/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
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.
****************************************************************************/
/**
* Minimum priority level for user scheduling.
* @constant
* @type Number
*/
cc.PRIORITY_NON_SYSTEM = cc.PRIORITY_SYSTEM + 1;
//data structures
/**
* A list double-linked list used for "updates with priority"
* @Class
* @name cc.ListEntry
* @param {cc.ListEntry} prev
* @param {cc.ListEntry} next
* @param {cc.Class} target not retained (retained by hashUpdateEntry)
* @param {Number} priority
* @param {Boolean} paused
* @param {Boolean} markedForDeletion selector will no longer be called and entry will be removed at end of the next tick
*/
cc.ListEntry = function (prev, next, target, priority, paused, markedForDeletion) {
this.prev = prev;
this.next = next;
this.target = target;
this.priority = priority;
this.paused = paused;
this.markedForDeletion = markedForDeletion;
};
/**
* A update entry list
* @Class
* @name cc.HashUpdateEntry
* @param {cc.ListEntry} list Which list does it belong to ?
* @param {cc.ListEntry} entry entry in the list
* @param {cc.Class} target hash key (retained)
* @param {Array} hh
*/
cc.HashUpdateEntry = function (list, entry, target, hh) {
this.list = list;
this.entry = entry;
this.target = target;
this.hh = hh;
};
//
/**
* Hash Element used for "selectors with interval"
* @Class
* @param {Array} timers
* @param {cc.Class} target hash key (retained)
* @param {Number} timerIndex
* @param {cc.Timer} currentTimer
* @param {Boolean} currentTimerSalvaged
* @param {Boolean} paused
* @param {Array} hh
*/
cc.HashTimerEntry = function (timers, target, timerIndex, currentTimer, currentTimerSalvaged, paused, hh) {
var _t = this;
_t.timers = timers;
_t.target = target;
_t.timerIndex = timerIndex;
_t.currentTimer = currentTimer;
_t.currentTimerSalvaged = currentTimerSalvaged;
_t.paused = paused;
_t.hh = hh;
};
/**
* Light weight timer
* @class
* @extends cc.Class
*/
cc.Timer = cc.Class.extend(/** @lends cc.Timer# */{
_interval:0.0,
_callback:null,//is called _callback before
_target:null,//target of _callback
_elapsed:0.0,
_runForever:false,
_useDelay:false,
_timesExecuted:0,
_repeat:0, //0 = once, 1 is 2 x executed
_delay:0,
/**
* @return {Number} returns interval of timer
*/
getInterval : function(){return this._interval;},
/**
* @param {Number} interval set interval in seconds
*/
setInterval : function(interval){this._interval = interval;},
/**
* @return {String|function} returns callback
*/
getCallback : function(){return this._callback},
/**
* cc.Timer's Constructor
* Constructor of cc.Timer
* @param {cc.Class} target target
* @param {String|function} callback Selector
* @param {Number} [interval=0] second
* @param {Number} [repeat=cc.REPEAT_FOREVER] repeat times
* @param {Number} [delay=0] delay
*/
ctor:function (target, callback, interval, repeat, delay) {
var self = this;
self._target = target;
self._callback = callback;
self._elapsed = -1;
self._interval = interval || 0;
self._delay = delay || 0;
self._useDelay = self._delay > 0;
self._repeat = (repeat == null) ? cc.REPEAT_FOREVER : repeat;
self._runForever = (self._repeat == cc.REPEAT_FOREVER);
},
_doCallback:function(){
var self = this;
if (typeof(self._callback) == "string")
self._target[self._callback](self._elapsed);
else // if (typeof(this._callback) == "function") {
self._callback.call(self._target, self._elapsed);
},
/**
* triggers the timer
* @param {Number} dt delta time
*/
update:function (dt) {
var self = this;
if (self._elapsed == -1) {
self._elapsed = 0;
self._timesExecuted = 0;
} else {
var locTarget = self._target, locCallback = self._callback;
self._elapsed += dt;//standard timer usage
if (self._runForever && !self._useDelay) {
if (self._elapsed >= self._interval) {
if (locTarget && locCallback)
self._doCallback();
self._elapsed = 0;
}
} else {
//advanced usage
if (self._useDelay) {
if (self._elapsed >= self._delay) {
if (locTarget && locCallback)
self._doCallback();
self._elapsed = self._elapsed - self._delay;
self._timesExecuted += 1;
self._useDelay = false;
}
} else {
if (self._elapsed >= self._interval) {
if (locTarget && locCallback)
self._doCallback();
self._elapsed = 0;
self._timesExecuted += 1;
}
}
if (self._timesExecuted > self._repeat)
cc.director.getScheduler().unscheduleCallbackForTarget(locTarget, locCallback);
}
}
}
});
/**
*
* Scheduler is responsible of triggering the scheduled callbacks.
