phaser/src/gameobjects/extern/Extern.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
var ExternRender = require('./ExternRender');
/**
* @classdesc
* An Extern Game Object is a special type of Game Object that allows you to pass
* rendering off to a 3rd party.
*
* When you create an Extern and place it in the display list of a Scene, the renderer will
* process the list as usual. When it finds an Extern it will flush the current batch,
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* clear down the pipeline and prepare a transform matrix which your render function can
* take advantage of, if required.
*
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* The WebGL context is then left in a 'clean' state, ready for you to bind your own shaders,
* or draw to it, whatever you wish to do. This should all take place in the `render` method.
* The correct way to deploy an Extern object is to create a class that extends it, then
* override the `render` (and optionally `preUpdate`) methods and pass off control to your
* 3rd party libraries or custom WebGL code there.
*
* Once you've finished, you should free-up any of your resources.
* The Extern will then rebind the Phaser pipeline and carry on rendering the display list.
*
* Although this object has lots of properties such as Alpha, Blend Mode and Tint, none of
* them are used during rendering unless you take advantage of them in your own render code.
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*
* @class Extern
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.GameObjects
* @constructor
* @since 3.16.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Texture
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
*/
var Extern = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Flip,
Components.Origin,
Components.ScrollFactor,
Components.Size,
Components.Texture,
Components.Tint,
Components.Transform,
Components.Visible,
ExternRender
],
initialize:
function Extern (scene)
{
GameObject.call(this, scene, 'Extern');
},
// Overrides Game Object method
addedToScene: function ()
{
this.scene.sys.updateList.add(this);
},
// Overrides Game Object method
removedFromScene: function ()
{
this.scene.sys.updateList.remove(this);
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},
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preUpdate: function ()
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{
// override this!
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// Arguments: time, delta
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},
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render: function ()
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{
// override this!
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// Arguments: renderer, camera, calcMatrix
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}
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});
module.exports = Extern;