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<!DOCTYPE html>
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<title>JSDoc: Source: display/DisplayGroups.js</title>
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<h1 class="page-title">Source: display/DisplayGroups.js</h1>
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<article>
<pre class="prettyprint source linenums"><code>//------------------------------------------------------------------------------
// Constructor scope
//------------------------------------------------------------------------------
/**
* Creates a new DisplayGroups object.
*
* @constructor
*
* @class
* @classdesc
*
* The DisplayGroups class represents a manager for DisplayGroup objects.
* Groups created or added to the manager are updated automatically.
*/
rune.display.DisplayGroups = function() {
//--------------------------------------------------------------------------
// Protected properties
//--------------------------------------------------------------------------
/**
* List of the groups that the object handles.
*
* @type {Array.<rune.display.DisplayGroup>}
* @protected
* @ignore
*/
this.m_groups = [];
//--------------------------------------------------------------------------
// Constructor call
//--------------------------------------------------------------------------
/**
* Invokes secondary class constructor.
*/
this.m_construct();
};
//------------------------------------------------------------------------------
// Public prototype methods (API)
//------------------------------------------------------------------------------
/**
* Adds an existing group object. Note that groups are only added if they do
* not already exist in the list.
*
* @param {rune.display.DisplayGroup} group Group to add.
*
* @returns {rune.display.DisplayGroup}
*/
rune.display.DisplayGroups.prototype.add = function(group) {
var index = this.m_groups.indexOf(group);
if (index === -1) {
this.m_groups.push(group);
group.init();
}
return group;
};
/**
* Creates and adds a new group. A group must be linked to a display object
* container to which all group members are added. A reference to the newly
* created group is returned by the method.
*
* @param {rune.display.DisplayObjectContainer} target The group's target object, ie where new group members are added.
*
* @returns {rune.display.DisplayGroup}
*/
rune.display.DisplayGroups.prototype.create = function(target) {
var group = new rune.display.DisplayGroup(target);
return this.add(group);
};
/**
* Removes an existing group. By default, groups are not destroyed when they
* are removed from the list. Use the dispose argument to enable
* auto-destruction when the group is removed. If the group is destroyed, a
* null reference is returned, otherwise a reference to the removed group.
*
* @param {rune.display.DisplayGroup} group Group to remove.
* @param {boolean} [dispose=false] Whether the removed group should be destroyed.
*
* @returns {rune.display.DisplayGroup}
*/
rune.display.DisplayGroups.prototype.remove = function(group, dispose) {
var index = this.m_groups.indexOf(group);
if (index > -1) {
this.m_groups.splice(index, 1);
if (dispose === true) {
group.dispose();
group = null;
return null;
}
}
return group;
};
//------------------------------------------------------------------------------
// Public prototype methods (ENGINE)
//------------------------------------------------------------------------------
/**
* Destroy all groups in order to free memory allocated by the object.
*
* @returns {undefined}
* @ignore
*/
rune.display.DisplayGroups.prototype.dispose = function() {
this.m_disposeGroups();
};
/**
* Updates all active groups.
*
* @param {number} step Current time step.
*
* @returns {undefined}
* @ignore
*/
rune.display.DisplayGroups.prototype.update = function(step) {
this.m_updateGroups(step);
};
//------------------------------------------------------------------------------
// Protected prototype methods
//------------------------------------------------------------------------------
/**
* The class constructor.
*
* @returns {undefined}
* @protected
* @ignore
*/
rune.display.DisplayGroups.prototype.m_construct = function() {
this.m_constructGroups();
};
//------------------------------------------------------------------------------
// Private prototype methods
//------------------------------------------------------------------------------
/**
* Create list for groups.
*
* @returns {undefined}
* @protected
* @ignore
*/
rune.display.DisplayGroups.prototype.m_constructGroups = function() {
this.m_disposeGroups();
if (this.m_groups == null) {
this.m_groups = [];
}
};
/**
* Updates all active groups.
*
* @param {number} step Current time step.
*
* @returns {undefined}
* @private
*/
rune.display.DisplayGroups.prototype.m_updateGroups = function(step) {
var groups = this.m_groups;
for (var i = 0; i < groups.length; i++) {
if (groups[i].active == true) {
groups[i].preUpdate(step);
groups[i].update(step);
groups[i].postUpdate(step);
}
}
};
/**
* Delete all groups.
*
* @returns {undefined}
* @private
*/
rune.display.DisplayGroups.prototype.m_disposeGroups = function() {
if (this.m_groups != null) {
while (this.m_groups.length > 0) {
this.m_groups[0].dispose();
this.m_groups[0] = null;
this.m_groups.splice(0, 1);
}
this.m_groups = null;
}
};</code></pre>
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