* You should not use NSTimer. Instead use this class.
*
* There are 2 different types of callbacks (selectors):
* - update callback: the 'update' callback will be called every frame. You can customize the priority.
* - custom callback: A custom callback will be called every frame, or with a custom interval of time
*
* The 'custom selectors' should be avoided when possible. It is faster, and consumes less memory to use the 'update callback'. *
*
* @class
* @extends cc.Class
*
* @example
* //register a schedule to scheduler
* cc.director.getScheduler().scheduleSelector(callback, this, interval, !this._isRunning);
*/
cc.Scheduler = cc.Class.extend(/** @lends cc.Scheduler# */{
_timeScale:1.0,
_updates : null, //_updates[0] list of priority < 0, _updates[1] list of priority == 0, _updates[2] list of priority > 0,
_hashForUpdates:null, // hash used to fetch quickly the list entries for pause,delete,etc
_arrayForUpdates:null,
_hashForTimers:null, //Used for "selectors with interval"
_arrayForTimes:null,
_currentTarget:null,
_currentTargetSalvaged:false,
_updateHashLocked:false, //If true unschedule will not remove anything from a hash. Elements will only be marked for deletion.
ctor:function () {
var self = this;
self._timeScale = 1.0;
self._updates = [[], [], []];
self._hashForUpdates = {};
self._arrayForUpdates = [];
self._hashForTimers = {};
self._arrayForTimers = [];
self._currentTarget = null;
self._currentTargetSalvaged = false;
self._updateHashLocked = false;
},
//-----------------------private method----------------------
_removeHashElement:function (element) {
delete this._hashForTimers[element.target.__instanceId];
cc.arrayRemoveObject(this._arrayForTimers, element);
element.Timer = null;
element.target = null;
element = null;
},
_removeUpdateFromHash:function (entry) {
var self = this, element = self._hashForUpdates[entry.target.__instanceId];
if (element) {
//list entry
cc.arrayRemoveObject(element.list, element.entry);
delete self._hashForUpdates[element.target.__instanceId];
cc.arrayRemoveObject(self._arrayForUpdates, element);
element.entry = null;
//hash entry
element.target = null;
}
},
_priorityIn:function (ppList, target, priority, paused) {
var self = this, listElement = new cc.ListEntry(null, null, target, priority, paused, false);
// empey list ?
if (!ppList) {
ppList = [];
ppList.push(listElement);
} else {
var index2Insert = ppList.length - 1;
for(var i = 0; i <= index2Insert; i++){
if (priority < ppList[i].priority) {
index2Insert = i;
break;
}
}
ppList.splice(i, 0, listElement);
}
//update hash entry for quick access
var hashElement = new cc.HashUpdateEntry(ppList, listElement, target, null);
self._arrayForUpdates.push(hashElement);
self._hashForUpdates[target.__instanceId] = hashElement;
return ppList;
},
_appendIn:function (ppList, target, paused) {
var self = this, listElement = new cc.ListEntry(null, null, target, 0, paused, false);
ppList.push(listElement);
//update hash entry for quicker access
var hashElement = new cc.HashUpdateEntry(ppList, listElement, target, null);
self._arrayForUpdates.push(hashElement);
self._hashForUpdates[target.__instanceId] = hashElement;
},
//-----------------------public method-------------------------
/**
*
* Modifies the time of all scheduled callbacks.
* You can use this property to create a 'slow motion' or 'fast forward' effect.
