dirty = false
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}
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getColor (): Color {
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let feeLevelIndex = feeLevels.slice().reverse().findIndex((feeLvl) => (this.feerate || 1) >= feeLvl);
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feeLevelIndex = feeLevelIndex >= 0 ? feeLevels.length - feeLevelIndex : feeLevelIndex;
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return hexToColor(mempoolFeeColors[feeLevelIndex - 1] || mempoolFeeColors[mempoolFeeColors.length - 1])
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}
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}
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function hexToColor (hex: string): Color {
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return {
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r: parseInt(hex.slice(0,2), 16) / 255,
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g: parseInt(hex.slice(2,4), 16) / 255,
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b: parseInt(hex.slice(4,6), 16) / 255,
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a: 1
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}
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}
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