phaser/src/gameobjects/DisplayList.js

265 lines
7.1 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var List = require('../structs/List');
var PluginCache = require('../plugins/PluginCache');
var GameObjectEvents = require('./events');
var SceneEvents = require('../scene/events');
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.<Phaser.GameObjects.GameObject>
* @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;
/**
* The Scene's Event Emitter.
*
* @name Phaser.GameObjects.DisplayList#events
* @type {Phaser.Events.EventEmitter}
* @since 3.50.0
*/
this.events = scene.sys.events;
// Set the List callbacks
this.addCallback = this.addChildCallback;
this.removeCallback = this.removeChildCallback;
this.events.once(SceneEvents.BOOT, this.boot, this);
this.events.on(SceneEvents.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.events.once(SceneEvents.DESTROY, this.destroy, this);
},
/**
* Internal method called from `List.addCallback`.
*
* @method Phaser.GameObjects.DisplayList#addChildCallback
* @private
* @fires Phaser.Scenes.Events#ADDED_TO_SCENE
* @fires Phaser.GameObjects.Events#ADDED_TO_SCENE
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was added to the list.
*/
addChildCallback: function (gameObject)
{
gameObject.emit(GameObjectEvents.ADDED_TO_SCENE, gameObject, this.scene);
if (gameObject.displayList)
{
gameObject.displayList.remove(gameObject);
}
gameObject.displayList = this;
this.queueDepthSort();
this.events.emit(SceneEvents.ADDED_TO_SCENE, gameObject, this.scene);
},
/**
* Internal method called from `List.removeCallback`.
*
* @method Phaser.GameObjects.DisplayList#removeChildCallback
* @private
* @fires Phaser.Scenes.Events#REMOVED_FROM_SCENE
* @fires Phaser.GameObjects.Events#REMOVED_FROM_SCENE
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object that was removed from the list.
*/
removeChildCallback: function (gameObject)
{
gameObject.emit(GameObjectEvents.REMOVED_FROM_SCENE, gameObject, this.scene);
gameObject.displayList = null;
this.queueDepthSort();
this.events.emit(SceneEvents.REMOVED_FROM_SCENE, gameObject, this.scene);
},
/**
* 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.events.once(SceneEvents.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(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 {number} The difference between the depths of each Game Object.
*/
sortByDepth: function (childA, childB)
{
return childA._depth - childB._depth;
},
/**
* Returns an array which contains all objects currently on the Display List.
* This is a reference to the main list array, not a copy of it, so be careful not to modify it.
*
* @method Phaser.GameObjects.DisplayList#getChildren
* @since 3.12.0
*
* @return {Phaser.GameObjects.GameObject[]} The group members.
*/
getChildren: function ()
{
return this.list;
},
/**
* 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 ()
{
var list = this.list;
var i = list.length;
while (i--)
{
list[i].destroy(true);
}
list.length = 0;
this.events.off(SceneEvents.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.events.off(SceneEvents.START, this.start, this);
this.scene = null;
this.systems = null;
this.events = null;
}
});
PluginCache.register('DisplayList', DisplayList, 'displayList');
module.exports = DisplayList;