* Default is 1.0. To create a 'slow motion' effect, use values below 1.0.
* To create a 'fast forward' effect, use values higher than 1.0.
* @warning It will affect EVERY scheduled selector / action.
*
* @param {Number} timeScale
*/
setTimeScale:function (timeScale) {
this._timeScale = timeScale;
},
/**
* Returns time scale of scheduler
* @return {Number}
*/
getTimeScale:function () {
return this._timeScale;
},
/**
* 'update' the scheduler. (You should NEVER call this method, unless you know what you are doing.)
* @param {Number} dt delta time
*/
update:function (dt) {
var self = this;
var locUpdates = self._updates, locArrayForTimers = self._arrayForTimers;
var tmpEntry, elt, i, li;
self._updateHashLocked = true;
if (this._timeScale != 1.0) {
dt *= this._timeScale;
}
for(i = 0, li = locUpdates.length; i < li && i >= 0; i++){
var update = self._updates[i];
for(var j = 0, lj = update.length; j < lj; j++){
tmpEntry = update[j];
if ((!tmpEntry.paused) && (!tmpEntry.markedForDeletion)) tmpEntry.target.update(dt);
}
}
//Interate all over the custom callbacks
for(i = 0, li = locArrayForTimers.length; i < li; i++){
elt = locArrayForTimers[i];
if(!elt) break;
self._currentTarget = elt;
self._currentTargetSalvaged = false;
if (!elt.paused) {
// The 'timers' array may change while inside this loop
for (elt.timerIndex = 0; elt.timerIndex < elt.timers.length; elt.timerIndex++) {
elt.currentTimer = elt.timers[elt.timerIndex];
elt.currentTimerSalvaged = false;
elt.currentTimer.update(dt);
elt.currentTimer = null;
}
}
if ((self._currentTargetSalvaged) && (elt.timers.length == 0)){
self._removeHashElement(elt);
i--;
}
}
for(i = 0, li = locUpdates.length; i < li; i++){
var update = self._updates[i];
for(var j = 0, lj = update.length; j < lj; ){
tmpEntry = update[j];
if(!tmpEntry) break;
if (tmpEntry.markedForDeletion) self._removeUpdateFromHash(tmpEntry);
else j++;
}
}
self._updateHashLocked = false;
self._currentTarget = null;
},
/**
*
* The scheduled method will be called every 'interval' seconds.
* If paused is YES, then it won't be called until it is resumed.
* If 'interval' is 0, it will be called every frame, but if so, it recommended to use 'scheduleUpdateForTarget:' instead.
* If the callback function is already scheduled, then only the interval parameter will be updated without re-scheduling it again.
* repeat let the action be repeated repeat + 1 times, use cc.REPEAT_FOREVER to let the action run continuously
* delay is the amount of time the action will wait before it'll start
*
* @param {cc.Class} target
* @param {function} callback_fn
* @param {Number} interval
* @param {Number} repeat
* @param {Number} delay
* @param {Boolean} paused
* @example
* //register a schedule to scheduler
* cc.director.getScheduler().scheduleCallbackForTarget(this, function, interval, repeat, delay, !this._isRunning );
*/
scheduleCallbackForTarget:function (target, callback_fn, interval, repeat, delay, paused) {
cc.assert(callback_fn, cc._LogInfos.Scheduler_scheduleCallbackForTarget_2);
cc.assert(target, cc._LogInfos.Scheduler_scheduleCallbackForTarget_3);
// default arguments
interval = interval || 0;
repeat = (repeat == null) ? cc.REPEAT_FOREVER : repeat;
delay = delay || 0;
paused = paused || false;
var self = this, timer;
var element = self._hashForTimers[target.__instanceId];
if (!element) {
// Is this the 1st element ? Then set the pause level to all the callback_fns of this target
element = new cc.HashTimerEntry(null, target, 0, null, null, paused, null);
self._arrayForTimers.push(element);
self._hashForTimers[target.__instanceId] = element;
}
if (element.timers == null) {
element.timers = [];
} else {
for (var i = 0; i < element.timers.length; i++) {
timer = element.timers[i];
if (callback_fn == timer._callback) {
cc.log(cc._LogInfos.Scheduler_scheduleCallbackForTarget, timer.getInterval().toFixed(4), interval.toFixed(4));
timer._interval = interval;
return;
}
}
}
timer = new cc.Timer(target, callback_fn, interval, repeat, delay);
element.timers.push(timer);
},
/**
*
* Schedules the 'update' callback_fn for a given target with a given priority.
