Implement a polyfill for the requestNextAnimationFrame function

The code snippet below is taken from the Core HTML 5 canvas:

    window.requestNextAnimationFrame = (function() {
    var originalWebkitRequestAnimationFrame = undefined,
    wrapper = undefined,
    callback = undefined,
    geckoVersion = 0,
    userAgent = navigator.userAgent,
    index = 0,
    self = this;

    // Handling Chrome 10 bug related to passing time to animation function

    if (window.webkitRequestAnimationFrame) {
        wrapper = function(time) {

            if (time === undefined) {
                time += new Date();
            }

            self.callback(time);
        };

        // Making a switch for webkitRequestAnimationFrame

        originalWebkitRequestAnimationFrame = window.webkitRequestAnimationFrame;

        window.webkitRequestAnimationFrame = function(wrapper, element) {
            self.callback = callback;

            // Invoking wrapper which in turn calls the callback

            originalWebkitRequestAnimationFrame(wrapper, element);
        };
    }

    // Dealing with Gecko 2.0 bug, limiting animations to 30-40 fps.

    if (window.mozRequestAnimationFrame) {
        // Checking Gecko version. Gecko is used by browsers
        // other than Firefox. Version 2.0 corresponds to
        // Firefox 4.0.

        index = userAgent.indexOf('rv:');

        if (userAgent.indexOf('Gecko') != -1) {
            geckoVersion = userAgent.substr(index + 3, 3);

            if (geckoVersion === '2.0') {
                // Forcing return statement to fall through
                // to setTimeout() function.

                window.mozRequestAnimationFrame = undefined;
            }
        }
    }

    return window.requestAnimationFrame ||
           window.webkitRequestAnimationFrame ||
           window.mozRequestAnimationFrame ||
           window.oRequestAnimationFrame ||
           window.msRequestAnimationFrame ||

         function(callback, element) {
             var start,
                finish;

             window.setTimeout(function() {
                 start = +new Date();
                 callback(start);
                 finish = +new Date();

                 self.timeout = 1000 / 60 - (finish - start);

             }, self.timeout);
         };
})();

Upon checking Chrome console, it appears that both window.webkitRequestAnimationFrame and window.requestAnimationFrame are present. If I understand correctly, window.requestAnimationFrame is the more current option and should be utilized.

If that's the case, does the code spend unnecessary time setting up things for window.requestNextAnimationFrame? Shouldn't it skip that part if my Chrome version already supports window.requestAnimationFrame?

Answer №1

When it comes to window.requestAnimationFrame, developers should trust that it works according to the specifications. However, any other cases should be handled individually. It is advised to ignore

webkit.webkitRequestAnimationFrame
.

It's worth noting that older browsers may have their own flawed implementations. For example, even if Firefox 4 is limited to 40 fps, it may not pose a significant issue considering its outdated usage. Similarly, for Chrome 10 (which ideally shouldn't be in use anymore), excessive workarounds may not be necessary. Instead of preemptively applying fixes, it's important to first confirm the presence of a bug, as shown here:

window.webkitRequestAnimationFrame(function(time) {
    if (time === undefined) {
        // ... Fix!
    }
});

Keep in mind that relying on user agent sniffing methods is considered problematic.

In general, less code served is preferable. This approach may vary based on specific circumstances and user demographics.

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