phaser/src/gameobjects/DisplayList.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../utils/Class');
var List = require('../structs/List');
var PluginManager = require('../plugins/PluginManager');
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var StableSort = require('../utils/array/StableSort');
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/**
* @classdesc
* [description]
*
* @class DisplayList
* @extends Phaser.Structs.List
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
var DisplayList = new Class({
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Extends: List,
initialize:
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function DisplayList (scene)
{
List.call(this, scene);
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/**
* [description]
*
* @name Phaser.GameObjects.DisplayList#sortChildrenFlag
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.sortChildrenFlag = false;
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/**
* [description]
*
* @name Phaser.GameObjects.DisplayList#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
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/**
* [description]
*
* @name Phaser.GameObjects.DisplayList#systems
* @type {Phaser.Scenes.Systems}
* @since 3.0.0
*/
this.systems = scene.sys;
if (!scene.sys.settings.isBooted)
{
scene.sys.events.once('boot', this.boot, this);
}
},
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/**
* [description]
*
* @method Phaser.GameObjects.DisplayList#boot
* @since 3.0.0
*/
boot: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.on('shutdown', this.shutdown, this);
eventEmitter.on('destroy', this.destroy, this);
},
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/**
* Force a sort of the display list on the next call to depthSort.
*
* @method Phaser.GameObjects.DisplayList#queueDepthSort
* @since 3.0.0
*/
queueDepthSort: function ()
{
this.sortChildrenFlag = true;
},
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/**
* Immediately sorts the display list if the flag is set.
*
* @method Phaser.GameObjects.DisplayList#depthSort
* @since 3.0.0
*/
depthSort: function ()
{
if (this.sortChildrenFlag)
{
StableSort.inplace(this.list, this.sortByDepth);
this.sortChildrenFlag = false;
}
},
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/**
* [description]
*
* @method Phaser.GameObjects.DisplayList#sortByDepth
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} childA - [description]
* @param {Phaser.GameObjects.GameObject} childB - [description]
*
* @return {integer} [description]
*/
sortByDepth: function (childA, childB)
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{
return childA._depth - childB._depth;
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},
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/**
* Given an array of Game Objects, sort the array and return it,
* so that the objects are in index order with the lowest at the bottom.
*
* @method Phaser.GameObjects.DisplayList#sortGameObjects
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject[]} gameObjects - [description]
*
* @return {array} [description]
*/
sortGameObjects: function (gameObjects)
{
if (gameObjects === undefined) { gameObjects = this.list; }
this.scene.sys.depthSort();
return gameObjects.sort(this.sortIndexHandler.bind(this));
},
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/**
* Note that the given array is sorted in place, even though it isn't returned directly it will still be updated.
*
* @method Phaser.GameObjects.DisplayList#getTopGameObject
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject[]} gameObjects - [description]
*
* @return {Phaser.GameObjects.GameObject} The top-most Game Object on the Display List.
*/
getTopGameObject: function (gameObjects)
{
this.sortGameObjects(gameObjects);
return gameObjects[gameObjects.length - 1];
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}
});
PluginManager.register('DisplayList', DisplayList, 'displayList');
module.exports = DisplayList;