phaser/src/core/PluginManager.js

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/* jshint newcap: false */
/**
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* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
* The Plugin Manager is responsible for the loading, running and unloading of Phaser Plugins.
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*
* @class Phaser.PluginManager
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* @classdesc Phaser - PluginManager
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Description} parent - Description.
*/
Phaser.PluginManager = function(game, parent) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
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/**
* @property {Description} _parent - Description.
* @private
*/
this._parent = parent;
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/**
* @property {array} plugins - Description.
*/
this.plugins = [];
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/**
* @property {array} _pluginsLength - Description.
* @private
* @default
*/
this._pluginsLength = 0;
};
Phaser.PluginManager.prototype = {
/**
* Add a new Plugin to the PluginManager.
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* The plugin's game and parent reference are set to this game and pluginmanager parent.
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* @method Phaser.PluginManager#add
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* @param {Phaser.Plugin} plugin - Description.
* @return {Phaser.Plugin} Description.
*/
add: function (plugin) {
var result = false;
// Prototype?
if (typeof plugin === 'function')
{
plugin = new plugin(this.game, this._parent);
}
else
{
plugin.game = this.game;
plugin.parent = this._parent;
}
// Check for methods now to avoid having to do this every loop
if (typeof plugin['preUpdate'] === 'function')
{
plugin.hasPreUpdate = true;
result = true;
}
if (typeof plugin['update'] === 'function')
{
plugin.hasUpdate = true;
result = true;
}
if (typeof plugin['postUpdate'] === 'function')
{
plugin.hasPostUpdate = true;
result = true;
}
if (typeof plugin['render'] === 'function')
{
plugin.hasRender = true;
result = true;
}
if (typeof plugin['postRender'] === 'function')
{
plugin.hasPostRender = true;
result = true;
}
// The plugin must have at least one of the above functions to be added to the PluginManager.
if (result)
{
if (plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate)
{
plugin.active = true;
}
if (plugin.hasRender || plugin.hasPostRender)
{
plugin.visible = true;
}
this._pluginsLength = this.plugins.push(plugin);
// Allows plugins to run potentially destructive code outside of the constructor, and only if being added to the PluginManager
if (typeof plugin['init'] === 'function')
{
plugin.init();
}
return plugin;
}
else
{
return null;
}
},
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/**
* Remove a Plugin from the PluginManager.
* @method Phaser.PluginManager#remove
* @param {Phaser.Plugin} plugin - The plugin to be removed.
*/
remove: function (plugin) {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p] === plugin)
{
plugin.destroy();
this.plugins.splice(this._p, 1);
this._pluginsLength--;
return;
}
}
},
/**
* Removes all Plugins from the PluginManager.
* @method Phaser.PluginManager#removeAll
*/
removeAll: function() {
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
this.plugins[this._p].destroy();
}
this.plugins.length = 0;
this._pluginsLength = 0;
},
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/**
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* Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).
* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#preUpdate
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*/
preUpdate: function () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active && this.plugins[this._p].hasPreUpdate)
{
this.plugins[this._p].preUpdate();
}
}
},
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/**
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* Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
* It only calls plugins who have active=true.
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*
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* @method Phaser.PluginManager#update
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*/
update: function () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active && this.plugins[this._p].hasUpdate)
{
this.plugins[this._p].update();
}
}
},
/**
* PostUpdate is the last thing to be called before the world render.
* In particular, it is called after the world postUpdate, which means the camera has been adjusted.
* It only calls plugins who have active=true.
*
* @method Phaser.PluginManager#postUpdate
*/
postUpdate: function () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].active && this.plugins[this._p].hasPostUpdate)
{
this.plugins[this._p].postUpdate();
}
}
},
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/**
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* Render is called right after the Game Renderer completes, but before the State.render.
* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#render
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*/
render: function () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].visible && this.plugins[this._p].hasRender)
{
this.plugins[this._p].render();
}
}
},
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/**
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* Post-render is called after the Game Renderer and State.render have run.
* It only calls plugins who have visible=true.
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*
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* @method Phaser.PluginManager#postRender
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*/
postRender: function () {
if (this._pluginsLength === 0)
{
return;
}
for (this._p = 0; this._p < this._pluginsLength; this._p++)
{
if (this.plugins[this._p].visible && this.plugins[this._p].hasPostRender)
{
this.plugins[this._p].postRender();
}
}
},
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/**
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* Clear down this PluginManager and null out references
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*
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* @method Phaser.PluginManager#destroy
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*/
destroy: function () {
this.plugins.length = 0;
this._pluginsLength = 0;
this.game = null;
this._parent = null;
}
};
Phaser.PluginManager.prototype.constructor = Phaser.PluginManager;