DedicatedWorkerGlobalScope: cancelAnimationFrame() method
Baseline
2023
Newly available
Since March 2023, this feature works across the latest devices and browser versions. This feature might not work in older devices or browsers.
Note: This feature is only available in Dedicated Web Workers.
The cancelAnimationFrame()
method of the DedicatedWorkerGlobalScope
interface cancels an animation frame request previously scheduled through a call to requestAnimationFrame()
.
Calling the cancelAnimationFrame()
method requires the current worker to have an associated owner window
. That means that the current worker must be created by window
or by a dedicated worker that also has an associated owner window
.
Syntax
cancelAnimationFrame(handle)
Parameters
handle
-
The ID value returned by a call to
requestAnimationFrame()
; the call must have been made in the same worker.
Return value
None (undefined
).
Exceptions
NotSupportedError
DOMException
-
Thrown if the method is not supported by the current worker.
Examples
Here's a complete example showing how to use requestAnimationFrame()
in a dedicated worker with an OffscreenCanvas
.
The HTML should contain:
<canvas width="100" height="100"></canvas>
It should link to the following JavaScript:
const worker = new Worker("worker.js");
// Transfer canvas control to the worker
const offscreenCanvas = document
.querySelector("canvas")
.transferControlToOffscreen();
// Start the animation
worker.postMessage(
{
type: "start",
canvas: offscreenCanvas,
},
[offscreenCanvas],
);
// Stop the animation after 5 seconds
setTimeout(() => {
worker.postMessage({
type: "stop",
});
}, 5000);
worker.js:
let ctx;
let pos = 0;
let animationId;
let isRunning = false;
let lastTime = 0;
function draw(currentTime) {
if (!isRunning) return;
// Calculate delta time for smooth animation
if (lastTime === 0) lastTime = currentTime;
const deltaTime = (currentTime - lastTime) / 1000;
lastTime = currentTime;
// Clear and draw the moving rectangle
ctx.clearRect(0, 0, 100, 100);
ctx.fillRect(pos, 0, 10, 10);
pos += 50 * deltaTime; // Move 50 pixels per second
// Loop the animation
if (pos > 100) pos = -10;
animationId = self.requestAnimationFrame(draw);
}
self.addEventListener("message", (e) => {
if (e.data.type === "start") {
const transferredCanvas = e.data.canvas;
ctx = transferredCanvas.getContext("2d");
isRunning = true;
lastTime = 0;
animationId = self.requestAnimationFrame(draw);
}
if (e.data.type === "stop") {
isRunning = false;
if (animationId) {
self.cancelAnimationFrame(animationId);
}
}
});
On the main thread, we start by transferring the control of a <canvas>
element to an OffscreenCanvas
, using HTMLCanvasElement.transferControlToOffscreen()
and send a message to "start"
its work to the worker, with the offscreen canvas.
In the worker file (worker.js
), we handle the animation logic. When receiving the "start"
message, the worker starts the animation, moving the rectangle from left to right. Upon reception of a "stop"
message, it will stop the animation.
Finally, the main thread can send a "stop"
message to the worker to stop the animation after a delay, allowing the animation to be visible before stopping.
Specifications
Specification |
---|
HTML> # animationframeprovider-cancelanimationframe> |
Browser compatibility
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