/****************************************************************************
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.
****************************************************************************/
/**
* The main namespace of Cocos2d-JS, all engine core classes, functions, properties and constants are defined in this namespace
* @namespace
* @name cc
*/
var cc = cc || {};
/**
* @namespace
* @name ClassManager
*/
var ClassManager = {
id : (0|(Math.random()*998)),
instanceId : (0|(Math.random()*998)),
compileSuper : function(func, name, id){
//make the func to a string
var str = func.toString();
//find parameters
var pstart = str.indexOf('('), pend = str.indexOf(')');
var params = str.substring(pstart+1, pend);
params = params.trim();
//find function body
var bstart = str.indexOf('{'), bend = str.lastIndexOf('}');
var str = str.substring(bstart+1, bend);
//now we have the content of the function, replace this._super
//find this._super
while(str.indexOf('this._super')!= -1)
{
var sp = str.indexOf('this._super');
//find the first '(' from this._super)
var bp = str.indexOf('(', sp);
//find if we are passing params to super
var bbp = str.indexOf(')', bp);
var superParams = str.substring(bp+1, bbp);
superParams = superParams.trim();
var coma = superParams? ',':'';
//replace this._super
str = str.substring(0, sp)+ 'ClassManager['+id+'].'+name+'.call(this'+coma+str.substring(bp+1);
}
return Function(params, str);
},
getNewID : function(){
return this.id++;
},
getNewInstanceId : function(){
return this.instanceId++;
}
};
ClassManager.compileSuper.ClassManager = ClassManager;
/* Managed JavaScript Inheritance
* Based on John Resig's Simple JavaScript Inheritance http://ejohn.org/blog/simple-javascript-inheritance/
* MIT Licensed.
*/
(function () {
var fnTest = /\b_super\b/;
var config = cc.game.config;
var releaseMode = config[cc.game.CONFIG_KEY.classReleaseMode];
if(releaseMode) {
console.log("release Mode");
}
/**
* The base Class implementation (does nothing)
* @class
*/
cc.Class = function () {
};
/**
* Create a new Class that inherits from this Class
* @static
* @param {object} props
* @return {function}
*/
cc.Class.extend = function (props) {
var _super = this.prototype;
// Instantiate a base Class (but only create the instance,
// don't run the init constructor)
var prototype = Object.create(_super);
var classId = ClassManager.getNewID();
ClassManager[classId] = _super;
// Copy the properties over onto the new prototype. We make function
// properties non-eumerable as this makes typeof === 'function' check
// unneccessary in the for...in loop used 1) for generating Class()
// 2) for cc.clone and perhaps more. It is also required to make
// these function properties cacheable in Carakan.
var desc = { writable: true, enumerable: false, configurable: true };
prototype.__instanceId = null;
// The dummy Class constructor
function Class() {
this.__instanceId = ClassManager.getNewInstanceId();
// All construction is actually done in the init method
if (this.ctor)
this.ctor.apply(this, arguments);
}
Class.id = classId;
// desc = { writable: true, enumerable: false, configurable: true,
// value: XXX }; Again, we make this non-enumerable.
