/**
* Copyright (c) 2007 Moses Gunesch
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package org.goasap {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Dictionary;
import flash.utils.Timer;
import flash.utils.getQualifiedClassName;
import flash.utils.getTimer;
import org.goasap.errors.DuplicateManagerError;
import org.goasap.interfaces.IManageable;
import org.goasap.interfaces.IManager;
import org.goasap.interfaces.IUpdatable;
import org.goasap.interfaces.ILiveManager;
/**
* Provides update calls to IUpdatable instances on their specified pulseInterval.
*
*
Using these Docs
* *Protected methods and properties have been excluded in almost all * cases, but are documented in the classes. Exceptions include key protected * methods or properties that are integral for writing subclasses or understanding * the basic mechanics of the system. Many Go classes can be used as is without * subclassing, so the documentation offers an uncluttered view of their public * usage.
* *Introduction to Go
* *The Go ActionScript Animation Platform ("GOASAP") is a lightweight, portable * set of generic base classes for buliding AS3 animation tools. It provides structure * and core functionality, but does not define the specifics of animation-handling * classes like tweens.
* *Important: Store your custom Go classes in a package bearing your * own classpath, not in the core package! This will help avoid confusion * with other authors' work.
* *You may modify any class in the goasap package to suit your project's needs.
* *Go is a community initiative led by Moses Gunesch at * MosesSupposes.com. Please visit the * Go website for more information.
* *GoEngine
* *GoEngine sits at the center of the Go system, and along with the IUpdatable * interface is the only required element for using Go. GoEngine references two other * interfaces for adding system-wide managers, IManager and IManageable. * All other classes in the go package are merely one suggestion of how a * system could be structured within Go, and may be considered optional * elements. To create an API using the provided classes, you simply need * to extend the item classes LinearGo and PhysicsGo to create animation items.
* *GoEngine serves two purposes: first, it keeps a large system efficient
* by stacking and running updates on blocks of items. Note that any IUpdatable
* instance may specify its own pulseInterval; items with matching pulses
* are grouped into queues for efficiency. Its second purpose is centralization.
* By using a single hub for pulse-driven items of all types, management classes
* can be attached to GoEngine to run processes across items. This is done voluntarily
* by the end-user with addManager(), which keeps management entirely
* compile-optional and extensible. See the documentation for IManager
* to learn more about Go's management architeture.
You normally don't need to modify this class to use Go. While Go items typically
* only use addItem and removeItem, your project's code might
* use GoEngine to register managers, or to pause, resume or stop all Go animation in
* a SWF at once.
{In the game of Go, the wooden playing board, or Goban, features a grid * on which black & white go-ishi stones are laid at its intersections.}
* * @see org.goasap.items.LinearGo LinearGo * @see org.goasap.interfaces.IManager IManager * @author Moses Gunesch */ public class GoEngine { // -== Constants ==- public static const INFO:String = "GoASAP 0.4.9 (c) Moses Gunesch, MIT Licensed."; // -== Settable Class Defaults ==- /** * A pulseInterval that runs on the player's natural framerate, * which is often most efficient. */ public static const ENTER_FRAME : int = -1; // -== Protected Properties ==- // Note: Various formats for item data have been experimented with including breaking the item lists out into // a GoEngineList class, which was nicer-looking but did not perform well. Since GoEngine doesn't normally // require active work, this less-pretty but efficient flat-data format was opted for. A minor weakness of this // format is its use of a Dictionary, which means update calls are not ordered like they would be with an Array. // The Dictionary stores items' pulseInterval values, which is safer than relying on items to not change them. // Tests also show that Dictionary performs faster than Array for accessing and deleting items. private static var managerTable : Object = new Object(); // registration list of IManager instances private static var managers : Array = new Array(); // ordered registration list of IManager instances private static var liveManagers : uint = 0; private static var timers : Dictionary = new Dictionary(false); // key: pulseInterval, value: Timer for that pulse private static var items : Dictionary = new Dictionary(false); // key: IUpdatable item, value: pulseInterval at add. private static var itemCounts : Dictionary = new Dictionary(false); // key: pulseInterval, value: item count for that pulse private static var pulseSprite : Sprite; // used for ENTER_FRAME pulse private static var paused : Boolean = false; // These additional lists enables caching of items that are added during the update cycle for the same pulse. // This prevents groups & sequences from going out of sync by ensuring that each cycle completes before new items are added. private static var lockedPulses : Dictionary = new Dictionary(false); // key: pulseInterval, value: true private static var delayedPulses : Dictionary = new Dictionary(false); // key: pulseInterval, value: true private static var addQueue : Dictionary = new Dictionary(false); // key: IUpdatable item, value: true // -== Public Class Methods ==- /** * @param className A string naming the manager class, such as "OverlapMonitor". * @return The manager instance, if registered. * @see #addManager() * @see #removeManager() */ public static function getManager(className:String) : IManager { return managerTable[ className ]; } /** * Enables the extending of this class' functionality with a tight * coupling to an IManager. * *Tight coupling is crucial in such a time-sensitive context; * standard events are too asynchronous. All items that implement * IManageable are reported to registered managers as they add and * remove themselves from GoEngine.
