/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Abstracts away the use of RAF or setTimeOut for the core game update loop. * * @class Phaser.RequestAnimationFrame * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {boolean} [forceSetTimeOut=false] - Tell Phaser to use setTimeOut even if raf is available. */ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) { if (forceSetTimeOut === undefined) { forceSetTimeOut = false; } /** * @property {Phaser.Game} game - The currently running game. */ this.game = game; /** * @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false. * @default */ this.isRunning = false; /** * @property {boolean} forceSetTimeOut - Tell Phaser to use setTimeOut even if raf is available. */ this.forceSetTimeOut = forceSetTimeOut; var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; } /** * @property {boolean} _isSetTimeOut - true if the browser is using setTimeout instead of raf. * @private */ this._isSetTimeOut = false; /** * @property {function} _onLoop - The function called by the update. * @private */ this._onLoop = null; /** * @property {number} _timeOutID - The callback ID used when calling cancel. * @private */ this._timeOutID = null; }; Phaser.RequestAnimationFrame.prototype = { /** * Starts the requestAnimationFrame running or setTimeout if unavailable in browser * @method Phaser.RequestAnimationFrame#start */ start: function () { this.isRunning = true; var _this = this; if (!window.requestAnimationFrame || this.forceSetTimeOut) { this._isSetTimeOut = true; this._onLoop = function () { return _this.updateSetTimeout(); }; this._timeOutID = window.setTimeout(this._onLoop, 0); } else { this._isSetTimeOut = false; this._onLoop = function (time) { return _this.updateRAF(time); }; this._timeOutID = window.requestAnimationFrame(this._onLoop); } }, /** * The update method for the requestAnimationFrame * @method Phaser.RequestAnimationFrame#updateRAF */ updateRAF: function (rafTime) { if (this.isRunning) { // floor the rafTime to make it equivalent to the Date.now() provided by updateSetTimeout (just below) this.game.update(Math.floor(rafTime)); this._timeOutID = window.requestAnimationFrame(this._onLoop); } }, /** * The update method for the setTimeout. * @method Phaser.RequestAnimationFrame#updateSetTimeout */ updateSetTimeout: function () { if (this.isRunning) { this.game.update(Date.now()); this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall); } }, /** * Stops the requestAnimationFrame from running. * @method Phaser.RequestAnimationFrame#stop */ stop: function () { if (this._isSetTimeOut) { clearTimeout(this._timeOutID); } else { window.cancelAnimationFrame(this._timeOutID); } this.isRunning = false; }, /** * Is the browser using setTimeout? * @method Phaser.RequestAnimationFrame#isSetTimeOut * @return {boolean} */ isSetTimeOut: function () { return this._isSetTimeOut; }, /** * Is the browser using requestAnimationFrame? * @method Phaser.RequestAnimationFrame#isRAF * @return {boolean} */ isRAF: function () { return (this._isSetTimeOut === false); } }; Phaser.RequestAnimationFrame.prototype.constructor = Phaser.RequestAnimationFrame;