2018-03-29 09:18:10 +00:00
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// Computation time allowed per frame, in milliseconds.
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// On a 100 Hz monitor this would ideally be 10 ms.
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// On a 200 Hz monitor it should be 5 ms.
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// However, the renderer also needs a bit of time,
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// so setting the value a little lower guarantees smooth transitions.
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2018-03-14 03:28:31 +00:00
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const timeCapacity = 6.5
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2018-03-29 09:18:10 +00:00
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// MutationQueue queues up DOM mutations to batch execute them before a frame is rendered.
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// It checks the time used to process these mutations and if the time is over the
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// defined time capacity, it will pause and continue the mutations in the next frame.
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2017-07-05 19:06:38 +00:00
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export class MutationQueue {
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2018-03-14 02:08:50 +00:00
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mutations: Array<() => void>
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onClearCallBack: () => void
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constructor() {
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this.mutations = []
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}
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queue(mutation: () => void) {
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this.mutations.push(mutation)
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if(this.mutations.length === 1) {
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window.requestAnimationFrame(() => this.mutateAll())
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}
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}
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mutateAll() {
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let start = performance.now()
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for(let i = 0; i < this.mutations.length; i++) {
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2018-03-14 03:28:31 +00:00
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if(performance.now() - start > timeCapacity) {
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2018-03-14 02:08:50 +00:00
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let end = performance.now()
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this.mutations = this.mutations.slice(i)
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window.requestAnimationFrame(() => this.mutateAll())
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return
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}
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2018-03-16 18:39:48 +00:00
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try {
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this.mutations[i]()
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} catch(err) {
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console.error(err)
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}
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2018-03-14 02:08:50 +00:00
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}
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this.clear()
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}
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clear() {
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this.mutations.length = 0
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if(this.onClearCallBack) {
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this.onClearCallBack()
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this.onClearCallBack = null
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}
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}
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wait(callBack: () => void) {
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this.onClearCallBack = callBack
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}
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2017-07-05 19:06:38 +00:00
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}
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