egroupware/etemplate/js/et2_core_inheritance.js

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/**
* EGroupware eTemplate2 - JS code for implementing inheritance
*
* @license http://opensource.org/licenses/gpl-license.php GPL - GNU General Public License
* @package etemplate
* @subpackage api
* @link http://www.egroupware.org
* @author Andreas Stöckel
* @copyright Stylite 2011
* @version $Id$
*/
"use strict";
/*egw:uses
et2_core_common;
*/
/**
* Usage of the JS inheritance system
* ----------------------------------
*
* To create a class write
*
* MyClass = Class.extend([interfaces, ] functions);
*
* where "interfaces" is a single interface or an array of interfaces and
* functions an object containing the functions the class implements.
*
* An interface has to be created in the following way:
*
* var IBreathingObject = new Interface({
* breath: function() {}
* });
*
* var Human = Class.extend(IBreathingObject, {
* walk: function() {
* console.log("Walking");
* },
* speak: function(_words) {
* console.log(_words);
* }
* });
*
* As "Human" does not implement the function "breath", "Human" is treated as
* abstract. Trying to create an instance of "Human" will throw an exception.
* However
*
* Human.prototype.implements(IBreathingObject);
*
* will return true. Lets create a specific class of "Human":
*
* var ChuckNorris = Human.extend({
* breath: function() {
* console.log("Chuck Norris does not breath, he holds air hostage.");
* },
* speak: function(_words) {
* console.warn("Chuck Norris says:");
* this._super(_words);
* }
* });
*/
// The following code is mostly taken from
// http://ejohn.org/blog/simple-javascript-inheritance/
// some parts were slightly changed for better understanding. Added possiblity
// to use interfaces.
/* Simple JavaScript Inheritance
* By John Resig http://ejohn.org/
* MIT Licensed
*/
// Inspired by base2 and Prototype
(function(){
var initializing = false;
/**
* Turn this to "true" to track creation and destruction of elements
*/
var getMem_freeMem_trace = false;
var tracedObjects = {};
// Check whether "function decompilation" works - fnTest is normally used to
// check whether a
var fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
// Base "Class" for interfaces - needed to check whether an object is an
// interface
this.Interface = function(fncts) {
for (var key in fncts)
{
this[key] = fncts[key];
}
};
/**
* The addInterfaceFunctions function adds all interface functions the class has
* to implement to the class prototype.
*/
function addInterfaceFunctions(prototype, interfaces)
{
// Remember all interface functions in the prototype
var ifaces = ((typeof prototype["_ifacefuncs"] == "undefined") ? [] :
prototype["_ifacefuncs"]);
prototype["_ifacefuncs"] = [];
for (var i = 0; i < interfaces.length; i++)
{
var iface = interfaces[i];
if (iface instanceof Interface)
{
for (var key in iface)
{
prototype["_ifacefuncs"].push(key);
}
}
else
{
throw("Interfaces must be instance of Interface!");
}
}
for (var i = 0; i < ifaces.length; i++)
{
prototype["_ifacefuncs"].push(ifaces[i]);
}
};
function addAttributeFunctions(prototype, _super)
{
function _copyMerge(_new, _old)
{
var result = {};
// Copy the new object
if (typeof _new != "undefined")
{
for (var key in _new)
{
result[key] = _new[key];
}
}
// Merge the old object
for (var key in _old)
{
if (typeof result[key] == "undefined")
{
result[key] = _old[key];
}
}
return result;
}
var attributes = {};
// Copy the old attributes
for (var key in prototype.attributes)
{
attributes[key] = _copyMerge({}, prototype.attributes[key]);
}
// Add the old attributes to the new ones. If the attributes already
// exist, they are merged.
for (var key in _super.attributes)
{
var _old = _super.attributes[key];
var _new = {};
attributes[key] = _copyMerge(attributes[key], _old);
}
// Validate the attributes
for (var key in attributes)
{
et2_validateAttrib(key, attributes[key]);
}
prototype.attributes = attributes;
};
function classExtend(interfaces, prop) {
if (typeof prop == "undefined")
{
prop = interfaces;
interfaces = [];
}
// If a single interface is given, encapsulate it in an array
if (!(interfaces instanceof Array))
{
interfaces = [interfaces];
}
if (typeof prop.attributes == "undefined")
{
prop.attributes = {};
}
var _super = this.prototype;
// Instantiate a base class (but only create the instance,
// don't run the init constructor)
initializing = true;
var prototype = new this();
initializing = false;
// Copy the properties over onto the new prototype
for (var name in prop) {
// Check if we're overwriting an existing function and check whether
// the function actually uses "_super" - the RegExp test function
// silently converts the funciton prop[name] to a string.
