/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var GameEvents = require('../core/events'); var EventEmitter = require('eventemitter3'); var FileTypesManager = require('../loader/FileTypesManager'); var GameObjectCreator = require('../gameobjects/GameObjectCreator'); var GameObjectFactory = require('../gameobjects/GameObjectFactory'); var GetFastValue = require('../utils/object/GetFastValue'); var PluginCache = require('./PluginCache'); var Remove = require('../utils/array/Remove'); /** * @classdesc * The PluginManager is responsible for installing and adding plugins to Phaser. * * It is a global system and therefore belongs to the Game instance, not a specific Scene. * * It works in conjunction with the PluginCache. Core internal plugins automatically register themselves * with the Cache, but it's the Plugin Manager that is responsible for injecting them into the Scenes. * * There are two types of plugin: * * 1. A Global Plugin * 2. A Scene Plugin * * A Global Plugin is a plugin that lives within the Plugin Manager rather than a Scene. You can get * access to it by calling `PluginManager.get` and providing a key. Any Scene that requests a plugin in * this way will all get access to the same plugin instance, allowing you to use a single plugin across * multiple Scenes. * * A Scene Plugin is a plugin dedicated to running within a Scene. These are different to Global Plugins * in that their instances do not live within the Plugin Manager, but within the Scene Systems class instead. * And that every Scene created is given its own unique instance of a Scene Plugin. Examples of core Scene * Plugins include the Input Plugin, the Tween Plugin and the physics Plugins. * * You can add a plugin to Phaser in three different ways: * * 1. Preload it * 2. Include it in your source code and install it via the Game Config * 3. Include it in your source code and install it within a Scene * * For examples of all of these approaches please see the Phaser 3 Examples Repo `plugins` folder. * * For information on creating your own plugin please see the Phaser 3 Plugin Template. * * @class PluginManager * @memberof Phaser.Plugins * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - The game instance that owns this Plugin Manager. */ var PluginManager = new Class({ Extends: EventEmitter, initialize: function PluginManager (game) { EventEmitter.call(this); /** * The game instance that owns this Plugin Manager. * * @name Phaser.Plugins.PluginManager#game * @type {Phaser.Game} * @since 3.0.0 */ this.game = game; /** * The global plugins currently running and managed by this Plugin Manager. * A plugin must have been started at least once in order to appear in this list. * * @name Phaser.Plugins.PluginManager#plugins * @type {Phaser.Types.Plugins.GlobalPlugin[]} * @since 3.8.0 */ this.plugins = []; /** * A list of plugin keys that should be installed into Scenes as well as the Core Plugins. * * @name Phaser.Plugins.PluginManager#scenePlugins * @type {string[]} * @since 3.8.0 */ this.scenePlugins = []; /** * A temporary list of plugins to install when the game has booted. * * @name Phaser.Plugins.PluginManager#_pendingGlobal * @private * @type {array} * @since 3.8.0 */ this._pendingGlobal = []; /** * A temporary list of scene plugins to install when the game has booted. * * @name Phaser.Plugins.PluginManager#_pendingScene * @private * @type {array} * @since 3.8.0 */ this._pendingScene = []; if (game.isBooted) { this.boot(); } else { game.events.once(GameEvents.BOOT, this.boot, this); } }, /** * Run once the game has booted and installs all of the plugins configured in the Game Config. * * @method Phaser.Plugins.PluginManager#boot * @protected * @since 3.0.0 */ boot: function () { var i; var entry; var key; var plugin; var start; var mapping; var data; var config = this.game.config; // Any plugins to install? var list = config.installGlobalPlugins; // Any plugins added outside of the game config, but before the game booted? list = list.concat(this._pendingGlobal); for (i = 0; i < list.length; i++) { entry = list[i]; // { key: 'TestPlugin', plugin: TestPlugin, start: true, mapping: 'test', data: { msg: 'The plugin is alive' } } key = GetFastValue(entry, 'key', null); plugin = GetFastValue(entry, 'plugin', null); start = GetFastValue(entry, 'start', false); mapping = GetFastValue(entry, 'mapping', null); data = GetFastValue(entry, 'data', null); if (key) { if (plugin) { this.install(key, plugin, start, mapping, data); } else { console.warn('Missing `plugin` for key: ' + key); } } } // Any scene plugins