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253 lines (191 loc) · 5.19 KB
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var Class = require('../utils/Class');
// Phaser.Data.DataManager
/**
* The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin.
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter,
* or have a property called `events` that is an instance of it.
*/
var DataManager = new Class({
initialize:
function DataManager (parent, eventEmitter)
{
this.parent = parent;
this.events = eventEmitter;
if (!eventEmitter)
{
this.events = (parent.events) ? parent.events : parent;
}
this.list = {};
this.blockSet = false;
this._frozen = false;
this.events.once('destroy', this.destroy, this);
},
// Retrieves the value for the given key, or undefined if it doesn't exist.
get: function (key)
{
return this.list[key];
},
getAll: function ()
{
var results = {};
for (var key in this.list)
{
results[key] = this.list[key];
}
return results;
},
query: function (search)
{
var results = {};
for (var key in this.list)
{
if (key.match(search))
{
results[key] = this.list[key];
}
}
return results;
},
set: function (key, data)
{
if (this._frozen)
{
return this;
}
if (this.events.listenerCount('changedata') > 0)
{
this.blockSet = false;
var _this = this;
var resetFunction = function (value)
{
_this.blockSet = true;
_this.list[key] = value;
_this.events.emit('setdata', _this.parent, key, value);
};
this.events.emit('changedata', this.parent, key, data, resetFunction);
// One of the listeners blocked this update from being set, so abort
if (this.blockSet)
{
return this;
}
}
this.list[key] = data;
this.events.emit('setdata', this.parent, key, data);
return this;
},
/**
* Passes all data entries to the given callback. Stores the result of the callback.
*
* @method each
* @param {function} callback - The function to call.
* @param {object} [scope] - Value to use as `this` when executing callback.
* @param {...*} [arguments] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*/
each: function (callback, scope)
{
var args = [ this.parent, null, undefined ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var key in this.list)
{
args[1] = key;
args[2] = this.list[key];
callback.apply(scope, args);
}
return this;
},
merge: function (data, overwrite)
{
if (overwrite === undefined) { overwrite = true; }
// Merge data from another component into this one
for (var key in data)
{
if (overwrite || (!overwrite && !this.has(key)))
{
this.list[key] = data;
}
}
return this;
},
remove: function (key)
{
if (!this._frozen && this.has(key))
{
var data = this.list[key];
delete this.list[key];
this.events.emit('removedata', this, key, data);
}
return this;
},
// Gets the data associated with the given 'key', deletes it from this Data store, then returns it.
pop: function (key)
{
var data = undefined;
if (!this._frozen && this.has(key))
{
data = this.list[key];
delete this.list[key];
this.events.emit('removedata', this, key, data);
}
return data;
},
has: function (key)
{
return this.list.hasOwnProperty(key);
},
setFreeze: function (value)
{
this._frozen = value;
return this;
},
reset: function ()
{
for (var key in this.list)
{
delete this.list[key];
}
this.blockSet = false;
this._frozen = false;
},
destroy: function ()
{
this.reset();
this.events.off('changedata');
this.events.off('setdata');
this.events.off('removedata');
this.parent = null;
},
/**
* Freeze this Data component, so no changes can be written to it.
*
* @name freeze
* @property {boolean} freeze
*/
freeze: {
get: function ()
{
return this._frozen;
},
set: function (value)
{
this._frozen = (value) ? true : false;
}
},
count: {
get: function ()
{
var i = 0;
for (var key in this.list)
{
if (this.list[key] !== undefined)
{
i++;
}
}
return i;
}
}
});
module.exports = DataManager;