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@joelambert
Created June 1, 2011 11:03
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What would you like to do?
Drop in replacements for setTimeout()/setInterval() that makes use of requestAnimationFrame() where possible for better performance
Drop in replace functions for setTimeout() & setInterval() that
make use of requestAnimationFrame() for performance where available
http://www.joelambert.co.uk
Copyright 2011, Joe Lambert.
Free to use under the MIT license.
http://www.opensource.org/licenses/mit-license.php
// requestAnimationFrame() shim by Paul Irish
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function */ callback, /* DOMElement */ element){
window.setTimeout(callback, 1000 / 60);
};
})();
/**
* Behaves the same as setInterval except uses requestAnimationFrame() where possible for better performance
* @param {function} fn The callback function
* @param {int} delay The delay in milliseconds
*/
window.requestInterval = function(fn, delay) {
if( !window.requestAnimationFrame &&
!window.webkitRequestAnimationFrame &&
!(window.mozRequestAnimationFrame && window.mozCancelRequestAnimationFrame) && // Firefox 5 ships without cancel support
!window.oRequestAnimationFrame &&
!window.msRequestAnimationFrame)
return window.setInterval(fn, delay);
var start = new Date().getTime(),
handle = new Object();
function loop() {
var current = new Date().getTime(),
delta = current - start;
if(delta >= delay) {
fn.call();
start = new Date().getTime();
}
handle.value = requestAnimFrame(loop);
};
handle.value = requestAnimFrame(loop);
return handle;
}
/**
* Behaves the same as clearInterval except uses cancelRequestAnimationFrame() where possible for better performance
* @param {int|object} fn The callback function
*/
window.clearRequestInterval = function(handle) {
window.cancelAnimationFrame ? window.cancelAnimationFrame(handle.value) :
window.webkitCancelAnimationFrame ? window.webkitCancelAnimationFrame(handle.value) :
window.webkitCancelRequestAnimationFrame ? window.webkitCancelRequestAnimationFrame(handle.value) : /* Support for legacy API */
window.mozCancelRequestAnimationFrame ? window.mozCancelRequestAnimationFrame(handle.value) :
window.oCancelRequestAnimationFrame ? window.oCancelRequestAnimationFrame(handle.value) :
window.msCancelRequestAnimationFrame ? window.msCancelRequestAnimationFrame(handle.value) :
clearInterval(handle);
};
/**
* Behaves the same as setTimeout except uses requestAnimationFrame() where possible for better performance
* @param {function} fn The callback function
* @param {int} delay The delay in milliseconds
*/
window.requestTimeout = function(fn, delay) {
if( !window.requestAnimationFrame &&
!window.webkitRequestAnimationFrame &&
!(window.mozRequestAnimationFrame && window.mozCancelRequestAnimationFrame) && // Firefox 5 ships without cancel support
!window.oRequestAnimationFrame &&
!window.msRequestAnimationFrame)
return window.setTimeout(fn, delay);
var start = new Date().getTime(),
handle = new Object();
function loop(){
var current = new Date().getTime(),
delta = current - start;
delta >= delay ? fn.call() : handle.value = requestAnimFrame(loop);
};
handle.value = requestAnimFrame(loop);
return handle;
};
/**
* Behaves the same as clearTimeout except uses cancelRequestAnimationFrame() where possible for better performance
* @param {int|object} fn The callback function
*/
window.clearRequestTimeout = function(handle) {
window.cancelAnimationFrame ? window.cancelAnimationFrame(handle.value) :
window.webkitCancelAnimationFrame ? window.webkitCancelAnimationFrame(handle.value) :
window.webkitCancelRequestAnimationFrame ? window.webkitCancelRequestAnimationFrame(handle.value) : /* Support for legacy API */
window.mozCancelRequestAnimationFrame ? window.mozCancelRequestAnimationFrame(handle.value) :
window.oCancelRequestAnimationFrame ? window.oCancelRequestAnimationFrame(handle.value) :
window.msCancelRequestAnimationFrame ? window.msCancelRequestAnimationFrame(handle.value) :
clearTimeout(handle);
};
@L2L2L
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L2L2L commented Jan 26, 2018

I did a fork and corrected that but when I thank about it, it is more simple to just pass that handle than to explicit pass the number value so maybe the real correction would be to remove that int| from "@param {int|object} fn The callback function"

@L2L2L
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L2L2L commented Jan 26, 2018

And I like for you to consider performance.now() would be a better decision than new Date().now();

here are two sources to help you consider this:

performance date now vs date gettime
https://stackoverflow.com/questions/12517359/performance-date-now-vs-date-gettime

performance now vs date now
https://stackoverflow.com/questions/30795525/performance-now-vs-date-now

It to me sound like what you have is correct but we are looking a performance and it seem from what I read, you can get better result with performance and timing with animation using the performance.now() so since we don't really need to know about the exact time and only for a precision of how long it been... So maybe like I said what you have already is better.

@willryanuk
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I think this is still useful in 2019, but we do not need all the checks for animationFrame functionality, unless you are supporting some seriously old browsers:
https://caniuse.com/#feat=requestanimationframe

i.e. lots of the above code can be stripped out.

@alex4buba
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I tried animating a drive with Google api v3.
I took a screen shot, it looks very wrong....
Please see image
Screenshot_20200211-100018_Chrome

@CodeIGuess
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CodeIGuess commented Oct 17, 2021

I've noticed that when switching over from setInterval to requestInterval, my old delay (45 fps, don't judge me, 22.22 ms) was outputting around ~33 fps. Looking into it, this is because the specified delay isn't a multiple of the 60 fps, 16.66 ms delay. To fix this, I used the following:

requestInterval.js ln 23:

start = Date.now() - (delta % delay)

Date.now() is a bit faster, and accounting for the multiple of my delay fixed the issue completely. Without this, I believe even when setting a target delay of 60 fps, 16.66 ms, the actual fps reached would be something like 30-45, since some frames would be skipped at random.

Sorry for bringing back an old thread, just leaving this here for anyone who needs it!

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