phaser/src/plugins/PluginManager.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}
*/
var Class = require('../utils/Class');
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var EventEmitter = require('eventemitter3');
var IsPlainObject = require('../utils/object/IsPlainObject');
var GetFastValue = require('../utils/object/GetFastValue');
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// Contains the plugins that Phaser uses globally and locally.
// These are the source objects, not instantiated.
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var corePlugins = {};
// Contains the plugins that the dev has loaded into their game
var gamePlugins = {};
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/**
* @classdesc
* The PluginManager is global and belongs to the Game instance, not a Scene.
* It handles the installation and removal of all global and Scene based plugins.
* Plugins automatically register themselves with the PluginManager in their respective classes.
*
* @class PluginManager
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* @memberOf Phaser.Plugins
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* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - [description]
*/
var PluginManager = new Class({
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Extends: EventEmitter,
initialize:
function PluginManager (game)
{
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EventEmitter.call(this);
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/**
* [description]
*
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* @name Phaser.Plugins.PluginManager#game
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* @type {Phaser.Game}
* @since 3.0.0
*/
this.game = game;
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// Plugins currently running and managed by this Plugin Manager.
// These are Game instance specific.
this.plugins = [];
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// {
// key: '' <- the key set by the game, not the plugin author
// plugin: instance <- an instance of the plugin
// active: bool <- considered 'active' or not?
// }
// A list of plugin keys that should be installed into Scenes
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this.scenePlugins = [];
this._pending = [];
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if (game.isBooted)
{
this.boot();
}
else
{
game.events.once('boot', this.boot, this);
}
},
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/**
* [description]
*
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* @method Phaser.Plugins.PluginManager#boot
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* @since 3.0.0
*/
boot: function ()
{
this.game.events.once('destroy', this.destroy, this);
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// Any plugins to install?
var list = this.game.config.installPlugins;
// Any plugins added outside of the game config, but before the game booted?
list = list.concat(this._pending);
for (var i = 0; i < list.length; i++)
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{
var entry = list[i];
// { key: 'TestPlugin', plugin: TestPlugin, start: true, isScenePlugin: false }
var key = GetFastValue(entry, 'key', null);
var plugin = GetFastValue(entry, 'plugin', null);
var start = GetFastValue(entry, 'start', false);
var isScenePlugin = GetFastValue(entry, 'isScenePlugin', false);
if (key && plugin)
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{
this.install(key, plugin, start, isScenePlugin);
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}
}
this._pending = [];
},
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/**
* [description]
*
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* @method Phaser.Plugins.PluginManager#installGlobal
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* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - [description]
* @param {array} globalPlugins - [description]
*/
installGlobal: function (sys, globalPlugins)
{
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var game = this.game;
var scene = sys.scene;
var map = sys.settings.map;
// Reference the GlobalPlugins from Game into Scene.Systems
for (var i = 0; i < globalPlugins.length; i++)
{
var pluginKey = globalPlugins[i];
// console.log('PluginManager.global', pluginKey);
if (game[pluginKey])
{
sys[pluginKey] = game[pluginKey];
// Scene level injection
if (map.hasOwnProperty(pluginKey))
{
scene[map[pluginKey]] = sys[pluginKey];
}
}
}
},
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/**
* [description]
*
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* @method Phaser.Plugins.PluginManager#installLocal
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* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - [description]
* @param {array} scenePlugins - [description]
*/
installLocal: function (sys, scenePlugins)
{
var scene = sys.scene;
var map = sys.settings.map;
var isBooted = sys.settings.isBooted;
for (var i = 0; i < scenePlugins.length; i++)
{
var pluginKey = scenePlugins[i];
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if (!corePlugins[pluginKey])
{
continue;
}
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var source = corePlugins[pluginKey];
var plugin = new source.plugin(scene);
sys[source.mapping] = plugin;
// Scene level injection
if (map.hasOwnProperty(source.mapping))
{
scene[map[source.mapping]] = plugin;
}
// Scene is already booted, usually because this method is being called at run-time, so boot the plugin
if (isBooted)
{
plugin.boot();
}
}
},
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/**
* Installs a plugin into the PluginManager.