to install? list = config.installScenePlugins; // Any plugins added outside of the game config, but before the game booted? list = list.concat(this._pendingScene); for (i = 0; i < list.length; i++) { entry = list[i]; // { key: 'moveSpritePlugin', plugin: MoveSpritePlugin, , mapping: 'move' } key = GetFastValue(entry, 'key', null); plugin = GetFastValue(entry, 'plugin', null); mapping = GetFastValue(entry, 'mapping', null); if (key) { if (plugin) { this.installScenePlugin(key, plugin, mapping); } else { console.warn('Missing `plugin` for key: ' + key); } } } this._pendingGlobal = []; this._pendingScene = []; this.game.events.once(GameEvents.DESTROY, this.destroy, this); }, /** * Called by the Scene Systems class. Tells the plugin manager to install all Scene plugins into it. * * First it will install global references, i.e. references from the Game systems into the Scene Systems (and Scene if mapped.) * Then it will install Core Scene Plugins followed by Scene Plugins registered with the PluginManager. * Finally it will install any references to Global Plugins that have a Scene mapping property into the Scene itself. * * @method Phaser.Plugins.PluginManager#addToScene * @protected * @since 3.8.0 * * @param {Phaser.Scenes.Systems} sys - The Scene Systems class to install all the plugins in to. * @param {array} globalPlugins - An array of global plugins to install. * @param {array} scenePlugins - An array of scene plugins to install. */ addToScene: function (sys, globalPlugins, scenePlugins) { var i; var pluginKey; var pluginList; var game = this.game; var scene = sys.scene; var map = sys.settings.map; var isBooted = sys.settings.isBooted; // Reference the GlobalPlugins from Game into Scene.Systems for (i = 0; i < globalPlugins.length; i++) { pluginKey = globalPlugins[i]; if (game[pluginKey]) { sys[pluginKey] = game[pluginKey]; // Scene level injection if (map.hasOwnProperty(pluginKey)) { scene[map[pluginKey]] = sys[pluginKey]; } } else if (pluginKey === 'game' && map.hasOwnProperty(pluginKey)) { scene[map[pluginKey]] = game; } } for (var s = 0; s < scenePlugins.length; s++) { pluginList = scenePlugins[s]; for (i = 0; i < pluginList.length; i++) { pluginKey = pluginList[i]; if (!PluginCache.hasCore(pluginKey)) { continue; } var source = PluginCache.getCore(pluginKey); var plugin = new source.plugin(scene, this); sys[source.mapping] = plugin; // Scene level injection if (source.custom) { scene[source.mapping] = plugin; } else 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(); } } } // And finally, inject any 'global scene plugins' pluginList = this.plugins; for (i = 0; i < pluginList.length; i++) { var entry = pluginList[i]; if (entry.mapping) { scene[entry.mapping] = entry.plugin; } } }, /** * Called by the Scene Systems class. Returns a list of plugins to be installed. * * @method Phaser.Plugins.PluginManager#getDefaultScenePlugins * @protected * @since 3.8.0 * * @return {string[]} A list keys of all the Scene Plugins to install. */ getDefaultScenePlugins: function () { var list = this.game.config.defaultPlugins; // Merge in custom Scene plugins list = list.concat(this.scenePlugins); return list; }, /** * Installs a new Scene Plugin into the Plugin Manager and optionally adds it * to the given Scene as well. A Scene Plugin added to the manager in this way * will be automatically installed into all new Scenes using the key and mapping given. * * The `key` property is what the plugin is injected into Scene.Systems as. * The `mapping` property is optional, and if specified is what the plugin is installed into * the Scene as. For example: * * ```javascript * this.plugins.installScenePlugin('powerupsPlugin', pluginCode, 'powerups'); * * // and from within the scene: * this.sys.powerupsPlugin; // key value * this.powerups; // mapping value * ``` * * This method is called automatically by Phaser if you install your plugins using either the * Game Configuration object, or by preloading them via the Loader. * * @method Phaser.Plugins.PluginManager#installScenePlugin * @since 3.8.0 * * @param {string} key - The property key that will be used to add this plugin to Scene.Systems. * @param {function} plugin - The plugin code. This should be the non-instantiated version. * @param {string} [mapping] - If this plugin is injected into the Phaser.Scene class, this is the property key to use. * @param {Phaser.Scene} [addToScene] - Optionally automatically add this plugin to the given Scene. * @param {boolean} [fromLoader=false] - Is this being called by the Loader? */ installScenePlugin: function (key, plugin, mapping, addToScene, fromLoader) { if (fromLoader === undefined) { fromLoader = false; } if (typeof plugin !