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/* global requestAnimationFrame */
SVG.Animator = {
nextDraw: null,
frames: new SVG.Queue(),
timeouts: new SVG.Queue(),
frameCount: 0,
timeoutCount: 0,
timer: window.performance || window.Date,
frame: function (fn) {
SVG.Animator.frames.push({
id: SVG.Animator.frameCount,
run: fn
})
if (SVG.Animator.nextDraw === null) {
SVG.Animator.nextDraw = requestAnimationFrame(SVG.Animator._draw)
}
return ++SVG.Animator.frameCount
},
timeout: function (fn, delay) {
delay = delay || 0
// Work out when the event should fire
var time = SVG.Animator.timer.now() + delay
// Add the timeout to the end of the queue
var thisId = SVG.Animator.timeoutCount++
SVG.Animator.timeouts.push({
id: thisId,
run: fn,
time: time
})
// Request another animation frame if we need one
if (SVG.Animator.nextDraw === null) {
SVG.Animator.nextDraw = requestAnimationFrame(SVG.Animator._draw)
}
return thisId
},
cancelTimeout: function (id) {
// Find the index of the timeout to cancel and remove it
var index = SVG.Animator.timeouts.remove(
function (t) {
return t.id === id
}
)
return index
},
_draw: function (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 tracking = true
var nextTimeout = null
var lastTimeout = SVG.Animator.timeouts.last()
while ((nextTimeout = SVG.Animator.timeouts.shift())) {
// Run the timeout if its time, or push it to the end
if (now > nextTimeout.time) {
nextTimeout.run()
} else {
SVG.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 frames available up until this point
var lastFrame = SVG.Animator.frames.last()
var lastFrameId = SVG.Animator.frameCount
while (SVG.Animator.frames.first() && SVG.Animator.frames.first().id < lastFrameId) {
var nextFrame = SVG.Animator.frames.shift()
nextFrame.run(now)
}
// If we have remaining timeouts or frames, draw until we don't anymore
SVG.Animator.nextDraw = SVG.Animator.timeouts.length > 0 || SVG.Animator.frames.length > 0
? requestAnimationFrame(SVG.Animator._draw)
: null
}
}
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