Delay requestAnimation

This is often called in a tight loop (the callback to requestAnimation typically
calls requestAnimation).

Instead, we can treat it like a setTimeout with a short delay (5ms ?). This has
the added benefit of making it cancelable, FWIW.
This commit is contained in:
Karl Seguin
2025-06-05 20:35:46 +08:00
parent fff0a8a522
commit f436744dd4

View File

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