@lightningjs/renderer
Version:
Lightning 3 Renderer
81 lines • 3.11 kB
JavaScript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* Platform render loop initiator
*/
export const startLoop = (stage) => {
let isIdle = false;
let lastFrameTime = 0;
const runLoop = (currentTime = 0) => {
const targetFrameTime = stage.targetFrameTime;
// Check if we should throttle this frame
if (targetFrameTime > 0 && currentTime - lastFrameTime < targetFrameTime) {
// Too early for next frame, schedule with setTimeout for precise timing
const delay = targetFrameTime - (currentTime - lastFrameTime);
setTimeout(() => requestAnimationFrame(runLoop), delay);
return;
}
lastFrameTime = currentTime;
stage.updateFrameTime();
stage.updateAnimations();
if (!stage.hasSceneUpdates()) {
// We still need to calculate the fps else it looks like the app is frozen
stage.calculateFps();
if (targetFrameTime > 0) {
// Use setTimeout for throttled idle frames
setTimeout(() => requestAnimationFrame(runLoop), Math.max(targetFrameTime, 16.666666666666668));
}
else {
// Use standard idle timeout when not throttling
setTimeout(() => requestAnimationFrame(runLoop), 16.666666666666668);
}
if (!isIdle) {
stage.eventBus.emit('idle');
isIdle = true;
}
if (stage.txMemManager.checkCleanup() === true) {
stage.txMemManager.cleanup();
}
stage.flushFrameEvents();
return;
}
isIdle = false;
stage.drawFrame();
stage.flushFrameEvents();
// Schedule next frame
if (targetFrameTime > 0) {
// Use setTimeout + rAF combination for precise FPS control
const nextFrameDelay = Math.max(0, targetFrameTime - (performance.now() - currentTime));
setTimeout(() => requestAnimationFrame(runLoop), nextFrameDelay);
}
else {
// Use standard rAF when not throttling
requestAnimationFrame(runLoop);
}
};
requestAnimationFrame(runLoop);
};
/**
* Return unix timestamp
* @return {number}
*/
export const getTimeStamp = () => {
return performance ? performance.now() : Date.now();
};
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