/** * A Runner is a highly performant and simple alternative to signals. Best used in situations * where events are dispatched to many objects at high frequency (say every frame!) * * * like a signal.. * ``` * const myObject = { * loaded: new PIXI.Runner('loaded') * } * * const listener = { * loaded: function(){ * // thin * } * } * * myObject.update.add(listener); * * myObject.loaded.emit(); * ``` * * Or for handling calling the same function on many items * ``` * const myGame = { * update: new PIXI.Runner('update') * } * * const gameObject = { * update: function(time){ * // update my gamey state * } * } * * myGame.update.add(gameObject1); * * myGame.update.emit(time); * ``` * @class * @memberof PIXI */ export default class Runner { /** * @param {string} name the function name that will be executed on the listeners added to this Runner. */ constructor(name) { this.items = []; this._name = name; this._aliasCount = 0; } /** * Dispatch/Broadcast Runner to all listeners added to the queue. * @param {...any} params - optional parameters to pass to each listener */ emit(a0, a1, a2, a3, a4, a5, a6, a7) { if (arguments.length > 8) { throw new Error('max arguments reached'); } const { name, items } = this; this._aliasCount++; for (let i = 0, len = items.length; i < len; i++) { items[i][name](a0, a1, a2, a3, a4, a5, a6, a7); } if (items === this.items) { this._aliasCount--; } return this; } ensureNonAliasedItems() { if (this._aliasCount > 0 && this.items.length > 1) { this._aliasCount = 0; this.items = this.items.slice(0); } } /** * Add a listener to the Runner * * Runners do not need to have scope or functions passed to them. * All that is required is to pass the listening object and ensure that it has contains a function that has the same name * as the name provided to the Runner when it was created. * * Eg A listener passed to this Runner will require a 'complete' function. * * ``` * const complete = new PIXI.Runner('complete'); * ``` * * The scope used will be the object itself. * * @param {any} item - The object that will be listening. */ add(item) { if (item[this._name]) { this.ensureNonAliasedItems(); this.remove(item); this.items.push(item); } return this; } /** * Remove a single listener from the dispatch queue. * @param {any} item - The listenr that you would like to remove. */ remove(item) { const index = this.items.indexOf(item); if (index !== -1) { this.ensureNonAliasedItems(); this.items.splice(index, 1); } return this; } /** * Check to see if the listener is already in the Runner * @param {any} item - The listener that you would like to check. */ contains(item) { return this.items.indexOf(item) !== -1; } /** * Remove all listeners from the Runner */ removeAll() { this.ensureNonAliasedItems(); this.items.length = 0; return this; } /** * Remove all references, don't use after this. */ destroy() { this.removeAll(); this.items = null; this._name = null; } /** * `true` if there are no this Runner contains no listeners * * @member {boolean} * @readonly */ get empty() { return this.items.length === 0; } /** * The name of the runner. * * @member {string} * @readonly */ get name() { return this._name; } } /** * Alias for `emit` * @memberof PIXI.Runner# * @method dispatch * @see PIXI.Runner#emit */ Runner.prototype.dispatch = Runner.prototype.emit; /** * Alias for `emit` * @memberof PIXI.Runner# * @method run * @see PIXI.Runner#emit */ Runner.prototype.run = Runner.prototype.emit;