desc.value = classId;
Object.defineProperty(prototype, '__pid', desc);
// Populate our constructed prototype object
Class.prototype = prototype;
// Enforce the constructor to be what we expect
desc.value = Class;
Object.defineProperty(Class.prototype, 'constructor', desc);
// Copy getter/setter
this.__getters__ && (Class.__getters__ = cc.clone(this.__getters__));
this.__setters__ && (Class.__setters__ = cc.clone(this.__setters__));
for(var idx = 0, li = arguments.length; idx < li; ++idx) {
var prop = arguments[idx];
for (var name in prop) {
var isFunc = (typeof prop[name] === "function");
var override = (typeof _super[name] === "function");
var hasSuperCall = fnTest.test(prop[name]);
if (releaseMode && isFunc && override && hasSuperCall) {
desc.value = ClassManager.compileSuper(prop[name], name, classId);
Object.defineProperty(prototype, name, desc);
} else if (isFunc && override && hasSuperCall) {
desc.value = (function (name, fn) {
return function () {
var tmp = this._super;
// Add a new ._super() method that is the same method
// but on the super-Class
this._super = _super[name];
// The method only need to be bound temporarily, so we
// remove it when we're done executing
var ret = fn.apply(this, arguments);
this._super = tmp;
return ret;
};
})(name, prop[name]);
Object.defineProperty(prototype, name, desc);
} else if (isFunc) {
desc.value = prop[name];
Object.defineProperty(prototype, name, desc);
} else {
prototype[name] = prop[name];
}
if (isFunc) {
// Override registered getter/setter
var getter, setter, propertyName;
if (this.__getters__ && this.__getters__[name]) {
propertyName = this.__getters__[name];
for (var i in this.__setters__) {
if (this.__setters__[i] == propertyName) {
setter = i;
break;
}
}
cc.defineGetterSetter(prototype, propertyName, prop[name], prop[setter] ? prop[setter] : prototype[setter], name, setter);
}
if (this.__setters__ && this.__setters__[name]) {
propertyName = this.__setters__[name];
for (var i in this.__getters__) {
if (this.__getters__[i] == propertyName) {
getter = i;
break;
}
}
cc.defineGetterSetter(prototype, propertyName, prop[getter] ? prop[getter] : prototype[getter], prop[name], getter, name);
}
}
}
}
// And make this Class extendable
Class.extend = cc.Class.extend;
//add implementation method
Class.implement = function (prop) {
for (var name in prop) {
prototype[name] = prop[name];
}
};
return Class;
};
})();
/**
* Common getter setter configuration function
* @function
* @param {Object} proto A class prototype or an object to config
* @param {String} prop Property name
* @param {function} getter Getter function for the property
* @param {function} setter Setter function for the property
* @param {String} getterName Name of getter function for the property
* @param {String} setterName Name of setter function for the property
*/
cc.defineGetterSetter = function (proto, prop, getter, setter, getterName, setterName){
if (proto.__defineGetter__) {
getter && proto.__defineGetter__(prop, getter);
setter && proto.__defineSetter__(prop, setter);
} else if (Object.defineProperty) {
var desc = { enumerable: false, configurable: true };
getter && (desc.get = getter);
setter && (desc.set = setter);
Object.defineProperty(proto, prop, desc);
} else {
throw new Error("browser does not support getters");
}
if(!getterName && !setterName) {
// Lookup getter/setter function
var hasGetter = (getter != null), hasSetter = (setter != undefined), props = Object.getOwnPropertyNames(proto);
for (var i = 0; i < props.length; i++) {
var name = props[i];
if( (proto.__lookupGetter__ ? proto.__lookupGetter__(name)
: Object.getOwnPropertyDescriptor(proto, name))
|| typeof proto[name] !== "function" )
continue;
var func = proto[name];
if (hasGetter && func === getter) {
getterName = name;
if(!hasSetter || setterName) break;
}
if (hasSetter && func === setter) {
setterName = name;
if(!hasGetter || getterName) break;
}
}
}
// Found getter/setter
var ctor = proto.constructor;
if (getterName) {
if (!ctor.__getters__) {
ctor.__getters__ = {};
}
ctor.__getters__[getterName] = prop;
}
if (setterName) {
if (!ctor.__setters__) {
ctor.__setters__ = {};
}
ctor.__setters__[setterName] = prop;
}
};
/**
* Create a new object and copy all properties in an exist object to the new object
* @function
* @param {object|Array} obj The source object
* @return {Array|object} The created object
*/
cc.clone = function (obj) {
// Cloning is better if the new object is having the same prototype chain
// as the copied obj (or otherwise, the cloned object is certainly going to
// have a different hidden class). Play with C1/C2 of the
// PerformanceVirtualMachineTests suite to see how this makes an impact
// under extreme conditions.
//
// Object.create(Object.getPrototypeOf(obj)) doesn't work well because the
// prototype lacks a link to the constructor (Carakan, V8) so the new
// object wouldn't have the hidden class that's associated with the
// constructor (also, for whatever reasons, utilizing
// Object.create(Object.getPrototypeOf(obj)) + Object.defineProperty is even
// slower than the original in V8). Therefore, we call the constructor, but
// there is a big caveat - it is possible that the this.init() in the
// constructor would throw with no argument. It is also possible that a
// derived class forgets to set "constructor" on the prototype. We ignore
// these possibities for and the ultimate solution is a standardized
// Object.clone(