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
This commit is contained in:
Ray Greenwell
2008-04-23 18:17:42 +00:00
parent b367372dc6
commit b65bdd47e1
+12 -11
View File
@@ -21,9 +21,9 @@
package com.threerings.util {
import flash.display.Sprite;
import flash.events.TimerEvent;
import flash.events.Event;
import flash.utils.Timer;
/**
* A simple mechanism for queueing functions to be called on the next frame.
@@ -37,15 +37,13 @@ public class MethodQueue
public static function callLater (fn :Function, args :Array = null) :void
{
_methodQueue.push([fn, args]);
if (!_d.hasEventListener(Event.ENTER_FRAME)) {
_d.addEventListener(Event.ENTER_FRAME, handleEnterFrame);
}
_t.start(); // starts the timer if it's not already running
}
/**
* Handle a frame event: call any queued functions.
* Handle a timer event: call any queued functions.
*/
protected static function handleEnterFrame (event :Event) :void
protected static function handleTimer (event :TimerEvent) :void
{
// swap out the working set
var methods :Array = _methodQueue;
@@ -65,16 +63,19 @@ public class MethodQueue
}
// If no new functions were added while we were calling the current set,
// then remove the listener.
// then stop firing
if (_methodQueue.length == 0) {
_d.removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
_t.stop();
}
}
/** A display object on which we listen for ENTER_FRAME. */
protected static var _d :Sprite = new Sprite();
/** A timer that will fire as quickly as possible. */
protected static var _t :Timer = new Timer(1);
/** The currently queued functions. */
protected static var _methodQueue :Array = [];
// a bit of static initialization
_t.addEventListener(TimerEvent.TIMER, handleTimer);
}
}