/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../utils/Class'); var List = require('../structs/List'); var PluginCache = require('../plugins/PluginCache'); var StableSort = require('../utils/array/StableSort'); /** * @classdesc * The Display List plugin. * * Display Lists belong to a Scene and maintain the list of Game Objects to render every frame. * * Some of these Game Objects may also be part of the Scene's [Update List]{@link Phaser.GameObjects.UpdateList}, for updating. * * @class DisplayList * @extends Phaser.Structs.List. * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene that this Display List belongs to. */ var DisplayList = new Class({ Extends: List, initialize: function DisplayList (scene) { List.call(this, scene); /** * The flag the determines whether Game Objects should be sorted when `depthSort()` is called. * * @name Phaser.GameObjects.DisplayList#sortChildrenFlag * @type {boolean} * @default false * @since 3.0.0 */ this.sortChildrenFlag = false; /** * The Scene that this Display List belongs to. * * @name Phaser.GameObjects.DisplayList#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * The Scene's Systems. * * @name Phaser.GameObjects.DisplayList#systems * @type {Phaser.Scenes.Systems} * @since 3.0.0 */ this.systems = scene.sys; scene.sys.events.once('boot', this.boot, this); scene.sys.events.on('start', this.start, this); }, /** * This method is called automatically, only once, when the Scene is first created. * Do not invoke it directly. * * @method Phaser.GameObjects.DisplayList#boot * @private * @since 3.5.1 */ boot: function () { this.systems.events.once('destroy', this.destroy, this); }, /** * This method is called automatically by the Scene when it is starting up. * It is responsible for creating local systems, properties and listening for Scene events. * Do not invoke it directly. * * @method Phaser.GameObjects.DisplayList#start * @private * @since 3.5.0 */ start: function () { this.systems.events.once('shutdown', this.shutdown, this); }, /** * 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; }, /** * 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; } }, /** * Compare the depth of two Game Objects. * * @method Phaser.GameObjects.DisplayList#sortByDepth * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} childA - The first Game Object. * @param {Phaser.GameObjects.GameObject} childB - The second Game Object. * * @return {integer} The difference between the depths of each Game Object. */ sortByDepth: function (childA, childB) { return childA._depth - childB._depth; }, /** * 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 - The array of Game Objects to sort. * * @return {array} The sorted array of Game Objects. */ sortGameObjects: function (gameObjects) { if (gameObjects === undefined) { gameObjects = this.list; } this.scene.sys.depthSort(); return gameObjects.sort(this.sortIndexHandler.bind(this)); }, /** * Get the top-most Game Object in the given array of Game Objects, after sorting it. * * 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 - The array of Game Objects. * * @return {Phaser.GameObjects.GameObject} The top-most Game Object in the array of Game Objects. */ getTopGameObject: function (gameObjects) { this.sortGameObjects(gameObjects); return gameObjects[gameObjects.length - 1]; }, /** * The Scene that owns this plugin is shutting down. * We need to kill and reset all internal properties as well as stop listening to Scene events. * * @method Phaser.GameObjects.DisplayList#shutdown * @private * @since 3.0.0 */ shutdown: function () { this.removeAll(); this.systems.events.off('shutdown', this.shutdown, this); }, /** * The Scene that owns this plugin is being destroyed. * We need to shutdown and then kill off all external references. * * @method Phaser.GameObjects.DisplayList#destroy * @private * @since 3.0.0 */ destroy: function () { this.shutdown(); this.scene.sys.events.off('start', this.start, this); this.scene = null; this.systems = null; } }); PluginCache.register('DisplayList', DisplayList, 'displayList'); module.exports = DisplayList;