phaser/todo/TS Source/system/RequestAnimationFrame.js
2013-09-13 16:16:48 +01:00

130 lines
4.2 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - RequestAnimationFrame
*
* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
*/
var Phaser;
(function (Phaser) {
var RequestAnimationFrame = (function () {
/**
* Constructor
* @param {Any} callback
* @return {RequestAnimationFrame} This object.
*/
function RequestAnimationFrame(game, callback) {
/**
*
* @property _isSetTimeOut
* @type bool
* @private
**/
this._isSetTimeOut = false;
/**
*
* @property isRunning
* @type bool
**/
this.isRunning = false;
this.game = game;
this.callback = callback;
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'];
}
this.start();
}
RequestAnimationFrame.prototype.isUsingSetTimeOut = /**
*
* @method usingSetTimeOut
* @return bool
**/
function () {
return this._isSetTimeOut;
};
RequestAnimationFrame.prototype.isUsingRAF = /**
*
* @method usingRAF
* @return bool
**/
function () {
return this._isSetTimeOut === true;
};
RequestAnimationFrame.prototype.start = /**
* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
* @method start
* @param {Any} [callback]
**/
function (callback) {
if (typeof callback === "undefined") { callback = null; }
var _this = this;
if(callback) {
this.callback = callback;
}
if(!window.requestAnimationFrame) {
this._isSetTimeOut = true;
this._onLoop = function () {
return _this.SetTimeoutUpdate();
};
this._timeOutID = window.setTimeout(this._onLoop, 0);
} else {
this._isSetTimeOut = false;
this._onLoop = function () {
return _this.RAFUpdate(0);
};
window.requestAnimationFrame(this._onLoop);
}
this.isRunning = true;
};
RequestAnimationFrame.prototype.stop = /**
* Stops the requestAnimationFrame from running
* @method stop
**/
function () {
if(this._isSetTimeOut) {
clearTimeout(this._timeOutID);
} else {
window.cancelAnimationFrame;
}
this.isRunning = false;
};
RequestAnimationFrame.prototype.RAFUpdate = /**
* The update method for the requestAnimationFrame
* @method RAFUpdate
**/
function (time) {
var _this = this;
this.game.time.update(time);
if(this.callback) {
this.callback.call(this.game);
}
this._onLoop = function (time) {
return _this.RAFUpdate(time);
};
window.requestAnimationFrame(this._onLoop);
};
RequestAnimationFrame.prototype.SetTimeoutUpdate = /**
* The update method for the setTimeout
* @method SetTimeoutUpdate
**/
function () {
var _this = this;
this.game.time.update(Date.now());
this._onLoop = function () {
return _this.SetTimeoutUpdate();
};
this._timeOutID = window.setTimeout(this._onLoop, 16);
if(this.callback) {
this.callback.call(this.game);
}
};
return RequestAnimationFrame;
})();
Phaser.RequestAnimationFrame = RequestAnimationFrame;
})(Phaser || (Phaser = {}));