2021-04-23 18:30:41 +02:00
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import {ResizableScene} from "../Login/ResizableScene";
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import GameObject = Phaser.GameObjects.GameObject;
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import Events = Phaser.Scenes.Events;
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import AnimationEvents = Phaser.Animations.Events;
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2021-05-11 16:44:31 +02:00
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import StructEvents = Phaser.Structs.Events;
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2021-04-23 18:30:41 +02:00
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/**
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* A scene that can track its dirty/pristine state.
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*/
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export abstract class DirtyScene extends ResizableScene {
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private isAlreadyTracking: boolean = false;
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protected dirty:boolean = true;
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private objectListChanged:boolean = true;
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/**
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* Track all objects added to the scene and adds a callback each time an animation is added.
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* Whenever an object is added, removed, or when an animation is played, the dirty state is set to true.
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*
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* Note: this does not work with animations from sprites inside containers.
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*/
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protected trackDirtyAnims(): void {
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if (this.isAlreadyTracking) {
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return;
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}
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this.isAlreadyTracking = true;
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const trackAnimationFunction = this.trackAnimation.bind(this);
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2021-05-11 16:44:31 +02:00
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this.sys.updateList.on(StructEvents.PROCESS_QUEUE_ADD, (gameObject: GameObject) => {
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2021-04-23 18:30:41 +02:00
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this.objectListChanged = true;
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gameObject.on(AnimationEvents.ANIMATION_UPDATE, trackAnimationFunction);
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});
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2021-05-11 16:44:31 +02:00
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this.sys.updateList.on(StructEvents.PROCESS_QUEUE_REMOVE, (gameObject: GameObject) => {
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2021-04-23 18:30:41 +02:00
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this.objectListChanged = true;
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gameObject.removeListener(AnimationEvents.ANIMATION_UPDATE, trackAnimationFunction);
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});
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this.events.on(Events.RENDER, () => {
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this.objectListChanged = false;
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});
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}
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private trackAnimation(): void {
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this.objectListChanged = true;
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}
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public isDirty(): boolean {
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return this.dirty || this.objectListChanged;
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}
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2021-05-06 16:25:13 +02:00
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public onResize(ev: UIEvent): void {
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2021-04-23 18:30:41 +02:00
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this.objectListChanged = true;
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}
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}
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