* The 'update' callback_fn will be called every frame.
* The lower the priority, the earlier it is called.
*
* @param {cc.Class} target
* @param {Number} priority
* @param {Boolean} paused
* @example
* //register this object to scheduler
* cc.director.getScheduler().scheduleUpdateForTarget(this, priority, !this._isRunning );
*/
scheduleUpdateForTarget:function (target, priority, paused) {
if(target === null)
return;
var self = this, locUpdates = self._updates;
var hashElement = self._hashForUpdates[target.__instanceId];
if (hashElement) {
// TODO: check if priority has changed!
hashElement.entry.markedForDeletion = false;
return;
}
// most of the updates are going to be 0, that's way there
// is an special list for updates with priority 0
if (priority == 0) {
self._appendIn(locUpdates[1], target, paused);
} else if (priority < 0) {
locUpdates[0] = self._priorityIn(locUpdates[0], target, priority, paused);
} else {
// priority > 0
locUpdates[2] = self._priorityIn(locUpdates[2], target, priority, paused);
}
},
/**
*
* Unschedule a callback function for a given target.
* If you want to unschedule the "update", use unscheudleUpdateForTarget.
*
* @param {cc.Class} target
* @param {function} callback_fn
* @example
* //unschedule a callback of target
* cc.director.getScheduler().unscheduleCallbackForTarget(function, this);
*/
unscheduleCallbackForTarget:function (target, callback_fn) {
// explicity handle nil arguments when removing an object
if ((target == null) || (callback_fn == null)) {
return;
}
var self = this, element = self._hashForTimers[target.__instanceId];
if (element) {
var timers = element.timers;
for(var i = 0, li = timers.length; i < li; i++){
var timer = timers[i];
if (callback_fn == timer._callback) {
if ((timer == element.currentTimer) && (!element.currentTimerSalvaged)) {
element.currentTimerSalvaged = true;
}
timers.splice(i, 1)
//update timerIndex in case we are in tick;, looping over the actions
if (element.timerIndex >= i) {
element.timerIndex--;
}
if (timers.length == 0) {
if (self._currentTarget == element) {
self._currentTargetSalvaged = true;
} else {
self._removeHashElement(element);
}
}
return;
}
}
}
},
/**
* Unschedules the update callback function for a given target
* @param {cc.Class} target
* @example
* //unschedules the "update" method.
* cc.director.getScheduler().unscheduleUpdateForTarget(this);
*/
unscheduleUpdateForTarget:function (target) {
if (target == null) {
return;
}
var self = this, element = self._hashForUpdates[target.__instanceId];
if (element != null) {
if (self._updateHashLocked) {
element.entry.markedForDeletion = true;
} else {
self._removeUpdateFromHash(element.entry);
}
}
},
/**
* Unschedules all function callbacks for a given target. This also includes the "update" callback function.
* @param {cc.Class} target
*/
unscheduleAllCallbacksForTarget:function (target) {
//explicit NULL handling
if (target == null) {
return;
}
var self = this, element = self._hashForTimers[target.__instanceId];
if (element) {
var timers = element.timers;
if ((!element.currentTimerSalvaged) && (timers.indexOf(element.currentTimer) >= 0)) {
element.currentTimerSalvaged = true;
}
timers.length = 0;
if (self._currentTarget == element) {
self._currentTargetSalvaged = true;
} else {
self._removeHashElement(element);
}
}
// update callback
self.unscheduleUpdateForTarget(target);
},
/**
*
* Unschedules all function callbacks from all targets.
* You should NEVER call this method, unless you know what you are doing.
*
*/
unscheduleAllCallbacks:function () {
this.unscheduleAllCallbacksWithMinPriority(cc.Scheduler.PRIORITY_SYSTEM);
},
/**
*
* Unschedules all function callbacks from all targets with a minimum priority.
