phaser/v3/src/state/GlobalStateManager.js
Richard Davey 2c37dc3fda StateManager moved to GlobalStateManager and a new State level proxy introduced.
You can now start, stop and swap states on the fly.
State.visible now also skips the renderer.
2017-02-08 01:09:12 +00:00

530 lines
13 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CONST = require('../const');
var NOOP = require('../utils/NOOP');
var State = require('./State');
var Systems = require('./Systems');
var GetObjectValue = require('../utils/object/GetObjectValue');
var EventDispatcher = require('../events/EventDispatcher');
var Rectangle = require('../geom/rectangle/Rectangle');
var CanvasPool = require('../dom/CanvasPool');
var CanvasInterpolation = require('../dom/CanvasInterpolation');
var GetContext = require('../canvas/GetContext');
/**
* The State Manager is responsible for loading, setting up and switching game states.
*
* @class Phaser.GlobalStateManager
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
var GlobalStateManager = function (game, stateConfig)
{
this.game = game;
// Everything kept in here
this.keys = {};
this.states = [];
// Only active states are kept in here
this.active = [];
this._pending = [];
if (stateConfig)
{
if (Array.isArray(stateConfig))
{
for (var i = 0; i < stateConfig.length; i++)
{
// The i === 0 part just starts the first State given
this._pending.push({
index: i,
key: 'default',
state: stateConfig[i],
autoStart: (i === 0)
});
}
}
else
{
this._pending.push({
index: 0,
key: 'default',
state: stateConfig,
autoStart: true
});
}
}
};
GlobalStateManager.prototype.constructor = GlobalStateManager;
GlobalStateManager.prototype = {
/**
* The Boot handler is called by Phaser.Game when it first starts up.
* The renderer is available by now.
*
* @method Phaser.GlobalStateManager#boot
* @private
*/
boot: function ()
{
for (var i = 0; i < this._pending.length; i++)
{
var entry = this._pending[i];
this.add(entry.key, entry.state, entry.autoStart);
}
// Clear the pending list
this._pending = [];
},
getKey: function (key, stateConfig)
{
if (!key) { key = 'default'; }
if (stateConfig instanceof State)
{
key = stateConfig.settings.key;
}
else if (typeof stateConfig === 'object' && stateConfig.hasOwnProperty('key'))
{
key = stateConfig.key;
}
// By this point it's either 'default' or extracted from the State
if (this.keys.hasOwnProperty(key))
{
throw new Error('Cannot add a State with duplicate key: ' + key);
}
else
{
return key;
}
},
/**
* Adds a new State into the GlobalStateManager. You must give each State a unique key by which you'll identify it.
* The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.
* If a function is given a new state object will be created by calling it.
*
* @method Phaser.GlobalStateManager#add
* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
* @param {Phaser.State|object|function} state - The state you want to switch to.
* @param {boolean} [autoStart=false] - If true the State will be started immediately after adding it.
*/
add: function (key, stateConfig, autoStart)
{
if (autoStart === undefined) { autoStart = false; }
// if not booted, then put state into a holding pattern
if (!this.game.isBooted)
{
this._pending.push({
index: this._pending.length,
key: key,
state: stateConfig,
autoStart: autoStart
});
console.log('GlobalStateManager not yet booted, adding to list', this._pending.length);
return;
}
key = this.getKey(key, stateConfig);
// console.log('GlobalStateManager.add', key, stateConfig, autoStart);
var newState;
if (stateConfig instanceof State)
{
// console.log('GlobalStateManager.add from instance:', key);
newState = this.createStateFromInstance(key, stateConfig);
}
else if (typeof stateConfig === 'object')
{
// console.log('GlobalStateManager.add from object:', key);
stateConfig.key = key;
newState = this.createStateFromObject(key, stateConfig);
}
else if (typeof stateConfig === 'function')
{
// console.log('GlobalStateManager.add from function:', key);
newState = this.createStateFromFunction(key, stateConfig);
}
this.keys[key] = newState;
this.states.push(newState);
if (autoStart || newState.settings.active)
{
if (this.game.isBooted)
{
this.start(key);
}
else
{
this._start.push(key);
}
}
return newState;
},
createStateFromInstance: function (key, newState)
{
newState.settings.key = key;
newState.sys.init(this.game);
this.createStateDisplay(newState);
return newState;
},
createStateFromObject: function (key, stateConfig)
{
var newState = new State(stateConfig);
newState.sys.init(this.game);
this.createStateDisplay(newState);
return this.setupCallbacks(newState, stateConfig);
},
createStateFromFunction: function (key, state)
{
var newState = new state();
if (newState instanceof State)
{
return this.createStateFromInstance(key, newState);
}
else
{
newState.sys = new Systems(newState);
newState.sys.init(this.game);
this.createStateDisplay(newState);
// Default required functions
if (!newState.init)
{
newState.init = NOOP;
}
if (!newState.preload)
{
newState.preload = NOOP;
}
if (!newState.create)
{
newState.create = NOOP;
}
if (!newState.shutdown)
{
newState.shutdown = NOOP;
}
if (!newState.update)
{
newState.update = NOOP;
}
if (!newState.render)
{
newState.render = NOOP;
}
return newState;
}
},
setupCallbacks: function (state, stateConfig)
{
if (stateConfig === undefined) { stateConfig = state; }
// Extract callbacks or set NOOP
state.init = GetObjectValue(stateConfig, 'init', NOOP);
state.preload = GetObjectValue(stateConfig, 'preload', NOOP);
state.create = GetObjectValue(stateConfig, 'create', NOOP);
state.shutdown = GetObjectValue(stateConfig, 'shutdown', NOOP);
// Game Loop level callbacks
state.update = GetObjectValue(stateConfig, 'update', NOOP);
state.render = GetObjectValue(stateConfig, 'render', NOOP);
return state;
},
createStateDisplay: function (state)
{
// console.log('createStateDisplay', state.settings.key);
var settings = state.sys.settings;
// var x = settings.x;
// var y = settings.y;
var width = settings.width;
var height = settings.height;
var config = this.game.config;
if (config.renderType === CONST.CANVAS)
{
if (settings.renderToTexture)
{
// console.log('renderToTexture', width, height);
state.sys.canvas = CanvasPool.create(state, width, height);
state.sys.context = GetContext(state.sys.canvas);
// Pixel Art mode?
