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Animation frame queue utility
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/* | |
# Animation Frame Queue | |
A utility to ensure all queued requestAnimationFrame callbacks | |
are cancelled to prevent nasty surprises. | |
## The problem: | |
var animationFrameID; | |
window.addEventListener("touchmove", function(e) { | |
// this variable may be reassigned before the previous callback has been triggered | |
animationFrameID = window.requestAnimationFrame(callback) | |
}); | |
window.addEventListener("touchend", function(e) { | |
// this only cancels the last assigned ID, there could be more callbacks to come | |
window.cancelAnimationFrame(animationFrameID); | |
}); | |
## Usage: | |
var animationFrameQueue = new AnimationFrameQueue; | |
// Add a callback to trigger on the next animation frame | |
animationFrameQueue.add(function() { | |
... | |
}); | |
// Clear all callbacks in the current queue | |
animationFrameQueue.clear(); | |
*/ | |
function AnimationFrameQueue() { | |
this.queue = []; | |
this.supported = "requestAnimationFrame" in window; | |
} | |
AnimationFrameQueue.prototype.add = function(callback) { | |
if (!this.supported) return callback(); | |
this.queue.push( | |
window.requestAnimationFrame(function() { | |
this.queue.shift(); | |
callback(); | |
}.bind(this)) | |
); | |
}; | |
AnimationFrameQueue.prototype.clear = function() { | |
for (var i = 0, len = this.queue.length; i < len; i++) { | |
window.cancelAnimationFrame(this.queue[i]); | |
} | |
}; |
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