if (typeof prop[name] == "function" &&
typeof _super[name] == "function" && fnTest.test(prop[name]))
{
prototype[name] = (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]);
}
else
{
prototype[name] = prop[name];
}
}
// Add the interface functions and the "implements" function to the
// prototype
addInterfaceFunctions(prototype, interfaces);
// Merge the attributes and create the functions corresponding to the
// attributes
addAttributeFunctions(prototype, _super);
// The dummy class constructor
function Class() {
// All construction is actually done in the init method
if (!initializing)
{
// Check whether the object implements all interface functions
for (var i = 0; i < this._ifacefuncs.length; i++)
{
var func = this._ifacefuncs[i];
if (!(typeof this[func] == "function"))
{
throw("Trying to create abstract object, interface " +
"function '" + func + "' not implemented.");
}
}
// Do some tracing of the getMem_freeMem_trace is activated
if (getMem_freeMem_trace)
{
this.__OBJ_UID = "obj_" + egw.uid();
var className = this.className();
tracedObjects[this.__OBJ_UID] = {
"created": new Date().getTime(),
"class": className
}
egw.debug("log", "*" + this.__OBJ_UID + " (" + className + ")");
}
if (this.init)
{
this.init.apply(this, arguments);
}
}
}
// Populate our constructed prototype object
Class.prototype = prototype;
// Enforce the constructor to be what we expect
Class.prototype.constructor = Class;
// And make this class extendable
Class.extend = classExtend;
return Class;
};
// The base Class implementation (does nothing)
this.Class = function(){};
// Create a new Class that inherits from this class. The first parameter
// is an array which defines a set of interfaces the object has to
// implement. An interface is simply an object with named functions.
Class.extend = classExtend;
// The base class has no attributes
Class.prototype.attributes = {};
// Add the basic functions
/**
* Destructor function - it calls "destroy" if it has been defined and then
* deletes all keys of this element, so that any access to this element will
* eventually throw an exception, making it easier to hunt down memory leaks.
*/
Class.prototype.free = function() {
if (this.destroy)
{
this.destroy();
}
// Trace the freeing of the object
if (getMem_freeMem_trace)
{
delete(tracedObjects[this.__OBJ_UID]);
egw.debug("log", "-" + this.__OBJ_UID);
}
// Delete every object entry
for (var key in this)
{
delete(this[key]);
}
// Don't raise an exception when attempting to free an element multiple
// times.
this.free = function() {};
};
// Some debug functions for memory leak hunting
if (getMem_freeMem_trace)
{
/**
* Prints a list of all objects UIDs which have not been freed yet.
*/
Class.prototype.showTrace = function() {
console.log(tracedObjects);
},
/**
* VERY slow - for debugging only!
*/
Class.prototype.className = function() {
for (var key in window)
{
if (key.substr(0, 3) == "et2" && this.constructor == window[key])
{
return key;
}
}
return "?";
}
}
/**
* Returns the value of the given attribute. If the property does not
* exist, an error message is issued.
*/
Class.prototype.getAttribute = function(_name) {
if (typeof this.attributes[_name] != "undefined" &&
!this.attributes[_name].ignore)
{
if (typeof this["get_" + _name] == "function")
{
return this["get_" + _name]();
}
else
{
return this[_name];
}
}
else
{
egw.debug("error", this, "Attribute '" + _name + "' does not exist!");
}
};
/**
* The setAttribute function sets the attribute with the given name to
* the given value. _override defines, whether this[_name] will be set,
* if this key already exists. _override defaults to true. A warning
* is issued if the attribute does not exist.