== 'function') { console.warn('Invalid Scene Plugin: ' + key); return; } if (!PluginCache.hasCore(key)) { // Plugin is freshly loaded PluginCache.register(key, plugin, mapping, true); this.scenePlugins.push(key); } else if (!fromLoader && PluginCache.hasCore(key)) { // Plugin wasn't from the loader but already exists console.warn('Scene Plugin key in use: ' + key); return; } if (addToScene) { var instance = new plugin(addToScene, this); addToScene.sys[key] = instance; if (mapping && mapping !== '') { addToScene[mapping] = instance; } instance.boot(); } }, /** * Installs a new Global Plugin into the Plugin Manager and optionally starts it running. * A global plugin belongs to the Plugin Manager, rather than a specific Scene, and can be accessed * and used by all Scenes in your game. * * The `key` property is what you use to access this plugin from the Plugin Manager. * * ```javascript * this.plugins.install('powerupsPlugin', pluginCode); * * // and from within the scene: * this.plugins.get('powerupsPlugin'); * ``` * * This method is called automatically by Phaser if you install your plugins using either the * Game Configuration object, or by preloading them via the Loader. * * The same plugin can be installed multiple times into the Plugin Manager by simply giving each * instance its own unique key. * * @method Phaser.Plugins.PluginManager#install * @since 3.8.0 * * @param {string} key - The unique handle given to this plugin within the Plugin Manager. * @param {function} plugin - The plugin code. This should be the non-instantiated version. * @param {boolean} [start=false] - Automatically start the plugin running? This is always `true` if you provide a mapping value. * @param {string} [mapping] - If this plugin is injected into the Phaser.Scene class, this is the property key to use. * @param {any} [data] - A value passed to the plugin's `init` method. * * @return {?Phaser.Plugins.BasePlugin} The plugin that was started, or `null` if `start` was false, or game isn't yet booted. */ install: function (key, plugin, start, mapping, data) { if (start === undefined) { start = false; } if (mapping === undefined) { mapping = null; } if (data === undefined) { data = null; } if (typeof plugin !== 'function') { console.warn('Invalid Plugin: ' + key); return null; } if (PluginCache.hasCustom(key)) { console.warn('Plugin key in use: ' + key); return null; } if (mapping !== null) { start = true; } if (!this.game.isBooted) { this._pendingGlobal.push({ key: key, plugin: plugin, start: start, mapping: mapping, data: data }); } else { // Add it to the plugin store PluginCache.registerCustom(key, plugin, mapping, data); if (start) { return this.start(key); } } return null; }, /** * Gets an index of a global plugin based on the given key. * * @method Phaser.Plugins.PluginManager#getIndex * @protected * @since 3.8.0 * * @param {string} key - The unique plugin key. * * @return {number} The index of the plugin within the plugins array. */ getIndex: function (key) { var list = this.plugins; for (var i = 0; i < list.length; i++) { var entry = list[i]; if (entry.key === key) { return i; } } return -1; }, /** * Gets a global plugin based on the given key. * * @method Phaser.Plugins.PluginManager#getEntry * @protected * @since 3.8.0 * * @param {string} key - The unique plugin key. * * @return {Phaser.Types.Plugins.GlobalPlugin} The plugin entry. */ getEntry: function (key) { var idx = this.getIndex(key); if (idx !== -1) { return this.plugins[idx]; } }, /** * Checks if the given global plugin, based on its key, is active or not. * * @method Phaser.Plugins.PluginManager#isActive * @since 3.8.0 * * @param {string} key - The unique plugin key. * * @return {boolean} `true` if the plugin is active, otherwise `false`. */ isActive: function (key) { var entry = this.getEntry(key); return (entry && entry.active); }, /** * Starts a global plugin running. * * If the plugin was previously active then calling `start` will reset it to an active state and then * call its `start` method. * * If the plugin has never been run before a new instance of it will be created within the Plugin Manager, * its active state set and then both of its `init` and `start` methods called, in that order. * * If the plugin is already running under the given key then nothing happens. * * @method Phaser.Plugins.PluginManager#start * @since 3.8.0 * * @param {string} key - The key of the plugin to start. * @param {string} [runAs] - Run the plugin under a new key. This allows you to run one plugin multiple times. * * @return {?Phaser.Plugins.BasePlugin} The plugin that was started, or `null` if invalid key given or plugin is already stopped. */ start: function (key, runAs) { if (runAs === undefined) { runAs = key; } 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) { entry = this.createEntry(key, runAs); } return (entry) ? entry.plugin : null; }, /** * Creates a new instance of a global plugin, adds an entry into the plugins array and returns it. * * @method Phaser.Plugins.PluginManager#createEntry * @private * @since 3.9.0 * * @param {string} key - The key of the plugin to create an instance of. * @param {string} [runAs] - Run the plugin under a new key. This allows you to run one plugin multiple times. * * @return {?Phaser.Plugins.BasePlugin} The plugin that was started, or `null` if invalid key given. */ createEntry: function (key, runAs) { var entry = PluginCache.getCustom(key); if (entry) { var instance = new entry.plugin(this); entry = { key: runAs, plugin: instance, active: true, mapping: entry.mapping, data: entry.data }; this.plugins.push(entry); instance.init(entry.data); instance.start(); } return entry; }, /** * Stops a global plugin from running. * * If the plugin is active then its active state will be set to false and the plugins `stop` method * will be called. * * If the plugin is not already running, nothing will happen. * * @method Phaser.Plugins.PluginManager#stop * @since 3.8.0 * * @param {string} key - The key of the plugin to stop. * * @return {this} The Plugin Manager. */ stop: function (key) { var entry = this.getEntry(key); if (entry && entry.active) { entry.active = false; entry.plugin.stop(); } return this; }, /** * Gets a global plugin from the Plugin Manager based on the given key and returns it. * * If it cannot find an active plugin based on the key, but there is one in the Plugin Cache with the same key, * then it will create a new instance of the cached plugin and return that. * * @method Phaser.Plugins.PluginManager#get * @since 3.8.0 * * @param {string} key - The key of the plugin to get. * @param {boolean} [autoStart=true] - Automatically start a new instance of the plugin if found in the cache, but not actively running. * * @return {?(Phaser.Plugins.BasePlugin|function)} The plugin, or `null` if no plugin was found matching the key. */ get: function (key, autoStart) { if (autoStart === undefined) { autoStart = true; } var entry = this.getEntry(key); if (entry) { return entry.plugin; } else { var plugin = this.getClass(key); if (plugin && autoStart) { entry = this.createEntry(key, key); return (entry) ? entry.plugin : null; } else if (plugin) { return plugin; } } return null; }, /** * Returns the plugin class from the cache. * Used internally by the Plugin Manager. * * @method Phaser.Plugins.PluginManager#getClass * @since 3.8.0 * * @param {string} key - The key of the plugin to get. * * @return {Phaser.Plugins.BasePlugin} A Plugin object */ getClass: function (key) { return PluginCache.getCustomClass(key); }, /** * Removes a global plugin from the Plugin Manager and Plugin Cache. * * It is up to you to remove all references to this plugin that you may hold within your game code. * * @method Phaser.Plugins.PluginManager#removeGlobalPlugin * @since 3.8.0 * * @param {string} key - The key of the plugin to remove. */ removeGlobalPlugin: function (key) { var entry = this.getEntry(key); if (entry) { Remove(this.plugins, entry); } PluginCache.removeCustom(key); }, /** * Removes a scene plugin from the Plugin Manager and Plugin Cache. * * This will not remove the plugin from any active Scenes that are already using it. * * It is up to you to remove all references to this plugin that you may hold within your game code. * * @method Phaser.Plugins.PluginManager#removeScenePlugin * @since 3.8.0 * * @param {string} key - The key of the plugin to remove. */ removeScenePlugin: function (key) { Remove(this.scenePlugins, key); PluginCache.remove(key); }, /** * Registers a new type of Game Object with the global Game Object Factory and / or Creator. * This is usually called from within your Plugin code and is a helpful short-cut for creating * new Game Objects. * * The key is the property that will be injected into the factories and used to create the * Game Object. For example: * * ```javascript * this.plugins.registerGameObject('clown', clownFactoryCallback, clownCreatorCallback); * // later in your game code: * this.add.clown(); * this.make.clown(); * ``` * * The