/** * Phaser - PluginManager * * TODO: We can optimise this a lot by using separate hashes per function (update, render, etc) */ Phaser.PluginManager = function(game, parent) { this.game = game; this._parent = parent; this.plugins = []; this._pluginsLength = 0; }; Phaser.PluginManager.prototype = { /** * Add a new Plugin to the PluginManager. * The plugins game and parent reference are set to this game and pluginmanager parent. * @type {Phaser.Plugin} */ add: function (plugin) { var result = false; // Prototype? if (typeof plugin === 'function') { plugin = new plugin(this.game, this._parent); } else { plugin.game = this.game; plugin.parent = this._parent; } // Check for methods now to avoid having to do this every loop if (typeof plugin['preUpdate'] === 'function') { plugin.hasPreUpdate = true; result = true; } if (typeof plugin['update'] === 'function') { plugin.hasUpdate = true; result = true; } if (typeof plugin['render'] === 'function') { plugin.hasRender = true; result = true; } if (typeof plugin['postRender'] === 'function') { plugin.hasPostRender = true; result = true; } // The plugin must have at least one of the above functions to be added to the PluginManager. if (result) { if (plugin.hasPreUpdate || plugin.hasUpdate) { plugin.active = true; } if (plugin.hasRender || plugin.hasPostRender) { plugin.visible = true; } this._pluginsLength = this.plugins.push(plugin); return plugin; } else { return null; } }, remove: function (plugin) { // TODO this._pluginsLength--; }, preUpdate: function () { if (this._pluginsLength == 0) { return; } for (this._p = 0; this._p < this._pluginsLength; this._p++) { if (this.plugins[this._p].active && this.plugins[this._p].hasPreUpdate) { this.plugins[this._p].preUpdate(); } } }, update: function () { if (this._pluginsLength == 0) { return; } for (this._p = 0; this._p < this._pluginsLength; this._p++) { if (this.plugins[this._p].active && this.plugins[this._p].hasUpdate) { this.plugins[this._p].update(); } } }, render: function () { if (this._pluginsLength == 0) { return; } for (this._p = 0; this._p < this._pluginsLength; this._p++) { if (this.plugins[this._p].visible && this.plugins[this._p].hasRender) { this.plugins[this._p].render(); } } }, postRender: function () { if (this._pluginsLength == 0) { return; } for (this._p = 0; this._p < this._pluginsLength; this._p++) { if (this.plugins[this._p].visible && this.plugins[this._p].hasPostRender) { this.plugins[this._p].postRender(); } } }, destroy: function () { this.plugins.length = 0; this._pluginsLength = 0; this.game = null; this._parent = null; } };