window.requestAnimationFrame()
The window.requestAnimationFrame()
method tells the browser that you wish to perform an animation and requests that the browser call a specified function to update an animation before the next repaint. The method takes as an argument a callback to be invoked before the repaint.
Note: Your callback routine must itself call requestAnimationFrame()
if you want to animate another frame at the next repaint.
You should call this method whenever you're ready to update your animation onscreen. This will request that your animation function be called before the browser performs the next repaint. The number of callbacks is usually 60 times per second, but will generally match the display refresh rate in most web browsers as per W3C recommendation. The callback rate may be reduced to a lower rate when running in background tabs.
The callback method is passed a single argument, a DOMHighResTimeStamp
, which indicates the current time when callbacks queued by requestAnimationFrame begin to fire. Multiple callbacks in a single frame, therefore, each receive the same timestamp even though time has passed during the computation of every previous callback's workload. This timestamp is a decimal number, in milliseconds, but with a minimal precision of 10 µs.
Syntax
requestID = window.requestAnimationFrame(callback); requestID = window.mozRequestAnimationFrame(callback); requestID = window.webkitRequestAnimationFrame(callback);
Parameters
callback
- A parameter specifying a function to call when it's time to update your animation for the next repaint. The callback has one single argument, a
DOMHighResTimeStamp
, which indicates the current time for when requestAnimationFrame starts to fire callbacks.
Return value
requestID
is a long integer value that uniquely identifies the entry in the callback list. This is a non-zero value, but you may not make any other assumptions about its value. You can pass this value to window.cancelAnimationFrame()
to cancel the refresh callback request.
Example
window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
var start = null;
var d = document.getElementById("SomeElementYouWantToAnimate");
function step(timestamp) {
var progress;
if (start === null) start = timestamp;
progress = timestamp - start;
d.style.left = Math.min(progress/10, 200) + "px";
if (progress < 2000) {
requestAnimationFrame(step);
}
}
requestAnimationFrame(step);
Browser compatibility
Feature | Chrome | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
---|
Basic support | 10.0 webkit 24.0 | 4.0 moz [1] 23 [2] | 10.0 | (Yes) -o 15.0 | 6.0 webkit 6.1 |
requestID return value | 23.0 webkit 24.0 | 11.0 (11.0) moz | 10.0 | (Yes) -o 15.0 | (Yes) |
Gecko notes
[1] Prior to Gecko 11.0 (Firefox 11.0 / Thunderbird 11.0 / SeaMonkey 2.8), mozRequestAnimationFrame()
could be called with no input parameters. This is no longer supported, as it's not likely to become part of the standard.
[2] The callback parameter is a DOMTimeStamp
instead of a DOMHighResTimeStamp
if the prefixed version of this method was used. DOMTimeStamp
only has millisecond precision, but DOMHighResTimeStamp
has a minimal precision of ten microseconds.
Chrome notes
The correct call in Chrome to cancel the request is currently window.cancelAnimationFrame()
. Older versions, window.webkitCancelAnimationFrame()
&window.webkitCancelRequestAnimationFrame()
, have been deprecated but are still supported for now.
Specification
Timing control for script-based animations: requestAnimationFrameWD
See also
source - https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame
Using requestAnimationFrame
There used to be just one way to do a timed loop in JavaScript:setInterval()
. If you needed to repeat something pretty fast (but not as-fast-as-absolutely-possible like a for
loop), you'd use that. For the purposes of animation, the goal is sixty "frames" per second to appear smooth, so you'd run a loop like this:
setInterval(function() {
}, 1000/60);
There is a better alternative to this now. Paul Irish introduced requestAnimationFrame
over two years ago. I don't have a whole lot to add to it, I just had never actually used it before and now I have so I thought I'd help spread the word and write about its basic usage.
Why better?
As Paul explained:
- The browser can optimize it, so animations will be smoother
- Animations in inactive tabs will stop, allowing the CPU to chill
- More battery-friendly
The Simplest Possible Example
function repeatOften() {
requestAnimationFrame(repeatOften);
}
requestAnimationFrame(repeatOften);
Call it once to kick it off, and your function recursively calls itself.
Start and Stop
requestAnimationFrame
returns an ID you can use to cancel it, just like setTimeout
orsetInterval
does. jQuery used here only to demonstrate a simple animation and bind events.
var globalID;
function repeatOften() {
$("<div />").appendTo("body");
globalID = requestAnimationFrame(repeatOften);
}
$("#start").on("click", function() {
globalID = requestAnimationFrame(repeatOften);
});
$("#stop").on("click", function() {
cancelAnimationFrame(globalID);
});
Example of this:
Browser Support
See the Can I Use... tables.
The only notable problems are IE 9-, iOS 5-, and Android. But not actually a problem, because:
Polyfill
Like many fancy web features, it's nice to use it when available and fallback to something that works when you can't. Probably best just to refer to this Gist. Literally just include that chunk anywhere before you use requestAnimationFrame
or cancelAnimationFrame
.
Using this, you'll be able to use requestAnimationFrame
in literally any browser.
Slightly More Complex Example
I learned about this while making a dumb little demo to learn canvas better:
What would actually be more complex is several animations running at once using this (that still falls back OK). Feel free to link some of that goodness up in the comments if you know of examples.
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출처 - http://css-tricks.com/using-requestanimationframe/