Files
phaser/src/core/PluginManager.js
T

200 lines
4.5 KiB
JavaScript

/**
* 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['postUpdate'] === 'function') {
plugin.hasPostUpdate = true;
result = true;
}
if (typeof plugin['preRender'] === 'function') {
plugin.hasPreRender = 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.hasPostUpdate)
{
plugin.active = true;
}
if (plugin.hasPreRender || 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();
}
}
},
postUpdate: 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].hasPostUpdate) {
this.plugins[this._p].postUpdate();
}
}
},
preRender: 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].hasPreRender) {
this.plugins[this._p].preRender();
}
}
},
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;
}
};