* *Managers normally act as singletons within the Go system (which * you are welcome to modify). This method throws a DuplicateManagerError * if an instance of the same manager class is already registered. Use a * try/catch block when calling this method if your program might duplicate * managers, or use getManager() to check for prior registration.
* * @param instance An instance of a manager you wish to add. * @see #getManager() * @see #removeManager() */ public static function addManager( instance:IManager ):void { var className:String = getQualifiedClassName(instance); className = className.slice(className.lastIndexOf("::")+2); if (managerTable[ className ]) { throw new DuplicateManagerError( className ); return; } managerTable[ className ] = instance; managers.push(instance); if (instance is ILiveManager) liveManagers++; } /** * Unregisters any manager set inaddManager.
*
* @param className A string naming the manager class, such as "OverlapMonitor".
* @see #getManager()
* @see #addManager()
*/
public static function removeManager( className:String ):void
{
managers.splice(managers.indexOf(managerTable[ className ]), 1);
if (managerTable[ className ] is ILiveManager)
liveManagers--;
delete managerTable[ className ]; // leave last
}
/**
* Test whether an item is currently stored and being updated by the engine.
*
* @param item Any object implementing IUpdatable
* @return Whether the IUpdatable is in the engine
*/
public static function hasItem( item:IUpdatable ):Boolean
{
return (items[ item ]!=null);
}
/**
* Adds an IUpdatable instance to an update-queue corresponding to
* the item's pulseInterval property.
*
* @param item Any object implementing IUpdatable that wishes
* to receive update calls on a pulse.
*
* @return Returns false only if this item was already in the
* engine under the same pulse. (If an existing item is added
* but the pulseInterval has changed it will be removed,
* re-added, and true will be returned.)
*
* @see #removeItem()
*/
public static function addItem( item:IUpdatable ):Boolean
{
// Group items by pulse for efficient update cycles.
var interval:int = item.pulseInterval;
if (items[ item ]) {
if (items[ item ] == item.pulseInterval)
return false;
else
removeItem(item);
}
if (lockedPulses[ interval ]==true) { // this prevents items from being added during an update loop in progress.
delayedPulses[ interval ] = true; // flags update to clear the queue when the in-progress loop completes.
addQueue[ item ] = true; // for tightest syncing of item groups, read the documentation under GoItem.update().
}
items[ item ] = interval; // Tether item to original pulseint. Used in removeItem & setPaused(false).
if (!timers[ interval ]) {
addPulse( interval );
itemCounts[ interval ] = 1;
}
else {
itemCounts[ interval ] ++;
}
// Report IManageable instances to registered managers
if (item is IManageable) {
for each (var manager:IManager in managers)
manager.reserve( item as IManageable );
}
return true;
}
/**
* Removes an item from the queue and removes its pulse timer if
* the queue is depleted.
*
* @param item Any IUpdatable previously added that wishes
* to stop receiving update calls.
*
* @return Returns false if the item was not in the engine.
*
* @see #addItem()
*/
public static function removeItem( item:IUpdatable ):Boolean
{
if (items[ item ]==null)
return false;
var interval: int = items[ item ];
if ( -- itemCounts[ interval ] == 0 ) {
removePulse( interval );
delete itemCounts[ interval ];
}
delete items[ item ];
delete addQueue[ item ]; // * see note following update
// Report IManageable item removal to registered managers.
if (item is IManageable) {
for each (var manager:IManager in managers)
manager.release( item as IManageable );
}
return true;
}
/**
* Removes all items and resets the engine,
* or removes just items running on a specific pulse.
*
* @param pulseInterval Optionally filter by a specific pulse
* such as ENTER_FRAME or a number of milliseconds.
* @return The number of items successfully removed.
* @see #removeItem()
*/
public static function clear(pulseInterval:Number = NaN) : uint
{
var all:Boolean = (isNaN(pulseInterval));
var n:Number = 0;
for (var item:Object in items) {
if (all || items[ item ]==pulseInterval)
if (removeItem(item as IUpdatable)==true)
n++;
}
return n;
}
/**
* Retrieves number of active items in the engine
* or active items running on a specific pulse.
*
* @param pulseInterval Optionally filter by a specific pulseInterval
* such as ENTER_FRAME or a number of milliseconds.
