var frame = 0, // is an animation frame pending? timeout = 0, // is a timeout pending? interval = 0, // are any timers active? pokeDelay = 1000, // how frequently we check for clock skew taskHead, taskTail, clockLast = 0, clockNow = 0, clockSkew = 0, clock = typeof performance === "object" && performance.now ? performance : Date, setFrame = typeof window === "object" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); }; export function now() { return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew); } function clearNow() { clockNow = 0; } export function Timer() { this._call = this._time = this._next = null; } Timer.prototype = timer.prototype = { constructor: Timer, restart: function(callback, delay, time) { if (typeof callback !== "function") throw new TypeError("callback is not a function"); time = (time == null ? now() : +time) + (delay == null ? 0 : +delay); if (!this._next && taskTail !== this) { if (taskTail) taskTail._next = this; else taskHead = this; taskTail = this; } this._call = callback; this._time = time; sleep(); }, stop: function() { if (this._call) { this._call = null; this._time = Infinity; sleep(); } } }; export function timer(callback, delay, time) { var t = new Timer; t.restart(callback, delay, time); return t; } export function timerFlush() { now(); // Get the current time, if not already set. ++frame; // Pretend we’ve set an alarm, if we haven’t already. var t = taskHead, e; while (t) { if ((e = clockNow - t._time) >= 0) t._call.call(null, e); t = t._next; } --frame; } function wake() { clockNow = (clockLast = clock.now()) + clockSkew; frame = timeout = 0; try { timerFlush(); } finally { frame = 0; nap(); clockNow = 0; } } function poke() { var now = clock.now(), delay = now - clockLast; if (delay > pokeDelay) clockSkew -= delay, clockLast = now; } function nap() { var t0, t1 = taskHead, t2, time = Infinity; while (t1) { if (t1._call) { if (time > t1._time) time = t1._time; t0 = t1, t1 = t1._next; } else { t2 = t1._next, t1._next = null; t1 = t0 ? t0._next = t2 : taskHead = t2; } } taskTail = t0; sleep(time); } function sleep(time) { if (frame) return; // Soonest alarm already set, or will be. if (timeout) timeout = clearTimeout(timeout); var delay = time - clockNow; // Strictly less than if we recomputed clockNow. if (delay > 24) { if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew); if (interval) interval = clearInterval(interval); } else { if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay); frame = 1, setFrame(wake); } }