vide/src/switch.luau
Aaron Smith c288cb92c4 Minor refactors
Also fixed potential bug with `create()` being called recursively if a
property binding passed as a property to `create()` also calls
`create()`
2023-11-20 16:53:30 +00:00

68 lines
1.8 KiB
Lua

if not game then script = require "test/relative-string" end
local throw = require(script.Parent.throw)
local graph = require(script.Parent.graph)
type Node<T> = graph.Node<T>
type StartNode<T> = graph.StartNode<T>
local create_node = graph.create_node
local evaluate_node = graph.evaluate_node
local set_owner = graph.set_owner
local track = graph.track
local destroy = graph.destroy
local assert_owning_scope = graph.assert_owning_scope
local open_scope = graph.open_scope
local close_scope = graph.close_scope
type Map<K, V> = { [K]: V }
local function switch<T, U>(source: () -> T): (map: Map<T, ((() -> U)?)>) -> () -> U?
local owner = assert_owning_scope()
return function(map)
local last_scope: Node<false>?
local last_component: (() -> U)?
local function update(cached): U?
local component = map[source()]
if component == last_component then return cached end
last_component = component
if last_scope then
destroy(last_scope :: Node<any>)
last_scope = nil
end
if component == nil then return nil end
if type(component) ~= "function" then
throw "map must map a value to a function"
end
local new_scope = create_node(false, false)
last_scope = new_scope :: Node<any>
set_owner(new_scope, owner)
open_scope(new_scope)
local ok, result = pcall(component)
close_scope()
if not ok then error(result, 0) end
return result
end
local node = create_node(nil :: U?, update)
set_owner(node, owner)
evaluate_node(node)
return function()
track(node)
return node.cache
end
end
end
return switch