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// https://d3js.org/d3-timer/ Version 1.0.7. Copyright 2017 Mike Bostock.
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(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
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typeof define === 'function' && define.amd ? define(['exports'], factory) :
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(factory((global.d3 = global.d3 || {})));
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}(this, (function (exports) { 'use strict';
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var frame = 0;
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var timeout = 0;
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var interval = 0;
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var pokeDelay = 1000;
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var taskHead;
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var taskTail;
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var clockLast = 0;
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var clockNow = 0;
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var clockSkew = 0;
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var clock = typeof performance === "object" && performance.now ? performance : Date;
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var setFrame = typeof window === "object" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };
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function now() {
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return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);
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}
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function clearNow() {
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clockNow = 0;
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}
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function Timer() {
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this._call =
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this._time =
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this._next = null;
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}
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Timer.prototype = timer.prototype = {
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constructor: Timer,
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restart: function(callback, delay, time) {
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if (typeof callback !== "function") throw new TypeError("callback is not a function");
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time = (time == null ? now() : +time) + (delay == null ? 0 : +delay);
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if (!this._next && taskTail !== this) {
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if (taskTail) taskTail._next = this;
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else taskHead = this;
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taskTail = this;
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}
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this._call = callback;
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this._time = time;
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sleep();
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},
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stop: function() {
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if (this._call) {
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this._call = null;
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this._time = Infinity;
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sleep();
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}
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}
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};
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function timer(callback, delay, time) {
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var t = new Timer;
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t.restart(callback, delay, time);
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return t;
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}
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function timerFlush() {
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now(); // Get the current time, if not already set.
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++frame; // Pretend we’ve set an alarm, if we haven’t already.
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var t = taskHead, e;
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while (t) {
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if ((e = clockNow - t._time) >= 0) t._call.call(null, e);
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t = t._next;
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}
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--frame;
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}
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function wake() {
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clockNow = (clockLast = clock.now()) + clockSkew;
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frame = timeout = 0;
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try {
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timerFlush();
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} finally {
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frame = 0;
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nap();
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clockNow = 0;
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}
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}
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function poke() {
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var now = clock.now(), delay = now - clockLast;
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if (delay > pokeDelay) clockSkew -= delay, clockLast = now;
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}
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function nap() {
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var t0, t1 = taskHead, t2, time = Infinity;
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while (t1) {
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if (t1._call) {
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if (time > t1._time) time = t1._time;
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t0 = t1, t1 = t1._next;
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} else {
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t2 = t1._next, t1._next = null;
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t1 = t0 ? t0._next = t2 : taskHead = t2;
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}
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}
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taskTail = t0;
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sleep(time);
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}
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function sleep(time) {
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if (frame) return; // Soonest alarm already set, or will be.
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if (timeout) timeout = clearTimeout(timeout);
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var delay = time - clockNow; // Strictly less than if we recomputed clockNow.
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if (delay > 24) {
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if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew);
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if (interval) interval = clearInterval(interval);
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} else {
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if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay);
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frame = 1, setFrame(wake);
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}
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}
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var timeout$1 = function(callback, delay, time) {
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var t = new Timer;
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delay = delay == null ? 0 : +delay;
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t.restart(function(elapsed) {
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t.stop();
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callback(elapsed + delay);
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}, delay, time);
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return t;
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};
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var interval$1 = function(callback, delay, time) {
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var t = new Timer, total = delay;
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if (delay == null) return t.restart(callback, delay, time), t;
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delay = +delay, time = time == null ? now() : +time;
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t.restart(function tick(elapsed) {
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elapsed += total;
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t.restart(tick, total += delay, time);
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callback(elapsed);
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}, delay, time);
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return t;
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};
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exports.now = now;
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exports.timer = timer;
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exports.timerFlush = timerFlush;
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exports.timeout = timeout$1;
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exports.interval = interval$1;
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Object.defineProperty(exports, '__esModule', { value: true });
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})));
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