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BaseLoader.js
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516 lines (394 loc) · 13.4 KB
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var CONST = require('./const');
var CustomSet = require('../structs/Set');
var XHRSettings = require('./XHRSettings');
var Event = require('./events/');
// var EventDispatcher = require('../events/EventDispatcher');
var Class = require('../utils/Class');
var ParseXMLBitmapFont = require('../gameobjects/bitmaptext/ParseXMLBitmapFont');
var TilemapFormats = require("../gameobjects/tilemap/Formats");
// Phaser.Loader.BaseLoader
// To finish the loader ...
//
// 3) Progress update
var BaseLoader = new Class({
initialize:
function BaseLoader (scene)
{
this.scene = scene;
this.events = scene.sys.events;
// Move to a 'setURL' method?
this.baseURL = '';
this.path = '';
// Read from Game / Scene Config
this.enableParallel = true;
this.maxParallelDownloads = 4;
// xhr specific global settings (can be overridden on a per-file basis)
this.xhr = XHRSettings();
this.crossOrigin = undefined;
this.list = new CustomSet();
this.inflight = new CustomSet();
this.failed = new CustomSet();
this.queue = new CustomSet();
this.storage = new CustomSet();
this.state = CONST.LOADER_IDLE;
},
setPath: function (path)
{
if (path.substr(-1) !== '/')
{
path = path.concat('/');
}
this.path = path;
return this;
},
addFile: function (file)
{
if (!this.isReady())
{
return -1;
}
file.path = this.path;
this.list.set(file);
return this;
},
// Is the Loader actively loading (or processing loaded files)
isLoading: function ()
{
return (this.state === CONST.LOADER_LOADING || this.state === CONST.LOADER_PROCESSING);
},
// Is the Loader ready to start a new load?
isReady: function ()
{
return (this.state === CONST.LOADER_IDLE || this.state === CONST.LOADER_COMPLETE || this.state === CONST.LOADER_FAILED);
},
start: function ()
{
console.log(this.scene.sys.settings.key, '- BaseLoader start. Files to load:', this.list.size);
if (!this.isReady())
{
return;
}
this.events.dispatch(new Event.LOADER_START_EVENT(this));
if (this.list.size === 0)
{
this.finishedLoading();
}
else
{
this.state = CONST.LOADER_LOADING;
this.failed.clear();
this.inflight.clear();
this.queue.clear();
this.queue.debug = true;
this.updateProgress();
this.processLoadQueue();
}
},
updateProgress: function ()
{
},
processLoadQueue: function ()
{
// console.log('======== BaseLoader processLoadQueue');
// console.log('List size', this.list.size);
// console.log(this.inflight.size, 'items still in flight. Can load another', (this.maxParallelDownloads - this.inflight.size));
this.list.each(function (file)
{
if (file.state === CONST.FILE_PENDING && this.inflight.size < this.maxParallelDownloads)
{
this.inflight.set(file);
this.list.delete(file);
this.loadFile(file);
}
if (this.inflight.size === this.maxParallelDownloads)
{
// Tells the Set iterator to abort
return false;
}
}, this);
},
// private
loadFile: function (file)
{
// console.log('LOADING', file.key);
// If the file doesn't have its own crossOrigin set,
// we'll use the Loaders (which is undefined by default)
if (!file.crossOrigin)
{
file.crossOrigin = this.crossOrigin;
}
file.load(this.nextFile.bind(this), this.baseURL);
},
nextFile: function (previousFile, success)
{
// console.log('LOADED:', previousFile.src, success);
// Move the file that just loaded from the inflight list to the queue or failed Set
if (success)
{
this.queue.set(previousFile);
}
else
{
this.failed.set(previousFile);
}
this.inflight.delete(previousFile);
if (this.list.size > 0)
{
// console.log('nextFile - still something in the list');
this.processLoadQueue();
}
else if (this.inflight.size === 0)
{
// console.log('nextFile calling finishedLoading');
this.finishedLoading();
}
},
finishedLoading: function ()
{
// console.log('---> BaseLoader.finishedLoading PROCESSING', this.queue.size, 'files');
this.state = CONST.LOADER_PROCESSING;
this.storage.clear();
this.queue.each(function (file)
{
// console.log('%c Calling process on ' + file.key, 'color: #000000; background: #ffff00;');
file.onProcess(this.processUpdate.bind(this));
}, this);
},
// Called automatically by the File when it has finished processing
processUpdate: function (file)
{
// console.log('-> processUpdate', file.key, file.state);
// This file has failed to load, so move it to the failed Set
if (file.state === CONST.FILE_ERRORED)
{
this.failed.set(file);
if (file.linkFile)
{
this.queue.delete(file.linkFile);
}
return this.removeFromQueue(file);
}
// If we got here, then the file loaded
// Special handling for multi-part files
if (file.linkFile)
{
if (file.state === CONST.FILE_COMPLETE && file.linkFile.state === CONST.FILE_COMPLETE)
{
// Partner has loaded, so add them both to Storage
this.storage.set({ type: file.linkType, fileA: file, fileB: file.linkFile });
this.queue.delete(file.linkFile);
this.removeFromQueue(file);
}
}
else
{
this.storage.set(file);
this.removeFromQueue(file);
}
},
removeFromQueue: function (file)
{
this.queue.delete(file);
if (this.queue.size === 0 && this.state === CONST.LOADER_PROCESSING)
{
// We've processed all the files we loaded
this.processComplete();
}
},
processComplete: function ()
{
console.log(this.scene.sys.settings.key, '- Loader Complete. Loaded:', this.storage.size, 'Failed:', this.failed.size);
this.list.clear();
this.inflight.clear();
this.queue.clear();
this.processCallback();
this.state = CONST.LOADER_COMPLETE;
this.events.dispatch(new Event.LOADER_COMPLETE_EVENT(this));
},
// The Loader has finished
processCallback: function ()
{
if (this.storage.size === 0)
{
return;
}
// The global Texture Manager
var cache = this.scene.sys.cache;
var textures = this.scene.sys.textures;
var anims = this.scene.sys.anims;
// Process multiatlas groups first
var file;
var fileA;
var fileB;
for (var key in this._multilist)
{
var data = [];
var images = [];
var keys = this._multilist[key];
for (var i = 0; i < keys.length; i++)
{
file = this.storage.get('key', keys[i]);
if (file)
{
if (file.type === 'image')
{
images.push(file.data);
}
else if (file.type === 'json')
{
data.push(file.data);
}
this.storage.delete(file);
}
}
// Do we have everything needed?
