Created
March 6, 2016 16:09
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version 2, adds delay()
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package haxe; | |
class MainEvent { | |
var f : Void -> Void; | |
var prev : MainEvent; | |
var next : MainEvent; | |
public var nextRun(default,null) : Float; | |
public var priority(default,null) : Int; | |
function new(f,p) { | |
this.f = f; | |
this.priority = p; | |
} | |
/** | |
Delay the execution of the event for the given time, in seconds. | |
If t is null, the event will be run at tick() time. | |
**/ | |
public function delay( t : Null<Float> ) { | |
nextRun = t == null ? null : haxe.Timer.stamp() + t; | |
} | |
/** | |
Call the event. Will do nothing is the event has been stopped. | |
**/ | |
public inline function call() { | |
if( f != null ) f(); | |
} | |
/** | |
Stop the event from firing anymore. | |
**/ | |
public inline function stop() { | |
f = null; | |
delay = null; | |
if( prev == null ) | |
@:privateAccess MainLoop.pending = next; | |
else | |
prev.next = next; | |
if( next != null ) | |
next.prev = prev; | |
} | |
} | |
class MainLoop { | |
static var pending : MainEvent = null; | |
static var sleepMutex : sys.vm.Mutex; | |
/** | |
Add a pending event to be run into the main loop. | |
**/ | |
public static function add( f : Void -> Void, priority = 0 ) : MainEvent @:privateAccess { | |
var e = new MainEvent(f,priority); | |
var head = pending; | |
if( head == null ) { | |
pending = e; | |
return e; | |
} | |
var prev = null; | |
while( head != null && head.priority > priority ) { | |
prev = head; | |
head = head.next; | |
} | |
if( prev == null ) { | |
e.next = head; | |
head.prev = e; | |
pending = e; | |
} else { | |
var n = prev.next; | |
if( n != null ) n.prev = e; | |
e.next = n; | |
prev.next = e; | |
e.prev = prev; | |
} | |
return e; | |
} | |
/** | |
Wakeup a sleeping run() | |
**/ | |
public static function wakeup() { | |
if( sleepMutex != null ) sleepMutex.release(); | |
} | |
/** | |
Run the pending events. Return the time for next event. | |
**/ | |
static function tick() { | |
// TODO : it will be necessary to reorder the events based on nextRun before | |
// processing them so they get run in correct order. this can be done in MainEvent.delay() as well but might | |
// cause ordering issues since we're processing events here | |
var e = pending; | |
var now = haxe.Timer.stamp(); | |
var wait = 1e9; | |
while( e != null ) { | |
var next = e.next; | |
if( e.nextRun == null ) { | |
wait = 0; | |
e.call(); | |
} else { | |
var wt = e.nextRun - now; | |
if( wt <= 0 ) { | |
wait = 0; | |
e.call(); | |
} else if( wait > wt ) | |
wait = wt; | |
} | |
e = next; | |
} | |
return wait; | |
} | |
/** | |
Start the main loop. Depending on the platform, this can return immediately or will only return when the application exits. | |
**/ | |
public static function run() @:privateAccess { | |
#if js | |
tick(); | |
var window : Dynamic = js.Browser.window; | |
var rqf : Dynamic = window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame; | |
rqf(run); | |
#elseif flash | |
flash.Lib.current.stage.addEventListener(flash.events.Event.ENTER_FRAME, function(_) tick()); | |
#else | |
while( true ) { | |
var e = pending; | |
if( e == null ) break; | |
var nextTick = tick(); | |
if( nextTick > 0 ) { | |
if( sleepMutex == null ) sleepMutex = new sys.vm.Mutex(); | |
sleepMutex.tryAcquire(nextTick); // wait until nextTick or wakeup() call | |
} | |
} | |
#endif | |
} | |
} |
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