*
* @return Number of active items in the Engine.
*/
public static function getCount(pulseInterval:Number = NaN) : uint
{
if (!isNaN(pulseInterval))
return (itemCounts[pulseInterval]);
var n:Number = 0;
for each (var count: int in itemCounts)
n += count;
return n;
}
/**
* @return The paused state of engine.
* @see #setPaused()
*/
public static function getPaused() : Boolean {
return paused;
}
/**
* Pauses or resumes all animation globally by suspending processing,
* and calls pause() or resume() on each item with those methods.
*
* The return value only reflects how many items had pause() or resume() * called on them, but the GoEngine.getPaused() state will change if any * pulses are suspended or resumed.
* * @param pause Pass false to resume if currently paused. * @param pulseInterval Optionally filter by a specific pulse * such as ENTER_FRAME or a number of milliseconds. * @return The number of items on which a pause() or resume() * method was called (0 doesn't necessarily reflect * whether the GoEngine.getPaused() state changed, it * may simply indicate that no items had that method). * @see #resume() */ public static function setPaused(pause:Boolean=true, pulseInterval:Number = NaN) : uint { if (paused==pause) return 0; var n:Number = 0; var pulseChanged:Boolean = false; var all:Boolean = (isNaN(pulseInterval)); var method:String = (pause ? "pause" : "resume"); for (var item:Object in items) { var pulse:int = (items[item] as int); if (all || pulse==pulseInterval) { pulseChanged = (pulseChanged || (pause ? removePulse(pulse) : addPulse(pulse))); // call pause or resume on the item if it has such a method. if (item.hasOwnProperty(method)) { if (item[method] is Function) { item[method].apply(item); n++; } } } } if (pulseChanged) paused = pause; return n; } // -== Private Class Methods ==- /** * Executes the update queue corresponding to the dispatcher's interval. * * @param event TimerEvent or Sprite ENTER_FRAME Event */ private static function update(event:Event) : void { var currentTime:Number = getTimer(); var pulse:int = (event is TimerEvent ? ( event.target as Timer ).delay : ENTER_FRAME); lockedPulses[ pulse ] = true; var doLiveUpdate:Boolean = (liveManagers > 0); var updated:Array; if (doLiveUpdate) updated = []; // syncs the live manager list to items actually updated for (var item:* in items) { if (items[ item ]==pulse && !addQueue[ item ]) { (item as IUpdatable).update(currentTime); if (doLiveUpdate) updated.push(item); } } lockedPulses[ pulse ] = false; if (delayedPulses[ pulse ]) { for (item in addQueue) delete addQueue[ item ]; delete delayedPulses[ pulse ]; } // updateAfterEvent() should not be needed as long as items follow tight-syncing instructions in GoItem.update() documentation. // if (pulse!=ENTER_FRAME) (event as TimerEvent).updateAfterEvent(); if (doLiveUpdate) for each (var manager:Object in managers) if (manager is ILiveManager) (manager as ILiveManager).onUpdate(pulse, updated, currentTime); // * see note } // * note: In one rare case that has not been reported yet but is theoretically possible, the 'updated' list // passed could contain already-released items. This could only happen if the item is removed & released // just after the main update cycle but before the the doLiveUpdate() routine runs. If you encounter this issue // please report it to the GoASAP mailing list, it's too involved to bother with before it's a problem. /** * Creates new timers when a previously unused interval is specified, * and tracks the number of items associated with that interval. * * @param pulse The pulseInterval requested * @return Whether a pulse was added */ private static function addPulse(pulse : int) : Boolean { if (pulse==ENTER_FRAME) { if (!pulseSprite) { timers[ENTER_FRAME] = pulseSprite = new Sprite(); pulseSprite.addEventListener(Event.ENTER_FRAME, update); } return true; } var t:Timer = timers[ pulse ] as Timer; if (!t) { t = timers[ pulse ] = new Timer(pulse); (timers[ pulse ] as Timer).addEventListener(TimerEvent.TIMER, update); t.start(); return true; } return false; } /** * Tracks whether a removed item was the last one using a timer * and if so, removes that timer. * * @param pulse The pulseInterval corresponding to an item being removed. * @return Whether a pulse was removed */ private static function removePulse(pulse : int) : Boolean { if (pulse==ENTER_FRAME) { if (pulseSprite) { pulseSprite.removeEventListener(Event.ENTER_FRAME, update); delete timers[ ENTER_FRAME ]; pulseSprite = null; return true; } } var t:Timer = timers[ pulse ] as Timer; if (t) { t.stop(); t.removeEventListener(TimerEvent.TIMER, update); delete timers[ pulse ]; return true; } return false; } } }