Use a Timer instead of ENTER_FRAME.
This is a potentially more dangerous change, but nothing seems awry. Eyes peeled! git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@5017 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -21,9 +21,9 @@
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package com.threerings.util {
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import flash.display.Sprite;
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import flash.events.TimerEvent;
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import flash.events.Event;
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import flash.utils.Timer;
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/**
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* A simple mechanism for queueing functions to be called on the next frame.
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@@ -37,15 +37,13 @@ public class MethodQueue
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public static function callLater (fn :Function, args :Array = null) :void
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{
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_methodQueue.push([fn, args]);
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if (!_d.hasEventListener(Event.ENTER_FRAME)) {
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_d.addEventListener(Event.ENTER_FRAME, handleEnterFrame);
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}
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_t.start(); // starts the timer if it's not already running
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}
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/**
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* Handle a frame event: call any queued functions.
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* Handle a timer event: call any queued functions.
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*/
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protected static function handleEnterFrame (event :Event) :void
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protected static function handleTimer (event :TimerEvent) :void
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{
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// swap out the working set
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var methods :Array = _methodQueue;
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@@ -65,16 +63,19 @@ public class MethodQueue
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}
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// If no new functions were added while we were calling the current set,
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// then remove the listener.
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// then stop firing
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if (_methodQueue.length == 0) {
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_d.removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
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_t.stop();
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}
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}
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/** A display object on which we listen for ENTER_FRAME. */
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protected static var _d :Sprite = new Sprite();
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/** A timer that will fire as quickly as possible. */
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protected static var _t :Timer = new Timer(1);
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/** The currently queued functions. */
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protected static var _methodQueue :Array = [];
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// a bit of static initialization
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_t.addEventListener(TimerEvent.TIMER, handleTimer);
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}
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}
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