a bit more perf for static assets

This commit is contained in:
Emi Matchu 2020-09-24 06:04:19 -07:00
parent 5879324ebb
commit c4a9ee8497

View file

@ -257,15 +257,29 @@ export function OutfitCanvasMovie({ librarySrc, zIndex }) {
return;
}
movieClip = new LibraryMovieClipConstructor();
// For actual animated movies, we cache their appearance then update
// every time they advance a frame, so that they aren't recomputing
// things while we perform 60FPS fade transitions.
//
// For static assets, we go even further: we cache their appearance once,
// then never touch it again, even disabling the entire tick event for
// its entire remaining lifetime! (This is a surprisingly good perf win:
// static assets are often complex with a big sprite tree, and not having
// to walk it has a measurable impact on simulated low-power CPUs.)
movieClip.cache(
0,
0,
library.properties.width,
library.properties.height
);
movieClip.on("tick", () => {
movieClip.updateCache();
});
if (createjsNodeHasAnimations(movieClip)) {
movieClip.on("tick", () => {
movieClip.updateCache();
});
} else {
movieClip.tickEnabled = false;
}
// We're gonna fade in! Wait for the first frame to draw, to make the
// timing smooth, but yeah here we go!
@ -449,4 +463,11 @@ function loadScriptTag(src) {
});
}
function createjsNodeHasAnimations(createjsNode) {
return (
createjsNode.totalFrames > 1 ||
(createjsNode.children || []).some(createjsNodeHasAnimations)
);
}
export default OutfitCanvas;