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import Queue from './Queue.js'
const Animator = {
nextDraw: null,
frames: new Queue(),
timeouts: new Queue(),
timer: window.performance || window.Date,
transforms: [],
frame (fn) {
// Store the node
var node = Animator.frames.push({ run: fn })
// Request an animation frame if we don't have one
if (Animator.nextDraw === null) {
Animator.nextDraw = window.requestAnimationFrame(Animator._draw)
}
// Return the node so we can remove it easily
return node
},
transform_frame (fn, id) {
Animator.transforms[id] = fn
},
timeout (fn, delay) {
delay = delay || 0
// Work out when the event should fire
var time = Animator.timer.now() + delay
// Add the timeout to the end of the queue
var node = Animator.timeouts.push({ run: fn, time: time })
// Request another animation frame if we need one
if (Animator.nextDraw === null) {
Animator.nextDraw = window.requestAnimationFrame(Animator._draw)
}
return node
},
cancelFrame (node) {
Animator.frames.remove(node)
},
clearTimeout (node) {
Animator.timeouts.remove(node)
},
_draw (now) {
// Run all the timeouts we can run, if they are not ready yet, add them
// to the end of the queue immediately! (bad timeouts!!! [sarcasm])
var nextTimeout = null
var lastTimeout = Animator.timeouts.last()
while ((nextTimeout = Animator.timeouts.shift())) {
// Run the timeout if its time, or push it to the end
if (now >= nextTimeout.time) {
nextTimeout.run()
} else {
Animator.timeouts.push(nextTimeout)
}
// If we hit the last item, we should stop shifting out more items
if (nextTimeout === lastTimeout) break
}
// Run all of the animation frames
var nextFrame = null
var lastFrame = Animator.frames.last()
while ((nextFrame !== lastFrame) && (nextFrame = Animator.frames.shift())) {
nextFrame.run()
}
Animator.transforms.forEach(function (el) { el() })
// If we have remaining timeouts or frames, draw until we don't anymore
Animator.nextDraw = Animator.timeouts.first() || Animator.frames.first()
? window.requestAnimationFrame(Animator._draw)
: null
}
}
export default Animator
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