partey_workadventure/front/src/Phaser/Game/DirtyScene.ts

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