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alephone.js
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alephone.js
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/*
Copyright (C) AlephWeb developers -- github.com/Pfhreak/AlephWeb
Portions of this code are based on the code:
Copyright (C) 2011-2012 Impact Game Engine (http://impactjs.com/)
used with permission. You should totally check them out though,
pretty awesome work.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
This license is contained in the file "COPYING",
which is included with this source code; it is available online at
http://www.gnu.org/licenses/gpl.html
*/
/*
alephone.js -- Handles establishing the namespaces for AlephWeb,
portions lifted from the excellent Impact game engine. (http://impactjs.com/)
Manages the loading of classes and their dependencies.
Launches the shell.
*/
(function(window){
window.a1 = {
// Global game variables
version: '0',
segments: {},
cur: undefined,
segmentQueue: [],
domLoaded: false,
waitingForDOMLoad: 0,
copy: function( object ) {
if(
!object || typeof(object) != 'object' ||
object instanceof HTMLElement ||
object instanceof a1.Class
) {
return object;
}
else if( object instanceof Array ) {
var c = [];
for( var i = 0, l = object.length; i < l; i++) {
c[i] = a1.copy(object[i]);
}
return c;
}
else {
var c = {};
for( var i in object ) {
c[i] = a1.copy(object[i]);
}
return c;
}
},
// A logical division of code, usually 1:1 with files.
segment: function( name ) {
// Sanity check
if( a1.cur ) {
throw( "The segment '"+ig.cur.name+"' is empty" );
}
if( a1.segments[name] && a1.segments[name].body ) {
throw( "The segment '"+name+"' already exists" );
}
// Create a entry in our segments object
a1.cur = {name: name, requires: [], ready: false, body:null};
a1.segments[name] = a1.cur;
// Queue the segment for loading
a1.segmentQueue.push(a1.cur);
// Wait for the DOM to complete loading
a1.waitForDOM();
return a1;
},
// Indicates another JS file is required by this one
requires: function() {
a1.cur.requires = Array.prototype.slice.call(arguments);
return a1;
},
// Executes the function passed as body (generally to load)
defines: function( body ) {
name = a1.cur.name;
a1.cur.body = body;
a1.cur = null;
a1.runSegments();
},
// Sets up the wait for the DOM to complete before launching
waitForDOM: function(){
// If we've already entered before, we don't need to do this again
if (a1.domLoaded){
return;
}
a1.waitingForDOMLoad++;
if (document.readyState === 'complete'){
a1.onDOMReady();
} else {
document.addEventListener( 'DOMContentLoaded', a1.onDOMReady, false );
window.addEventListener( 'load', a1.onDOMReady, false );
}
},
// Function that waits for the DOM to complete and runs our segments
onDOMReady: function(){
if (!a1.domLoaded){
if (!document.body){
return setTimeout( a1.onDOMReady, 7); // SEVEN IS DARKER
}
a1.domLoaded = true;
a1.waitingForDOMLoad--;
a1.runSegments();
}
return 0;
},
runSegments: function() {
var segmentsAdded = false;
var i = 0;
var j = 0;
for(i=0; i < a1.segmentQueue.length; i++){
var seg = a1.segmentQueue[i];
var loaded = true;
for (j=0; j < seg.requires.length; j++){
var name = seg.requires[j];
// If there is a dependency that requires loading
if (!a1.segments[name]){
// Load it!
loaded = false;
a1.loadJS(name, seg.name);
} else if (!a1.segments[name].loaded){
// If we've identified a file to be loaded,
// but are still waiting
// make sure we continue waiting
loaded = false;
}
}
if (loaded && seg.body !== null) {
a1.segmentQueue.splice(i, 1);
seg.loaded = true;
seg.body();
segmentsAdded = true;
i--;
}
}
// If we've added segments, rerun this method
if ( segmentsAdded ) {
a1.runSegments();
} else if (a1.waitingForDOMLoad == 0 && a1.segmentQueue.length != 0){
// Nothing was added, no more files, but more segments to load?
