mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 14:24:28 +00:00
154 lines
3.8 KiB
Haxe
154 lines
3.8 KiB
Haxe
package funkin.modding.module;
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import funkin.util.SortUtil;
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import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.modding.module.Module;
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import funkin.modding.module.ScriptedModule;
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/**
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* Utility functions for loading and manipulating active modules.
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*/
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class ModuleHandler
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{
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static final moduleCache:Map<String, Module> = new Map<String, Module>();
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static var modulePriorityOrder:Array<String> = [];
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/**
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* Parses and preloads the game's stage data and scripts when the game starts.
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*
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* If you want to force stages to be reloaded, you can just call this function again.
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*/
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public static function loadModuleCache():Void
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{
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// Clear any stages that are cached if there were any.
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clearModuleCache();
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trace("[MODULEHANDLER] Loading module cache...");
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var scriptedModuleClassNames:Array<String> = ScriptedModule.listScriptClasses();
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trace(' Instantiating ${scriptedModuleClassNames.length} modules...');
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for (moduleCls in scriptedModuleClassNames)
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{
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var module:Module = ScriptedModule.init(moduleCls, moduleCls);
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if (module != null)
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{
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trace(' Loaded module: ${moduleCls}');
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// Then store it.
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addToModuleCache(module);
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}
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else
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{
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trace(' Failed to instantiate module: ${moduleCls}');
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}
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}
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reorderModuleCache();
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trace("[MODULEHANDLER] Module cache loaded.");
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}
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public static function buildModuleCallbacks():Void
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{
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FlxG.signals.postStateSwitch.add(onStateSwitchComplete);
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}
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static function onStateSwitchComplete():Void
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{
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callEvent(new StateChangeScriptEvent(STATE_CHANGE_END, FlxG.state, true));
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}
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static function addToModuleCache(module:Module):Void
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{
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moduleCache.set(module.moduleId, module);
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}
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static function reorderModuleCache():Void
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{
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modulePriorityOrder = moduleCache.keys().array();
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modulePriorityOrder.sort(sortByPriority);
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}
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/**
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* Given two module IDs, sort them by priority.
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* @return 1 or -1 depending on which module has a higher priority.
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*/
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static function sortByPriority(a:String, b:String)
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{
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var aModule:Module = moduleCache.get(a);
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var bModule:Module = moduleCache.get(b);
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if (aModule.priority != bModule.priority)
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{
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return aModule.priority - bModule.priority;
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}
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else
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{
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return SortUtil.alphabetically(a, b);
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}
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}
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public static function getModule(moduleId:String):Module
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{
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return moduleCache.get(moduleId);
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}
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public static function activateModule(moduleId:String):Void
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{
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var module:Module = getModule(moduleId);
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if (module != null)
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{
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module.active = true;
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}
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}
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public static function deactivateModule(moduleId:String):Void
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{
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var module:Module = getModule(moduleId);
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if (module != null)
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{
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module.active = false;
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}
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}
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/**
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* Clear the module cache, forcing all modules to call shutdown events.
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*/
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public static function clearModuleCache():Void
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{
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if (moduleCache != null)
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{
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var event = new ScriptEvent(DESTROY, false);
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// Note: Ignore stopPropagation()
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for (key => value in moduleCache)
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{
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ScriptEventDispatcher.callEvent(value, event);
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moduleCache.remove(key);
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}
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moduleCache.clear();
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modulePriorityOrder = [];
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}
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}
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public static function callEvent(event:ScriptEvent):Void
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{
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for (moduleId in modulePriorityOrder)
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{
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var module:Module = moduleCache.get(moduleId);
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// The module needs to be active to receive events.
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if (module != null && module.active)
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{
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ScriptEventDispatcher.callEvent(module, event);
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}
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}
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}
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public static inline function callOnCreate():Void
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{
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callEvent(new ScriptEvent(CREATE, false));
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}
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}
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