if (images.length + data.length === keys.length)
{
// Yup, add them to the Texture Manager
// Is the data JSON Hash or JSON Array?
if (Array.isArray(data[0].frames))
{
textures.addAtlasJSONArray(key, images, data);
}
else
{
textures.addAtlasJSONHash(key, images, data);
}
}
}
// Process all of the files
// Because AnimationJSON may require images to be loaded first, we process them last
var animJSON = [];
this.storage.each(function (file)
{
switch (file.type)
{
case 'animationJSON':
animJSON.push(file);
break;
case 'image':
case 'svg':
case 'html':
textures.addImage(file.key, file.data);
break;
case 'atlasjson':
fileA = file.fileA;
fileB = file.fileB;
if (fileA.type === 'image')
{
textures.addAtlas(fileA.key, fileA.data, fileB.data);
}
else
{
textures.addAtlas(fileB.key, fileB.data, fileA.data);
}
break;
case 'unityatlas':
fileA = file.fileA;
fileB = file.fileB;
if (fileA.type === 'image')
{
textures.addUnityAtlas(fileA.key, fileA.data, fileB.data);
}
else
{
textures.addUnityAtlas(fileB.key, fileB.data, fileA.data);
}
break;
case 'bitmapfont':
fileA = file.fileA;
fileB = file.fileB;
if (fileA.type === 'image')
{
cache.bitmapFont.add(fileB.key, { data: ParseXMLBitmapFont(fileB.data), texture: fileA.key, frame: null });
textures.addImage(fileA.key, fileA.data);
}
else
{
cache.bitmapFont.add(fileA.key, { data: ParseXMLBitmapFont(fileA.data), texture: fileB.key, frame: null });
textures.addImage(fileB.key, fileB.data);
}
break;
case 'spritesheet':
textures.addSpriteSheet(file.key, file.data, file.config);
break;
case 'json':
cache.json.add(file.key, file.data);
break;
case 'xml':
cache.xml.add(file.key, file.data);
break;
case 'text':
cache.text.add(file.key, file.data);
break;
case 'obj':
cache.obj.add(file.key, file.data);
break;
case 'binary':
cache.binary.add(file.key, file.data);
break;
case 'audio':
cache.audio.add(file.key, file.data);
break;
case 'audioSprite':
var files = [ file.fileA, file.fileB ];
files.forEach(function (file)
{
cache[file.type].add(file.key, file.data);
});
break;
case 'glsl':
cache.shader.add(file.key, file.data);
break;
case 'tilemapCSV':
cache.tilemap.add(file.key, { format: TilemapFormats.TILEMAP_CSV, data: file.data });
break;
case 'tilemapJSON':
cache.tilemap.add(file.key, { format: TilemapFormats.TILEMAP_TILED_JSON, data: file.data });
break;
}
});
animJSON.forEach(function (file)
{
anims.fromJSON(file.data);
});
this.storage.clear();
},
saveJSON: function (data, filename)
{
return this.save(JSON.stringify(data), filename);
},
save: function (data, filename, filetype)
{
if (filename === undefined) { filename = 'file.json'; }
if (filetype === undefined) { filetype = 'application/json'; }
var blob = new Blob([data], { type: filetype });
var url = URL.createObjectURL(blob);
var a = document.createElement('a');
a.download = filename;
a.textContent = 'Download ' + filename;
a.href = url;
a.click();
return this;
},
reset: function ()
{
this.list.clear();
this.inflight.clear();
this.failed.clear();
this.queue.clear();
this.storage.clear();
this.events.removeAll('LOADER_START_EVENT');
this.events.removeAll('LOADER_COMPLETE_EVENT');
this.tag = '';
this.path = '';
this.baseURL = '';
this.state = CONST.LOADER_IDLE;
},
destroy: function ()
{
this.reset();
this.state = CONST.LOADER_DESTROYED;
}
});
module.exports = BaseLoader;