80 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			HTML
		
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			HTML
		
	
	
	
| <!DOCTYPE html>
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| <html>
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| <head>
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|   <title>Lottie-Web Perf</title>
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|   <meta charset="utf-8" />
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|   <meta http-equiv="X-UA-Compatible" content="IE=edge">
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|   <meta name="viewport" content="width=device-width, initial-scale=1.0">
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|   <script src="/res/lottie.js" type="text/javascript" charset="utf-8"></script>
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|   <style type="text/css" media="screen">
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|     body {
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|       margin: 0;
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|       padding: 0;
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|     }
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|   </style>
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| </head>
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| <body>
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|   <main>
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|     <div style="width:1000px;height:1000px" class=anim></div>
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|   </main>
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|   <script type="text/javascript" charset="utf-8">
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|     (function () {
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|       const PATH = '/res/lottie.json';
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|       const RENDERER = 'svg';
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|       const MAX_FRAMES = 25;
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|       const MAX_LOOPS = 5;
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| 
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|       // Get total number of frames of the animation from the hash.
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|       const hash = window.location.hash;
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|       const totalFrames = hash.slice(1);
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|       console.log("Lottie has " + totalFrames + "total frames");
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| 
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|       // Load the animation with autoplay false. We will control which
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|       // frame to seek to and then will measure performance.
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|       let anim = lottie.loadAnimation({
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|         container: document.querySelector('.anim'),
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|         renderer: RENDERER,
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|         loop: false,
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|         autoplay: false,
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|         path: PATH,
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|         rendererSettings: {
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|           preserveAspectRatio:'xMidYMid meet'
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|         },
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|       });
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| 
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|       const t_rate = 1.0 / (MAX_FRAMES - 1);
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|       let frame = 0;
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|       let loop = 0;
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|       const drawFrame = () => {
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|         if (frame >= MAX_FRAMES) {
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|           // Reached the end of one loop.
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|           loop++;
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|           if (loop == MAX_LOOPS) {
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|             // These are global variables to talk with puppeteer.
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|             window._lottieWebDone = true;
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|             return;
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|           }
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|           // Reset frame to restart the loop.
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|           frame = 0;
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|         }
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| 
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|         let t1 = Math.max(Math.min(t_rate * frame, 1.0), 0.0);
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|         let seekToFrame = totalFrames * t1;
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|         if (seekToFrame >= totalFrames-1) {
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|           // bodymovin player sometimes draws blank when requesting
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|           // to draw the very last frame.  Subtracting a small value
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|           // seems to fix this and make it draw the last frame.
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|           seekToFrame -= .001;
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|         }
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| 
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|         anim.goToAndStop(seekToFrame, true /* isFrame */);
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|         console.log("Used seek: " + (seekToFrame/totalFrames));
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|         frame++;
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|         window.requestAnimationFrame(drawFrame);
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|       };
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|       window.requestAnimationFrame(drawFrame);
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|     })();
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|   </script>
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| </body>
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| </html>
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