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Merge pull request #766 from lightpanda-io/slow_down_animation_frame
Delay requestAnimation
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@@ -163,50 +163,33 @@ pub const Window = struct {
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return &self.performance;
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}
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// Tells the browser you wish to perform an animation. It requests the browser to call a user-supplied callback function before the next repaint.
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// fn callback(timestamp: f64)
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// Returns the request ID, that uniquely identifies the entry in the callback list.
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pub fn _requestAnimationFrame(
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self: *Window,
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callback: Function,
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) !u32 {
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// We immediately execute the callback, but this may not be correct TBD.
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// Since: When multiple callbacks queued by requestAnimationFrame() begin to fire in a single frame, each receives the same timestamp even though time has passed during the computation of every previous callback's workload.
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var result: Function.Result = undefined;
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callback.tryCall(void, .{self.performance._now()}, &result) catch {
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log.debug(.user_script, "callback error", .{
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.err = result.exception,
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.stack = result.stack,
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.source = "requestAnimationFrame",
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});
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};
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return 99; // not unique, but user cannot make assumptions about it. cancelAnimationFrame will be too late anyway.
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pub fn _requestAnimationFrame(self: *Window, cbk: Function, page: *Page) !u32 {
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return self.createTimeout(cbk, 5, page, .{.animation_frame = true});
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}
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// Cancels an animation frame request previously scheduled through requestAnimationFrame().
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// This is a no-op since _requestAnimationFrame immediately executes the callback.
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pub fn _cancelAnimationFrame(_: *Window, request_id: u32) void {
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_ = request_id;
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pub fn _cancelAnimationFrame(self: *Window, id: u32, page: *Page) !void {
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const kv = self.timers.fetchRemove(id) orelse return;
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return page.loop.cancel(kv.value.loop_id);
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}
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// TODO handle callback arguments.
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pub fn _setTimeout(self: *Window, cbk: Function, delay: ?u32, page: *Page) !u32 {
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return self.createTimeout(cbk, delay, page, false);
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return self.createTimeout(cbk, delay, page, .{});
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}
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// TODO handle callback arguments.
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pub fn _setInterval(self: *Window, cbk: Function, delay: ?u32, page: *Page) !u32 {
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return self.createTimeout(cbk, delay, page, true);
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return self.createTimeout(cbk, delay, page, .{.repeat = true});
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}
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pub fn _clearTimeout(self: *Window, id: u32, page: *Page) !void {
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const kv = self.timers.fetchRemove(id) orelse return;
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try page.loop.cancel(kv.value.loop_id);
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return page.loop.cancel(kv.value.loop_id);
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}
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pub fn _clearInterval(self: *Window, id: u32, page: *Page) !void {
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const kv = self.timers.fetchRemove(id) orelse return;
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try page.loop.cancel(kv.value.loop_id);
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return page.loop.cancel(kv.value.loop_id);
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}
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pub fn _matchMedia(_: *const Window, media: []const u8, page: *Page) !MediaQueryList {
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@@ -216,10 +199,14 @@ pub const Window = struct {
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};
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}
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fn createTimeout(self: *Window, cbk: Function, delay_: ?u32, page: *Page, comptime repeat: bool) !u32 {
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const CreateTimeoutOpts = struct {
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repeat: bool = false,
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animation_frame: bool = false,
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};
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fn createTimeout(self: *Window, cbk: Function, delay_: ?u32, page: *Page, comptime opts: CreateTimeoutOpts) !u32 {
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const delay = delay_ orelse 0;
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if (delay > 5000) {
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log.warn(.user_script, "long timeout ignored", .{ .delay = delay, .interval = repeat });
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log.warn(.user_script, "long timeout ignored", .{ .delay = delay, .interval = opts.repeat });
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// self.timer_id is u30, so the largest value we can generate is
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// 1_073_741_824. Returning 2_000_000_000 makes sure that clients
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// can call cancelTimer/cancelInterval without breaking anything.
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@@ -250,7 +237,8 @@ pub const Window = struct {
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.window = self,
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.timer_id = timer_id,
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.node = .{ .func = TimerCallback.run },
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.repeat = if (repeat) delay_ms else null,
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.repeat = if (opts.repeat) delay_ms else null,
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.animation_frame = opts.animation_frame,
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};
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callback.loop_id = try page.loop.timeout(delay_ms, &callback.node);
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@@ -300,13 +288,23 @@ const TimerCallback = struct {
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// if the event should be repeated
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repeat: ?u63 = null,
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animation_frame: bool = false,
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window: *Window,
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fn run(node: *Loop.CallbackNode, repeat_delay: *?u63) void {
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const self: *TimerCallback = @fieldParentPtr("node", node);
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var result: Function.Result = undefined;
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self.cbk.tryCall(void, .{}, &result) catch {
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var call: anyerror!void = undefined;
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if (self.animation_frame) {
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call = self.cbk.tryCall(void, .{self.window.performance._now()}, &result);
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} else {
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call = self.cbk.tryCall(void, .{}, &result);
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}
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call catch {
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log.debug(.user_script, "callback error", .{
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.err = result.exception,
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.stack = result.stack,
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