| /* |
| * Copyright (C) 2015-2017 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' |
| * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, |
| * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS |
| * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF |
| * THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| (function() { |
| |
| function TemplateCanvasObject(stage) |
| { |
| // For the canvas stage, most likely you will need to create your |
| // animated object since it's only draw time thing. |
| |
| // Fill in your object data. |
| } |
| |
| TemplateCanvasObject.prototype = { |
| _draw: function() |
| { |
| // Draw your object. |
| }, |
| |
| animate: function(timeDelta) |
| { |
| // Redraw the animated object. The last time this animated |
| // item was drawn before 'timeDelta'. |
| |
| // Move your object. |
| |
| // Redraw your object. |
| this._draw(); |
| } |
| }; |
| |
| TemplateCanvasStage = Utilities.createSubclass(Stage, |
| function() |
| { |
| Stage.call(this); |
| }, { |
| |
| initialize: function(benchmark, options) |
| { |
| Stage.prototype.initialize.call(this, benchmark, options); |
| this.context = this.element.getContext("2d"); |
| |
| // Define a collection for your objects. |
| }, |
| |
| tune: function(count) |
| { |
| // If count is -ve, -count elements need to be removed form the |
| // stage. If count is +ve, +count elements need to be added to |
| // the stage. |
| |
| // Change objects in the stage. |
| }, |
| |
| animate: function(timeDelta) |
| { |
| // Animate the elements such that all of them are redrawn. Most |
| // likely you will need to call TemplateCanvasObject.animate() |
| // for all your animated objects here. |
| |
| // Most likely you will need to clear the canvas with every redraw. |
| this.context.clearRect(0, 0, this.size.x, this.size.y); |
| |
| // Loop through all your objects and ask them to animate. |
| } |
| }); |
| |
| TemplateCanvasBenchmark = Utilities.createSubclass(Benchmark, |
| function(options) |
| { |
| Benchmark.call(this, new TemplateCanvasStage(), options); |
| }, { |
| |
| // Override this function if the benchmark needs to wait for resources to be |
| // loaded. |
| // |
| // Default implementation returns a resolved promise, so that the benchmark |
| // benchmark starts right away. Here's an example where we're waiting 5 |
| // seconds before starting the benchmark. |
| waitUntilReady: function() |
| { |
| var promise = new SimplePromise; |
| window.setTimeout(function() { |
| promise.resolve(); |
| }, 5000); |
| return promise; |
| } |
| }); |
| |
| window.benchmarkClass = TemplateCanvasBenchmark; |
| |
| })(); |