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*
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* Key is a reference used to get the plugin from the plugins object (i.e. MyPlugin)
* Plugin is the function to instantiate to create a plugin instance.
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*
* @method Phaser.Plugins.PluginManager#install
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* @since 3.8.0
*
* @param {string} key - [description]
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* @param {function} plugin - [description]
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*/
install: function (key, plugin, start, isScenePlugin)
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{
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if (start === undefined) { start = false; }
if (isScenePlugin === undefined) { isScenePlugin = false; }
if (typeof plugin !== 'function')
{
console.warn('Invalid Plugin: ' + key);
return;
}
if (gamePlugins.hasOwnProperty(key))
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{
console.warn('Plugin key in use: ' + key);
return;
}
if (!this.game.isBooted)
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{
this._pending.push({ key: key, plugin: plugin, start: start, isScenePlugin: isScenePlugin });
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}
else
{
// Add it to the plugin store
gamePlugins[key] = plugin;
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// if (isScenePlugin)
// {
// this.scenePlugins.push(key);
// }
if (start)
{
return this.start(key);
}
}
},
getIndex: function (key)
{
var list = this.plugins;
for (var i = 0; i < list.length; i++)
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{
var entry = list[i];
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if (entry.key === key)
{
return i;
}
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}
return -1;
},
getEntry: function (key)
{
var idx = this.getIndex(key);
if (idx !== -1)
{
return this.plugins[idx];
}
},
isActive: function (key)
{
var entry = this.getEntry(key);
return (entry && entry.active);
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},
start: function (key, runAs)
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{
if (runAs === undefined) { runAs = key; }
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var entry = this.getEntry(runAs);
// Plugin already running under this key?
if (entry && !entry.active)
{
// It exists, we just need to start it up again
entry.active = true;
entry.plugin.start();
}
else if (!entry)
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{
var plugin = this.getClass(key);
if (plugin)
{
var instance = new plugin(this);
entry = {
key: runAs,
plugin: instance,
active: true
};
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this.plugins.push(entry);
instance.init();
instance.start();
}
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}
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return (entry) ? entry.plugin : null;
},
stop: function (key)
{
var entry = this.getEntry(key);
if (entry && entry.active)
{
entry.active = false;
entry.plugin.stop();
}
return this;
},
get: function (key)
{
var entry = this.getEntry(key);
if (entry)
{
return entry.plugin;
}
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},
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setScenePlugin: function (scene)
{
},
addGameObject: function ()
{
},
addFileType: function ()
{
},
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/**
* [description]
*
* @method Phaser.Plugins.PluginManager#getClass
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* @since 3.8.0
*
* @param {string} key - [description]
*
* @return {Phaser.Plugins.Plugin} A Plugin object
*/
getClass: function (key)
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{
return (gamePlugins.hasOwnProperty(key)) ? gamePlugins[key] : null;
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},
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/**
* [description]
*
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* @method Phaser.Plugins.PluginManager#remove
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* @since 3.0.0
*
* @param {string} key - [description]
*/
remove: function (key)
{
delete gamePlugins[key];
},
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/**
* [description]
*
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* @method Phaser.Plugins.PluginManager#destroy
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* @since 3.0.0
*/
destroy: function ()
{
this.game = null;
}
});
/*
* "Sometimes, the elegant implementation is just a function.
* Not a method. Not a class. Not a framework. Just a function."
* -- John Carmack
*/
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/**
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* Static method called directly by the Core internal Plugins.
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* Key is a reference used to get the plugin from the plugins object (i.e. InputPlugin)
* Plugin is the object to instantiate to create the plugin
* Mapping is what the plugin is injected into the Scene.Systems as (i.e. input)
*
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* @method Phaser.Plugins.PluginManager.register
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* @since 3.0.0
*
* @param {string} key - [description]
* @param {object} plugin - [description]
* @param {string} mapping - [description]
*/
PluginManager.register = function (key, plugin, mapping)
{
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corePlugins[key] = { plugin: plugin, mapping: mapping };
};
module.exports = PluginManager;