vide/src/apply.luau
2023-09-20 12:11:29 +01:00

162 lines
5.7 KiB
Lua

if not game then script = require "test/relative-string" end
local typeof = game and typeof or require "test/mock".typeof :: never
local Vector2 = game and Vector2 or require "test/mock".Vector2 :: never
local UDim2 = game and UDim2 or require "test/mock".UDim2 :: never
local flags = require(script.Parent.flags)
local throw = require(script.Parent.throw)
local bind = require(script.Parent.bind)
local _, is_action = require(script.Parent.action)()
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
type Array<V> = { V }
type Map<K, V> = { [K]: V }
-- buffer of event -> callback to connect after properties are set
local event_buffer = {} :: Map<string, () -> ()>
-- buffer of priority -> callback to run after events are connected
local action_buffers = {} :: Map<number, Array<(Instance) -> ()>>
-- lazily create buffers on nil index
setmetatable(action_buffers :: any, {
__index = function(_, i: number)
action_buffers[i] = {}
return action_buffers[i]
end
})
-- cache in strict mode to detect duplicate property set at same nesting level
local nested_debug_cache = {} :: Map<number, Map<string, true>>
setmetatable(nested_debug_cache :: any, {
__index = function(_, i: number)
nested_debug_cache[i] = {}
return nested_debug_cache[i]
end
})
-- use stack instead of recursive function to process nested layers one at time
-- deeper-nested properties take precedence over shallower-nested ones
-- each nested layer occupies two indexes: 1. table ref 2. nested depth
-- e.g. { t1 = { t3 = {} }, t2 = {} } -> { t1, 1, t2, 1, t3, 2 }
local nested_stack = {} :: { {} | number }
-- todo: solution without manual updating of this table
-- map of datatype names to class default constructor for aggregate init
local aggregates = {}
for i, v in next, {
CFrame = CFrame,
Color3 = Color3,
UDim = UDim,
UDim2 = UDim2,
Vector2 = Vector2,
Vector3 = Vector3,
Rect = Rect
} do
aggregates[i] = v.new
end
-- processes a potentially nested table of values to assign to an instance
local function process_props(instance: Instance, properties: Map<unknown, unknown>)
local strict = flags.strict
table.clear(nested_stack)
if strict then table.clear(nested_debug_cache) end
local depth = 1
repeat
for property, value in properties do
if type(property) == "string" then
if strict then -- check for duplicate prop assignment at nesting layer
if nested_debug_cache[depth][property] then
throw(`duplicate property {property} at depth {depth}`)
end
nested_debug_cache[depth][property] = true
end
if type(value) == "table" then -- attempt aggregate init
local ctor = aggregates[typeof((instance :: any)[property])]
if ctor == nil then
throw(`cannot aggregate type {typeof(value)} for property {property}`)
end
(instance :: any)[property] = ctor(unpack(value :: {}))
elseif type(value) == "function" then
if typeof((instance :: any)[property]) == "RBXScriptSignal" then
event_buffer[property] = value :: () -> () -- add event to buffer
else
bind.property(instance, property, value :: () -> ()) -- bind property
end
else
(instance :: any)[property] = value -- set property
end
elseif type(property) == "number" then
if type(value) == "function" then
bind.children(instance, value :: () -> Instance | Array<Instance>) -- bind children
elseif type(value) == "table" then
if is_action(value) then
table.insert(action_buffers[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer
else
table.insert(nested_stack, value :: {})
table.insert(nested_stack, depth + 1) -- push table to stack for later processing
end
else
(value :: Instance).Parent = instance -- parent child
end
end
end
-- pop next nested table off stack
depth = table.remove(nested_stack) :: number
properties = table.remove(nested_stack) :: {}
until not properties
end
-- applies table of nested properties to an instance using full vide semantics
local function apply<T>(instance: T & Instance, properties: { [unknown]: unknown }): T
if not properties then
throw("no properties given, did you forget to call the constructor returned by create()?")
end
-- queue parent assignment if any for last
local parent: unknown = properties.Parent
if parent then properties.Parent = nil end
-- reset buffers
table.clear(event_buffer)
for _, buffer in next, action_buffers do
table.clear(buffer)
end
-- process all properties for immediate setting or buffering
process_props(instance, properties)
-- connect buffered events
for event, fn in next, event_buffer do
(instance :: any)[event]:Connect(fn)
end
-- run buffered actions
for _, buffer in next, action_buffers do
for _, callback in next, buffer do
callback(instance)
end
end
-- finally set parent if any
if parent then
if type(parent) == "function" then
bind.parent(instance, parent :: () -> Instance)
else
instance.Parent = parent :: Instance
end
end
return instance
end
return apply