/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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// MACROS
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/**
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* !#zh
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* 这里是一些用来判断执行环境的宏,这些宏都是全局变量,直接访问即可。<br>
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* 在项目构建时,这些宏将会被预处理并根据构建的平台剔除不需要的代码,例如
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*
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* if (CC_DEBUG) {
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* cc.log('debug');
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* }
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* else {
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* cc.log('release');
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* }
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*
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* 在构建后会只剩下
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*
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* cc.log('release');
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*
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* <br>
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* 如需判断脚本是否运行于指定平台,可以用如下表达式:
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*
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* {
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* "编辑器": CC_EDITOR,
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* "编辑器 或 预览": CC_DEV,
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* "编辑器 或 预览 或 构建调试": CC_DEBUG,
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* "网页预览": CC_PREVIEW && !CC_JSB,
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* "模拟器预览": CC_PREVIEW && CC_JSB,
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* "构建调试": CC_BUILD && CC_DEBUG,
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* "构建发行": CC_BUILD && !CC_DEBUG,
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* }
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*
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* !#en
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* Here are some of the macro used to determine the execution environment, these macros are global variables, can be accessed directly.<br>
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* When the project is built, these macros will be preprocessed and discard unreachable code based on the built platform, for example:
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*
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* if (CC_DEBUG) {
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* cc.log('debug');
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* }
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* else {
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* cc.log('release');
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* }
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*
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* After build will become:
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*
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* cc.log('release');
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*
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* <br>
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* To determine whether the script is running on the specified platform, you can use the following expression:
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*
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* {
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* "editor": CC_EDITOR,
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* "editor or preview": CC_DEV,
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* "editor or preview or build in debug mode": CC_DEBUG,
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* "web preview": CC_PREVIEW && !CC_JSB,
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* "simulator preview": CC_PREVIEW && CC_JSB,
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* "build in debug mode": CC_BUILD && CC_DEBUG,
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* "build in release mode": CC_BUILD && !CC_DEBUG,
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* }
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*
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* @module GLOBAL-MACROS
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*/
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/**
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* @property {Boolean} CC_EDITOR - Running in the editor.
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*/
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/**
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* @property {Boolean} CC_PREVIEW - Preview in browser or simulator.
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*/
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/**
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* @property {Boolean} CC_DEV - Running in the editor or preview.
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*/
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/**
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* @property {Boolean} CC_DEBUG - Running in the editor or preview, or build in debug mode.
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*/
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/**
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* @property {Boolean} CC_BUILD - Running in published project.
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*/
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/**
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* @property {Boolean} CC_JSB - Running in native platform (mobile app, desktop app, or simulator).
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*/
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/**
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* @property {Boolean} CC_TEST - Running in the engine's unit test.
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*/
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/**
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* @property {Boolean} CC_WECHATGAME - Running in the WeChat's mini game.
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*/
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/**
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* @property {Boolean} CC_QQPLAY - Running in the bricks.
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*/
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/**
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* @property {Boolean} CC_RUNTIME - Running in runtime environments.
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*/
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// window may be undefined when first load engine from editor
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var _global = typeof window === 'undefined' ? global : window;
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/*
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* @param defaultValue - The default value is only used in the editor or preview.
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*/
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function defineMacro (name, defaultValue) {
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// if "global_defs" not preprocessed by uglify, just declare them globally,
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// this may happened in release version's preview page.
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if (typeof _global[name] === 'undefined') {
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_global[name] = defaultValue;
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}
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}
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function defined (name) {
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return typeof _global[name] === 'object';
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}
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// ensure CC_BUILD is defined
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// should not use window.CC_BUILD because we need get global_defs defined in uglify
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defineMacro('CC_BUILD', false);
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if (CC_BUILD) {
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// Supports dynamically access from external scripts such as adapters and debugger.
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// So macros should still defined in global even if inlined in engine.
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_global.CC_BUILD = CC_BUILD;
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_global.CC_TEST = CC_TEST;
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_global.CC_EDITOR = CC_EDITOR;
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_global.CC_PREVIEW = CC_PREVIEW;
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_global.CC_DEV = CC_DEV;
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_global.CC_DEBUG = CC_DEBUG;
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_global.CC_JSB = CC_JSB;
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_global.CC_WECHATGAMESUB = CC_WECHATGAMESUB;
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_global.CC_WECHATGAME = CC_WECHATGAME;
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_global.CC_QQPLAY = CC_QQPLAY;
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_global.CC_RUNTIME = CC_RUNTIME;
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_global.CC_SUPPORT_JIT = CC_SUPPORT_JIT;
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_global.CC_QQGAME = CC_QQGAME;
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}
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else {
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// These default values only used in the editor or preview.
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// If you need to modify in the runtime, please modify the `global_defs` in the option returned by `gulp/util/utils.js: getUglifyOptions`.
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defineMacro('CC_TEST', defined('tap') || defined('QUnit'));
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defineMacro('CC_EDITOR', defined('Editor') && defined('process') && ('electron' in process.versions));
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defineMacro('CC_PREVIEW', !CC_EDITOR);
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defineMacro('CC_DEV', true); // (CC_EDITOR && !CC_BUILD) || CC_PREVIEW || CC_TEST
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defineMacro('CC_DEBUG', true); // CC_DEV || Debug Build
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defineMacro('CC_RUNTIME', 'function' === typeof loadRuntime);
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defineMacro('CC_JSB', defined('jsb') && !CC_RUNTIME);
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defineMacro('CC_WECHATGAMESUB', !!(defined('wx') && wx.getSharedCanvas));
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defineMacro('CC_WECHATGAME', !!(defined('wx') && (wx.getSystemInfoSync || wx.getSharedCanvas)));
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defineMacro('CC_QQPLAY', defined('bk'));
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defineMacro('CC_QQGAME', !!defined('qq') && (qq.getSystemInfoSync));
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defineMacro('CC_SUPPORT_JIT', !(CC_WECHATGAME || CC_QQPLAY || CC_RUNTIME));
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}
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//
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if (CC_DEV) {
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/**
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* contains internal apis for unit tests
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* @expose
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*/
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cc._Test = {};
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}
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/**
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* @module cc
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*/
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/**
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* The current version of Cocos2d being used.<br/>
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* Please DO NOT remove this String, it is an important flag for bug tracking.<br/>
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* If you post a bug to forum, please attach this flag.
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* @property {String} ENGINE_VERSION
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*/
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const engineVersion = '2.0.9';
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_global['CocosEngine'] = cc.ENGINE_VERSION = engineVersion;
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