Using game loop instead of queueAnimationUpdate
This commit is contained in:
@ -1,5 +1,9 @@
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/// <reference path="./layoutView.ts" />
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namespace pxsim {
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export const GAME_LOOP_FPS = 32;
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}
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namespace pxsim.visuals {
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const EV3_STYLE = `
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@ -136,10 +140,6 @@ namespace pxsim.visuals {
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this.board.updateSubscribers.push(() => this.updateState());
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this.updateState();
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}
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let that = this;
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window.setInterval(function(){
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that.updateScreen();
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}, 30);
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}
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public getView(): SVGAndSize<SVGSVGElement> {
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@ -171,53 +171,6 @@ namespace pxsim.visuals {
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this.layoutView.updateTheme(theme);
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}
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public updateState() {
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this.updateVisibleNodes();
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}
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private updateVisibleNodes() {
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const inputNodes = ev3board().getInputNodes();
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inputNodes.forEach((node, index) => {
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setInput(index, view);
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view.updateState();
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}
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});
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this.getDisplayViewForNode(ev3board().getBrickNode().id, -1).updateState();
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const outputNodes = ev3board().getMotors();
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outputNodes.forEach((node, index) => {
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setOutput(index, view);
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view.updateState();
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}
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});
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const selected = this.layoutView.getSelected();
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if (selected && (selected.getId() !== this.selectedNode || selected.getPort() !== this.selectedPort)) {
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this.selectedNode = selected.getId();
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this.selectedPort = selected.getPort();
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this.controlGroup.clear();
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const control = this.getControlForNode(this.selectedNode, selected.getPort());
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if (control) {
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this.controlView = control;
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this.controlGroup.addView(control);
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}
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this.closeIconView.setVisible(true);
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} else if (!selected) {
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this.controlGroup.clear();
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this.controlView = undefined;
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this.selectedNode = undefined;
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this.selectedPort = undefined;
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this.closeIconView.setVisible(false);
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}
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this.resize();
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}
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public resize() {
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const bounds = this.element.getBoundingClientRect();
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this.width = bounds.width;
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@ -245,7 +198,7 @@ namespace pxsim.visuals {
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this.controlView.translate(controlCoords.x, controlCoords.y);
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}
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this.updateScreen();
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//this.updateScreen();
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}
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private getControlForNode(id: NodeType, port: number) {
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@ -358,7 +311,7 @@ namespace pxsim.visuals {
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this.closeIconView.setVisible(false);
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this.resize();
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this.updateState();
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//this.updateState();
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// Add Screen canvas to board
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this.buildScreenCanvas();
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@ -397,7 +350,78 @@ namespace pxsim.visuals {
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this.screenCanvasTemp.style.display = 'none';
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}
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private updateScreen() {
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private lastAnimationId: number;
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public updateState() {
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if (this.lastAnimationId) cancelAnimationFrame(this.lastAnimationId);
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const fps = GAME_LOOP_FPS;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function loop() {
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that.lastAnimationId = requestAnimationFrame(loop);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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that.updateStateStep();
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}
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}
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loop();
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}
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private updateStateStep() {
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console.log("update state step");
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const inputNodes = ev3board().getInputNodes();
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inputNodes.forEach((node, index) => {
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if (!node.didChange()) return;
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setInput(index, view);
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view.updateState();
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}
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});
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const brickNode = ev3board().getBrickNode();
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if (brickNode.didChange()) {
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this.getDisplayViewForNode(ev3board().getBrickNode().id, -1).updateState();
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}
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const outputNodes = ev3board().getMotors();
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outputNodes.forEach((node, index) => {
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if (!node.didChange()) return;
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const view = this.getDisplayViewForNode(node.id, index);
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if (view) {
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this.layoutView.setOutput(index, view);
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view.updateState();
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}
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});
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const selected = this.layoutView.getSelected();
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if (selected && (selected.getId() !== this.selectedNode || selected.getPort() !== this.selectedPort)) {
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this.selectedNode = selected.getId();
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this.selectedPort = selected.getPort();
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this.controlGroup.clear();
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const control = this.getControlForNode(this.selectedNode, selected.getPort());
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if (control) {
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this.controlView = control;
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this.controlGroup.addView(control);
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}
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this.closeIconView.setVisible(true);
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} else if (!selected) {
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this.controlGroup.clear();
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this.controlView = undefined;
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this.selectedNode = undefined;
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this.selectedPort = undefined;
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this.closeIconView.setVisible(false);
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}
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this.updateScreenStep();
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//this.resize();
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}
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private updateScreenStep() {
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let state = ev3board().screenState;
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if (!state.didChange()) return;
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