*/
Class.prototype.setAttribute = function(_name, _value, _override) {
if (typeof this.attributes[_name] != "undefined")
{
if (!this.attributes[_name].ignore)
{
if (typeof _override == "undefined")
{
_override = true;
}
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var val = et2_checkType(_value, this.attributes[_name].type,
_name);
if (typeof this["set_" + _name] == "function")
{
this["set_" + _name](val);
}
else if (_override || typeof this[_name] == "undefined")
{
this[_name] = val;
}
}
}
else
{
egw.debug("warn", this, "Attribute '" + _name + "' does not exist!");
}
};
Major update of the et2_widget internal structure. The following changes were made: - All attributes of the widgets are now parsed from XML before the widget itself is created. These attributes plus all default values are then added to an associative array. The associative array is passed as second parameter to the init function of et2_widget, but is also available as this.options *after* the constructor of the et2_widget baseclass has been called. The et2_widget constructor also calls a function parseArrayMgrAttrs(_attrs) - in this function widget implementations can read the values from e.g. the content and validation_errors array and merge it into the given _attrs associative array. After the complete internal widgettree is completely loaded and created the "loadingFinished" function gets called and invokes all given setter functions. After that it "glues" the DOM tree together. This should also (I didn't measure it) be a bit faster than before, when the DOM-Tree was created on the fly. Please have a look at the changes of the et2_textbox widget to see how this affects writing widgets. Note: The "id" property is copied to the object scope on the top of the et2_widget constructor. - When widgets are cloned the "options" array gets passed along to the newly created widget. This means that changes made on the widgets during runtime are not automatically copied to the clone - as this didn't happen anyhow it is not a really disadvantage. On the other side there should be no difference between widgets directly inside the "overlay" xet tag and widgets which are inside instanciated templates. - The selbox widget doesn't work anymore - it relied on the loadAttributes function which isn't available anymore. et2_selbox should use the parseArrayMgrAttrs function to access - I've commented out some of the "validator"-code in etemplate2.js as it created some error messages when destroying the widget tree.
2011-08-19 18:00:44 +02:00
/**
* generateAttributeSet sanitizes the given associative array of attributes
* (by passing each entry to "et2_checkType" and checking for existance of
* the attribute) and adds the default values to the associative array.
*
* @param _attrs is the associative array containing the attributes.
*/
Class.prototype.generateAttributeSet = function(_attrs) {
// Sanity check and validation
for (var key in _attrs)
{
if (typeof this.attributes[key] != "undefined")
{
if (!this.attributes[key].ignore)
{
_attrs[key] = et2_checkType(_attrs[key], this.attributes[key].type,
key);
}
}
else
{
// Key does not exist - delete it and issue a warning
delete(_attrs[key]);
egw.debug("warn", this, "Attribute '" + key +
"' does not exist in " + _attrs.type+"!");
Major update of the et2_widget internal structure. The following changes were made: - All attributes of the widgets are now parsed from XML before the widget itself is created. These attributes plus all default values are then added to an associative array. The associative array is passed as second parameter to the init function of et2_widget, but is also available as this.options *after* the constructor of the et2_widget baseclass has been called. The et2_widget constructor also calls a function parseArrayMgrAttrs(_attrs) - in this function widget implementations can read the values from e.g. the content and validation_errors array and merge it into the given _attrs associative array. After the complete internal widgettree is completely loaded and created the "loadingFinished" function gets called and invokes all given setter functions. After that it "glues" the DOM tree together. This should also (I didn't measure it) be a bit faster than before, when the DOM-Tree was created on the fly. Please have a look at the changes of the et2_textbox widget to see how this affects writing widgets. Note: The "id" property is copied to the object scope on the top of the et2_widget constructor. - When widgets are cloned the "options" array gets passed along to the newly created widget. This means that changes made on the widgets during runtime are not automatically copied to the clone - as this didn't happen anyhow it is not a really disadvantage. On the other side there should be no difference between widgets directly inside the "overlay" xet tag and widgets which are inside instanciated templates. - The selbox widget doesn't work anymore - it relied on the loadAttributes function which isn't available anymore. et2_selbox should use the parseArrayMgrAttrs function to access - I've commented out some of the "validator"-code in etemplate2.js as it created some error messages when destroying the widget tree.
2011-08-19 18:00:44 +02:00
}
}
// Include default values or already set values for this attribute
for (var key in this.attributes)
{
if (typeof _attrs[key] == "undefined")
{
var _default = this.attributes[key]["default"];
if (_default == et2_no_init)
{
_default = undefined;
}
_attrs[key] = _default;
}
}
return _attrs;
};
Major update of the et2_widget internal structure. The following changes were made: - All attributes of the widgets are now parsed from XML before the widget itself is created. These attributes plus all default values are then added to an associative array. The associative array is passed as second parameter to the init function of et2_widget, but is also available as this.options *after* the constructor of the et2_widget baseclass has been called. The et2_widget constructor also calls a function parseArrayMgrAttrs(_attrs) - in this function widget implementations can read the values from e.g. the content and validation_errors array and merge it into the given _attrs associative array. After the complete internal widgettree is completely loaded and created the "loadingFinished" function gets called and invokes all given setter functions. After that it "glues" the DOM tree together. This should also (I didn't measure it) be a bit faster than before, when the DOM-Tree was created on the fly. Please have a look at the changes of the et2_textbox widget to see how this affects writing widgets. Note: The "id" property is copied to the object scope on the top of the et2_widget constructor. - When widgets are cloned the "options" array gets passed along to the newly created widget. This means that changes made on the widgets during runtime are not automatically copied to the clone - as this didn't happen anyhow it is not a really disadvantage. On the other side there should be no difference between widgets directly inside the "overlay" xet tag and widgets which are inside instanciated templates. - The selbox widget doesn't work anymore - it relied on the loadAttributes function which isn't available anymore. et2_selbox should use the parseArrayMgrAttrs function to access - I've commented out some of the "validator"-code in etemplate2.js as it created some error messages when destroying the widget tree.
