I've noticed that whenever I dock the browser window or switch tabs requestAnimationFrame stops being called (which I expect to happen).
Is there a way to detect when this stop occurs?
Reason is, that I have a timer running in my game. I want to stop the timer when requestAnimationFrame is no longer rendering.
I've looked into the 'window.blur' and 'window.focus' events, but these are not related to when requestAnimationFrame stops and starts (eg when the you click outside the browser window a window.blur event is fired but requestAnimationFrame keeps running).
I want to subscribe to when requestAnimationFrame starts and stops. Do you know a way?
If you assign your requestAnimationFrame() method to a variable, you can use the cancelAnimationFrame() method to cancel it before it runs.
requestAnimationFrame() method tells the browser that you wish to perform an animation and requests that the browser calls a specified function to update an animation before the next repaint. The method takes a callback as an argument to be invoked before the repaint.
requestAnimationFrame() is much more efficient than setTimeout() or setInterval() , and the result is smoother and more accurate (just check the provided demo and the consumed CPU).
To optimize system and browser resources, it is recommended to use requestAnimationFrame , which requests the browser to execute the code during the next repaint cycle. This allows the system to optimize resources and frame-rate to reduce unnecessary reflow/repaint calls.
If you know that under normal circumstances requestAnimationFrame
fires at, say, at least 4 Hz, you can set a timer for, say, 3 Hz, and if there has been no requestAnimationFrame
tick between the timer ticks, the requestAnimationFrame
timer has stopped.
try this:
var timer;
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame;
}
requestAnimationFrame(function again() {
if (timer === "paused") {
return;
}
clearTimeout(timer);
timer = setTimeout(function () {
timer = "paused";
console.log("got ya, you closed the window");
requestAnimationFrame(function () {
timer = null;
console.log("got ya, you re-opened the window");
requestAnimationFrame(again);
});
}, 1e3);
// rest of code goes here
requestAnimationFrame(again);
});
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