// TODO: Capture more information about the unloaded files
throw('Unresolved dependencies');
}
},
// Loads another javascript file
loadJS: function( name, requiredFrom ) {
a1.segments[name] = {name: name, requires:[], loaded: false, body: null};
a1.waitingForDOMLoad++;
var path = name.replace(/\./g, '/')+ '.js';
var script = document.createElement( 'script' );
script.type = 'text/javascript';
script.src = path;
script.onload = function() {
a1.waitingForDOMLoad--;
a1.runSegments();
}
script.onerror = function() {
throw(
'Failed to load module '+name+' at ' + path + ' ' +
'required from ' + requiredFrom
);
};
document.getElementsByTagName( 'head' )[0].appendChild(script);
},
// WEBGL Loading and Utility functions
startWebGL: function(canvas){
try {
a1.gl = canvas.getContext("experimental-webgl");
a1.gl.viewportWidth = canvas.width;
a1.gl.viewportHeight = canvas.height;
}
catch (e) {}
if (!a1.gl){
alert("Could not launch WebGL.");
}
},
// Creates a WebGL shader given the type and a string containing the shader
createShader: function(shaderType, strShaderFile)
{
var shader = a1.gl.createShader(shaderType);
a1.gl.shaderSource(shader, strShaderFile);
a1.gl.compileShader(shader);
// In WebGL, replaces GlGetShaderiv
var status = a1.gl.getShaderParameter(shader, a1.gl.COMPILE_STATUS);
if (status == false){
var infolog = a1.gl.getShaderInfoLog(shader);
var strShaderType = "";
switch(shaderType){
case a1.gl.VERTEX_SHADER: strShaderType = "vertex"; break;
case a1.gl.GEOMETRY_SHADER: strShaderType = "geometry"; break;
case a1.gl.FRAGMENT_SHADER: strShaderType = "fragment"; break;
}
console.error("Compile failure in " + strShaderType + ": " + infolog);
}
return shader;
},
// Create a WebGL program, given a list of shaders
createProgram: function(shaderList)
{
var program = a1.gl.createProgram();
for (var i = 0; i < shaderList.length; i++){
a1.gl.attachShader(program, shaderList[i]);
}
a1.gl.linkProgram(program);
var status = a1.gl.getProgramParameter(program, a1.gl.LINK_STATUS);
if (status == false){
var infolog = a1.gl.getProgramInfoLog(program);
console.error("Linker failure: " + infolog);
}
return program;
}
};
// -----------------------------------------------------------------------------
// Class object based on John Resigs code; inspired by base2 and Prototype
// http://ejohn.org/blog/simple-javascript-inheritance/
var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\bparent\b/ : /.*/;
window.a1.Class = function(){};
var inject = function(prop) {
var proto = this.prototype;
var parent = {};
for( var name in prop ) {
if(
typeof(prop[name]) == "function" &&
typeof(proto[name]) == "function" &&
fnTest.test(prop[name])
) {
parent[name] = proto[name]; // save original function
proto[name] = (function(name, fn){
return function() {
var tmp = this.parent;
this.parent = parent[name];
var ret = fn.apply(this, arguments);
this.parent = tmp;
return ret;
};
})( name, prop[name] );
}
else {
proto[name] = prop[name];
}
}
};
window.a1.Class.extend = function(prop) {
var parent = this.prototype;
initializing = true;
var prototype = new this();
initializing = false;
for( var name in prop ) {
if(
typeof(prop[name]) == "function" &&
typeof(parent[name]) == "function" &&
fnTest.test(prop[name])
) {
prototype[name] = (function(name, fn){
return function() {
var tmp = this.parent;
this.parent = parent[name];
var ret = fn.apply(this, arguments);
this.parent = tmp;
return ret;
};
})( name, prop[name] );
}
else {
prototype[name] = prop[name];
}
}
function Class() {
if( !initializing ) {
// If this class has a staticInstantiate method, invoke it
// and check if we got something back. If not, the normal
// constructor (init) is called.
if( this.staticInstantiate ) {
var obj = this.staticInstantiate.apply(this, arguments);
if( obj ) {
return obj;
}
}
for( var p in this ) {
if( typeof(this[p]) == 'object' ) {
this[p] = a1.copy(this[p]); // deep copy!
}
}
if( this.init ) {
this.init.apply(this, arguments);
}
}
return this;
}
Class.prototype = prototype;
Class.constructor = Class;
Class.extend = arguments.callee;
Class.inject = inject;
return Class;
};
/**
* Provides requestAnimationFrame in a cross browser way.
*/
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) {
window.setTimeout(callback, 1000/60);
};
})();
})(window);
// Load the shell
a1.segment(
'alephone'
).requires(
'shell'
).defines(function(){
a1.shell.main();
});