2011-08-19 18:00:44 +02:00
/**
* The initAttributes function sets the attributes to their default
* values. The attributes are not overwritten, which means, that the
* default is only set, if either a setter exists or this[propName] does
* not exist yet.
*/
Major update of the et2_widget internal structure. The following changes were made: - All attributes of the widgets are now parsed from XML before the widget itself is created. These attributes plus all default values are then added to an associative array. The associative array is passed as second parameter to the init function of et2_widget, but is also available as this.options *after* the constructor of the et2_widget baseclass has been called. The et2_widget constructor also calls a function parseArrayMgrAttrs(_attrs) - in this function widget implementations can read the values from e.g. the content and validation_errors array and merge it into the given _attrs associative array. After the complete internal widgettree is completely loaded and created the "loadingFinished" function gets called and invokes all given setter functions. After that it "glues" the DOM tree together. This should also (I didn't measure it) be a bit faster than before, when the DOM-Tree was created on the fly. Please have a look at the changes of the et2_textbox widget to see how this affects writing widgets. Note: The "id" property is copied to the object scope on the top of the et2_widget constructor. - When widgets are cloned the "options" array gets passed along to the newly created widget. This means that changes made on the widgets during runtime are not automatically copied to the clone - as this didn't happen anyhow it is not a really disadvantage. On the other side there should be no difference between widgets directly inside the "overlay" xet tag and widgets which are inside instanciated templates. - The selbox widget doesn't work anymore - it relied on the loadAttributes function which isn't available anymore. et2_selbox should use the parseArrayMgrAttrs function to access - I've commented out some of the "validator"-code in etemplate2.js as it created some error messages when destroying the widget tree.
2011-08-19 18:00:44 +02:00
Class.prototype.initAttributes = function(_attrs) {
for (var key in _attrs)
{
if (typeof this.attributes[key] != "undefined" && !this.attributes[key].ignore && !(_attrs[key] == undefined))
{
Major update of the et2_widget internal structure. The following changes were made: - All attributes of the widgets are now parsed from XML before the widget itself is created. These attributes plus all default values are then added to an associative array. The associative array is passed as second parameter to the init function of et2_widget, but is also available as this.options *after* the constructor of the et2_widget baseclass has been called. The et2_widget constructor also calls a function parseArrayMgrAttrs(_attrs) - in this function widget implementations can read the values from e.g. the content and validation_errors array and merge it into the given _attrs associative array. After the complete internal widgettree is completely loaded and created the "loadingFinished" function gets called and invokes all given setter functions. After that it "glues" the DOM tree together. This should also (I didn't measure it) be a bit faster than before, when the DOM-Tree was created on the fly. Please have a look at the changes of the et2_textbox widget to see how this affects writing widgets. Note: The "id" property is copied to the object scope on the top of the et2_widget constructor. - When widgets are cloned the "options" array gets passed along to the newly created widget. This means that changes made on the widgets during runtime are not automatically copied to the clone - as this didn't happen anyhow it is not a really disadvantage. On the other side there should be no difference between widgets directly inside the "overlay" xet tag and widgets which are inside instanciated templates. - The selbox widget doesn't work anymore - it relied on the loadAttributes function which isn't available anymore. et2_selbox should use the parseArrayMgrAttrs function to access - I've commented out some of the "validator"-code in etemplate2.js as it created some error messages when destroying the widget tree.
2011-08-19 18:00:44 +02:00
this.setAttribute(key, _attrs[key], false);
}
}
};
/**
* The implements function can be used to check whether the object
* implements the given interface.
*/
Class.prototype.implements = function(_iface) {
for (var key in _iface)
{
if (this._ifacefuncs.indexOf(key) < 0)
{
return false;
}
}
return true;
};
/**
* The instanceOf function can be used to check for both - classes and
* interfaces. Please don't change the case of this function as this
* affects IE and Opera support.
*/
Class.prototype.instanceOf = function(_obj) {
if (_obj instanceof Interface)
{
return this.implements(_obj);
}
else
{
return this instanceof _obj;
}
};
}).call(window);