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@lightningjs/renderer

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/* * 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(); }; //# sourceMappingURL=platform.js.map