Channel Class
_controllers\Channel.js:1
The Channel class is created under, and managed by, a timeline instance. So if for example a timeline has three channels, each channel would have a corresponding channel instance referenced within the timeline instance. Also, a channel creates, and holds a reference to, all the blocks that are contained within that channel, via the block_id.
Constructor
Channel
-
i_campaign_timeline_chanel_id
Parameters:
-
i_campaign_timeline_chanel_id
String
Returns:
Channel instantiated
Item Index
Methods
- _createChannelBlocks
- _listenRandomPlayback
- _listenRandomPlayback
- _listenReset
- _listenResourceRemoving
- _listenSceneRemoving
- _onBlocksLoaded
- _onChangeRandomPlayback
- _onChangeRepeatToFit
- _onTimelineChannelSelected
- _postInit
- _propLoadChannel
- _reset
- createChannelBlock
- deleteBlock
- deleteChannel
- getBlockInstance
- getBlocks
- initialize
Events
Methods
_createChannelBlocks
()
Create blocks instances for all the channel's blocs (i.e.: players / resources).
Returns:
none
_listenRandomPlayback
()
Wire UI and listen to change in related UI (random playback on channel)
Returns:
none
_listenRandomPlayback
()
Wire UI and listen to change in related UI (random playback on channel)
Returns:
none
_listenReset
()
Listen to reset of when switching to different campaign so we forget current state
_listenResourceRemoving
()
Listen to when a resource removing from resources so we can remove corresponding blocks
Returns:
none
_listenSceneRemoving
()
Listen to when a scene removing from scenes so we can remove corresponding blocks
Returns:
none
_onBlocksLoaded
()
When all block modules have loaded, begin creating blocks
_onChangeRandomPlayback
-
e
On change in random playback value update msdb with new value.
Parameters:
-
e
Event
Returns:
none
_onChangeRepeatToFit
-
e
On change in repeat to fit value update msdb with new value.
Parameters:
-
e
Event
Returns:
none
_onTimelineChannelSelected
()
Listen to even when timeline is selected and it it's this instance's channel_id, populate properties panel.
Returns:
none
_postInit
()
After blocks loaded, continue initiliazation
_propLoadChannel
()
Update the properties panel with the state of random playback.
Returns:
none
_reset
()
Reset current state
createChannelBlock
-
i_campaign_timeline_chanel_player_id
-
i_playerData
This method produces block instances which will reside on the timeline and referenced within this channel instance.
Parameters:
-
i_campaign_timeline_chanel_player_id
Number -
i_playerData
XML
Returns:
reference to the block instance
deleteBlock
-
i_block_id
-
i_memoryOnly
Delete a block from the channel
Parameters:
-
i_block_id
Number -
i_memoryOnly
Booleanif true only remove from existance but not from msdb
Returns:
none
deleteChannel
()
Delete this channel and all of it's related blocks
Returns:
none
getBlockInstance
-
i_campaign_timeline_chanel_player_id
Return a block instance for the selected i_campaign_timeline_chanel_player_id (i.e.: block_id).
Parameters:
-
i_campaign_timeline_chanel_player_id
Number
Returns:
reference to the block instance
getBlocks
()
Object
Get all blocks that belong to this channel instance but push them into an array so they are properly sorted by player offset time.
Returns:
blocksSorted
initialize
()
Constructor
Events
CAMPAIGN_TIMELINE_CHANNEL_SELECTED
final
static
Event fires when a channel is selected on a timeline. The event includes the channel id that was selected.
Event Payload:
-
caller
This -
campaign_timeline_channel_id
Event