if (config.pixelArt)
{
CanvasInterpolation.setCrisp(state.sys.canvas);
}
}
else
{
// console.log('using game canvas');
state.sys.mask = new Rectangle(0, 0, width, height);
state.sys.canvas = this.game.canvas;
state.sys.context = this.game.context;
}
}
else if (config.renderType === CONST.WEBGL)
{
// state.sys.fbo = this.game.renderer.createFBO(state, x, y, width, height);
}
},
getState: function (key)
{
return this.keys[key];
},
getStateIndex: function (state)
{
return this.states.indexOf(state);
},
getActiveStateIndex: function (state)
{
var index = -1;
for (var i = 0; i < this.active.length; i++)
{
if (this.active[i].state === state)
{
index = this.active[i].index;
}
}
return index;
},
isActive: function (key)
{
var state = this.getState(key);
return (state && state.settings.active && this.active.indexOf(state) !== -1);
},
start: function (key)
{
// console.log('start:', key);
// if not booted, then put state into a holding pattern
if (!this.game.isBooted)
{
// console.log('GlobalStateManager not yet booted, setting autoStart on pending list');
for (var i = 0; i < this._pending.length; i++)
{
var entry = this._pending[i];
if (entry.key === key)
{
entry.autoStart = true;
}
}
return;
}
var state = this.getState(key);
if (state)
{
// Already started? Nothing more to do here ...
if (this.isActive(key))
{
return;
}
state.settings.active = true;
var loader = state.sys.load;
// Files payload?
if (loader && Array.isArray(state.sys.settings.files))
{
loader.reset();
if (loader.loadArray(state.sys.settings.files))
{
loader.events.once('LOADER_COMPLETE_EVENT', this.payloadComplete.bind(this));
loader.start();
}
else
{
this.bootState(state);
}
}
else
{
this.bootState(state);
}
}
},
payloadComplete: function (event)
{
var state = event.loader.state;
// console.log('payloadComplete', state.sys.settings.key);
this.bootState(state);
},
bootState: function (state)
{
// console.log('bootState', state.sys.settings.key);
// + arguments
if (state.init)
{
state.init.call(state);
}
var loader = state.sys.load;
loader.reset();
if (state.preload)
{
state.preload(this.game);
// Is the loader empty?
if (loader.list.size === 0)
{
this.create(state);
}
else
{
// Start the loader going as we have something in the queue
loader.events.once('LOADER_COMPLETE_EVENT', this.loadComplete.bind(this));
loader.start();
}
}
else
{
// No preload? Then there was nothing to load either
this.create(state);
}
},
loadComplete: function (event)
{
var state = event.loader.state;
// console.log('loadComplete', state.sys.settings.key);
this.create(state);
},
create: function (state)
{
console.log('create', state.sys.settings.key);
// Insert at the correct index, or it just all goes wrong :)
var i = this.getStateIndex(state);
// console.log('create.index', state.sys.settings.key, i);
this.active.push({ index: i, state: state });
// Sort the 'active' array based on the index property
this.active.sort(this.sortStates);
state.sys.updates.running = true;
if (state.create)
{
state.create();
}
},
pause: function (key)
{
var index = this.getActiveStateIndex(this.getState(key));
if (index > -1)
{
var state = this.getState(key);
state.settings.active = false;
this.active.splice(index, 1);
this.active.sort(this.sortStates);
}
},
sortStates: function (stateA, stateB)
{
// console.log('sortStates', stateA.state.sys.settings.key, stateA.index, stateB.state.sys.settings.key, stateB.index);
// Sort descending
if (stateA.index < stateB.index)
{
return -1;
}
else if (stateA.index > stateB.index)
{
return 1;
}
else
{
return 0;
}
}
};
module.exports = GlobalStateManager;