/* * Copyright (C) 2019-2020 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. ``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 * 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. */ #pragma once #include "AnimationFrameRate.h" #include "DisplayRefreshMonitorClient.h" #include <wtf/Seconds.h> namespace WebCore { class Page; class Timer; class RenderingUpdateScheduler : public DisplayRefreshMonitorClient { WTF_MAKE_FAST_ALLOCATED; public: static std::unique_ptr<RenderingUpdateScheduler> create(Page& page) { return makeUnique<RenderingUpdateScheduler>(page); } RenderingUpdateScheduler(Page&); void adjustRenderingUpdateFrequency(); void scheduleRenderingUpdate(); void triggerRenderingUpdateForTesting(); void windowScreenDidChange(PlatformDisplayID); private: void setPreferredFramesPerSecond(FramesPerSecond); bool scheduleAnimation(FramesPerSecond); RefPtr<DisplayRefreshMonitor> createDisplayRefreshMonitor(PlatformDisplayID) const final; void displayRefreshFired() final; bool isScheduled() const; void startTimer(Seconds); void clearScheduled(); void triggerRenderingUpdate(); Page& m_page; std::unique_ptr<Timer> m_refreshTimer; FramesPerSecond m_preferredFramesPerSecond { FullSpeedFramesPerSecond }; bool m_scheduled { false }; }; }