* You should only call this with kCCPriorityNonSystemMin or higher.
*
* @param {Number} minPriority
*/
unscheduleAllCallbacksWithMinPriority:function (minPriority) {
// Custom Selectors
var self = this, locArrayForTimers = self._arrayForTimers, locUpdates = self._updates;
for(var i = 0, li = locArrayForTimers.length; i < li; i++){
// element may be removed in unscheduleAllCallbacksForTarget
self.unscheduleAllCallbacksForTarget(locArrayForTimers[i].target);
}
for(var i = 2; i >= 0; i--){
if((i == 1 && minPriority > 0) || (i == 0 && minPriority >= 0)) continue;
var updates = locUpdates[i];
for(var j = 0, lj = updates.length; j < lj; j++){
self.unscheduleUpdateForTarget(updates[j].target);
}
}
},
/**
*
* Pause all selectors from all targets.
* You should NEVER call this method, unless you know what you are doing.
*
*/
pauseAllTargets:function () {
return this.pauseAllTargetsWithMinPriority(cc.Scheduler.PRIORITY_SYSTEM);
},
/**
* Pause all selectors from all targets with a minimum priority.
* You should only call this with kCCPriorityNonSystemMin or higher.
* @param {Number} minPriority
*/
pauseAllTargetsWithMinPriority:function (minPriority) {
var idsWithSelectors = [];
var self = this, element, locArrayForTimers = self._arrayForTimers, locUpdates = self._updates;
// Custom Selectors
for(var i = 0, li = locArrayForTimers.length; i < li; i++){
element = locArrayForTimers[i];
if (element) {
element.paused = true;
idsWithSelectors.push(element.target);
}
}
for(var i = 0, li = locUpdates.length; i < li; i++){
var updates = locUpdates[i];
for(var j = 0, lj = updates.length; j < lj; j++){
element = updates[j];
if (element) {
element.paused = true;
idsWithSelectors.push(element.target);
}
}
}
return idsWithSelectors;
},
/**
* Resume selectors on a set of targets.
* This can be useful for undoing a call to pauseAllCallbacks.
* @param {Array} targetsToResume
*/
resumeTargets:function (targetsToResume) {
if (!targetsToResume)
return;
for (var i = 0; i < targetsToResume.length; i++) {
this.resumeTarget(targetsToResume[i]);
}
},
/**
*
* Pauses the target.
* All scheduled selectors/update for a given target won't be 'ticked' until the target is resumed.
* If the target is not present, nothing happens.
*
* @param {cc.Class} target
*/
pauseTarget:function (target) {
cc.assert(target, cc._LogInfos.Scheduler_pauseTarget);
//customer selectors
var self = this, element = self._hashForTimers[target.__instanceId];
if (element) {
element.paused = true;
}
//update callback
var elementUpdate = self._hashForUpdates[target.__instanceId];
if (elementUpdate) {
elementUpdate.entry.paused = true;
}
},
/**
* Resumes the target.
* The 'target' will be unpaused, so all schedule selectors/update will be 'ticked' again.
* If the target is not present, nothing happens.
* @param {cc.Class} target
*/
resumeTarget:function (target) {
cc.assert(target, cc._LogInfos.Scheduler_resumeTarget);
// custom selectors
var self = this, element = self._hashForTimers[target.__instanceId];
if (element) {
element.paused = false;
}
//update callback
var elementUpdate = self._hashForUpdates[target.__instanceId];
if (elementUpdate) {
elementUpdate.entry.paused = false;
}
},
/**
* Returns whether or not the target is paused
* @param {cc.Class} target
* @return {Boolean}
*/
isTargetPaused:function (target) {
cc.assert(target, cc._LogInfos.Scheduler_isTargetPaused);
// Custom selectors
var element = this._hashForTimers[target.__instanceId];
if (element) {
return element.paused;
}
return false;
}
});
/**
* Priority level reserved for system services.
* @constant
* @type Number
*/
cc.Scheduler.PRIORITY_SYSTEM = (-2147483647 - 1);