callbacks are what are called when the factories try to create a Game Object * matching the given key. It's important to understand that the callbacks are invoked within * the context of the GameObjectFactory. In this context there are several properties available * to use: * * this.scene - A reference to the Scene that owns the GameObjectFactory. * this.displayList - A reference to the Display List the Scene owns. * this.updateList - A reference to the Update List the Scene owns. * * See the GameObjectFactory and GameObjectCreator classes for more details. * Any public property or method listed is available from your callbacks under `this`. * * @method Phaser.Plugins.PluginManager#registerGameObject * @since 3.8.0 * * @param {string} key - The key of the Game Object that the given callbacks will create, i.e. `image`, `sprite`. * @param {function} [factoryCallback] - The callback to invoke when the Game Object Factory is called. * @param {function} [creatorCallback] - The callback to invoke when the Game Object Creator is called. */ registerGameObject: function (key, factoryCallback, creatorCallback) { if (factoryCallback) { GameObjectFactory.register(key, factoryCallback); } if (creatorCallback) { GameObjectCreator.register(key, creatorCallback); } return this; }, /** * Removes a previously registered Game Object from the global Game Object Factory and / or Creator. * This is usually called from within your Plugin destruction code to help clean-up after your plugin has been removed. * * @method Phaser.Plugins.PluginManager#removeGameObject * @since 3.19.0 * * @param {string} key - The key of the Game Object to be removed from the factories. * @param {boolean} [removeFromFactory=true] - Should the Game Object be removed from the Game Object Factory? * @param {boolean} [removeFromCreator=true] - Should the Game Object be removed from the Game Object Creator? */ removeGameObject: function (key, removeFromFactory, removeFromCreator) { if (removeFromFactory === undefined) { removeFromFactory = true; } if (removeFromCreator === undefined) { removeFromCreator = true; } if (removeFromFactory) { GameObjectFactory.remove(key); } if (removeFromCreator) { GameObjectCreator.remove(key); } return this; }, /** * Registers a new file type with the global File Types Manager, making it available to all Loader * Plugins created after this. * * This is usually called from within your Plugin code and is a helpful short-cut for creating * new loader file types. * * The key is the property that will be injected into the Loader Plugin and used to load the * files. For example: * * ```javascript * this.plugins.registerFileType('wad', doomWadLoaderCallback); * // later in your preload code: * this.load.wad(); * ``` * * The callback is what is called when the loader tries to load a file matching the given key. * It's important to understand that the callback is invoked within * the context of the LoaderPlugin. In this context there are several properties / methods available * to use: * * this.addFile - A method to add the new file to the load queue. * this.scene - The Scene that owns the Loader Plugin instance. * * See the LoaderPlugin class for more details. Any public property or method listed is available from * your callback under `this`. * * @method Phaser.Plugins.PluginManager#registerFileType * @since 3.8.0 * * @param {string} key - The key of the Game Object that the given callbacks will create, i.e. `image`, `sprite`. * @param {function} callback - The callback to invoke when the Game Object Factory is called. * @param {Phaser.Scene} [addToScene] - Optionally add this file type into the Loader Plugin owned by the given Scene. */ registerFileType: function (key, callback, addToScene) { FileTypesManager.register(key, callback); if (addToScene && addToScene.sys.load) { addToScene.sys.load[key] = callback; } }, /** * Destroys this Plugin Manager and all associated plugins. * It will iterate all plugins found and call their `destroy` methods. * * The PluginCache will remove all custom plugins. * * @method Phaser.Plugins.PluginManager#destroy * @since 3.8.0 */ destroy: function () { for (var i = 0; i < this.plugins.length; i++) { this.plugins[i].plugin.destroy(); } PluginCache.destroyCustomPlugins(); if (this.game.noReturn) { PluginCache.destroyCorePlugins(); } this.game = null; this.plugins = []; this.scenePlugins = []; } }); /* * "Sometimes, the elegant implementation is just a function. * Not a method. Not a class. Not a framework. Just a function." * -- John Carmack */ module.exports = PluginManager;