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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// Contains the plugins that Phaser uses globally and locally.
// These are the source objects, not instantiated.
var plugins = {};
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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({
initialize:
function PluginManager (game)
{
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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.activePlugins = [];
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;
if (list)
{
for (var key in list)
{
this.add(key, list[key]);
}
}
*/
},
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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)
{
var game = sys.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];
if (!plugins[pluginKey])
{
continue;
}
var source = plugins[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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/**
* Register a plugin with the PluginManager. This is the same as calling the
* static function, but is available via the game pluginManager instance.
*
* 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)
*
* @method Phaser.Plugins.PluginManager#register
* @since 3.8.0
*
* @param {string} key - [description]
* @param {object} plugin - [description]
* @param {string} mapping - [description]
*/
register: function (key, plugin, mapping)
{
plugins[key] = { plugin: plugin, mapping: mapping };
},
add: function (plugin)
{
var instance = new plugin(this.game);
var key = instance.key;
plugins[key] = { plugin: plugin };
this.activePlugins.push(instance);
return instance;
},
/**
* [description]
*
* @method Phaser.Plugins.PluginManager#get
* @since 3.8.0
*
* @param {string} key - [description]
*
* @return {Phaser.Plugins.Plugin} A Plugin object
*/
get: function (key)
{
return (plugins[key]) ? plugins[key].plugin : null;
},
update: function (time, delta)
{
var activePlugins = this.activePlugins;
for (var i = 0; i < activePlugins.length; i++)
{
var plugin = activePlugins[i];
if (plugin.active)
{
plugin.step(time, delta);
}
}
},
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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 plugins[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;
}
});
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/**
* Static method called directly by the Plugins
* 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)
{
plugins[key] = { plugin: plugin, mapping: mapping };
};
module.exports = PluginManager;