mirror of
https://github.com/centau/vide.git
synced 2026-08-20 23:01:37 +00:00
150 lines
5.5 KiB
Lua
150 lines
5.5 KiB
Lua
if not game then script = require "test/relative-string" end
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local typeof = game and typeof or require "test/mock".typeof :: never
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local Vector2 = game and Vector2 or require "test/mock".Vector2 :: never
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local UDim2 = game and UDim2 or require "test/mock".UDim2 :: never
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local flags = require(script.Parent.flags)
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local throw = require(script.Parent.throw)
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local bind = require(script.Parent.bind)
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local _, is_action = require(script.Parent.action)()
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local graph = require(script.Parent.graph)
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type Node<T> = graph.Node<T>
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-- buffer of event -> callback to connect after properties are set
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local event_buffer: { [string]: () -> () } = {}
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-- buffer of priority -> callback to run after events are connected
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local action_buffers = {} :: { { (Instance) -> () } }
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setmetatable(action_buffers :: any, {
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__index = function(_, i: number)
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action_buffers[i] = {}
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return action_buffers[i]
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end
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})
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-- cache used in strict mode to detect duplicate property sets at same nesting levels
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local nested_debug_cache: { [number]: { [string]: true } } = {}
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setmetatable(nested_debug_cache :: any, {
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__index = function(_, i: number)
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nested_debug_cache[i] = {}
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return nested_debug_cache[i]
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end
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})
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-- a stack used in place of a recursive function to process nesting layers one at a time
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-- enforces the behavior of deeper-nested properties taking precedence of lesser-nested ones
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-- each nested table occupies two indexes, reference to table itself and the depth number
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-- e.g. props = { t1 = { t3 = {} }, t2 = {} } -> { t1, 1, t2, 1, t3, 2 }
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local nested_stack = {} :: { {} | number }
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-- todo: solution without manual updating of this table
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-- map of datatype names to class default constructor for aggregate initialization
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local aggregates = {}
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for i, v in next, {
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Vector2 = Vector2,
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UDim2 = UDim2,
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UDim = UDim,
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Rect = Rect,
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Color3 = Color3
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} do
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aggregates[i] = v.new
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end
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-- processes a potentially nested table of values to assign to an instance
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local function process_nested(instance: Instance, properties: { [unknown]: unknown })
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local strict = flags.strict
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table.clear(nested_stack)
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if strict then table.clear(nested_debug_cache) end
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local depth = 1
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repeat
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for property, value in properties do
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if type(property) == "string" then
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if strict then -- check for duplicate prop assignment at nesting layer
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if nested_debug_cache[depth][property] then
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throw(`duplicate property {property} at depth {depth}`)
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end
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nested_debug_cache[depth][property] = true
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end
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if type(value) == "table" then -- attempt aggregate init
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local ctor = aggregates[typeof((instance :: any)[property])]
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if ctor == nil then
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throw(`cannot aggregate construct type {typeof(value)} for property {property}`)
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end
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(instance :: any)[property] = ctor(unpack(value :: {}))
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elseif type(value) == "function" then
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if typeof((instance :: any)[property]) == "RBXScriptSignal" then
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event_buffer[property] = value :: () -> () -- add event to buffer
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else
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bind.property(instance, property, value :: () -> ()) -- bind source
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end
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else
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(instance :: any)[property] = value -- set property
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end
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elseif type(property) == "number" then
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if type(value) == "function" then
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bind.children(instance, value :: () -> { Instance }) -- bind children
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elseif type(value) == "table" then
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if is_action(value) then
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table.insert(action_buffers[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer
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else
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table.insert(nested_stack, depth + 1) -- push table to stack for later processing
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table.insert(nested_stack, value :: {})
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end
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else
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(value :: Instance).Parent = instance -- parent child
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end
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end
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end
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-- pop next nested table off stack
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properties = table.remove(nested_stack) :: {}
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depth = table.remove(nested_stack) :: number
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until not properties
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end
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-- applies table of nested properties to an instance using full vide semantics
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local function apply<T>(instance: T & Instance, properties: { [unknown]: unknown }): T
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-- queue parent assignment if any for last
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local parent: unknown = properties.Parent
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if parent then properties.Parent = nil end
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-- reset buffers
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table.clear(event_buffer)
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for _, buffer in next, action_buffers do
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table.clear(buffer)
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end
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-- process all properties for immediate setting or buffering
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process_nested(instance, properties)
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-- connect buffered events
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for event, fn in next, event_buffer do
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(instance :: any)[event]:Connect(fn)
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end
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-- run buffered actions respecting their priorities
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for _, buffer in next, action_buffers do
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for _, callback in next, buffer do
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callback(instance)
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end
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end
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-- finally set parent if any
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if parent then
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if type(parent) == "function" then
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bind.parent(instance, parent :: () -> ())
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else
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instance.Parent = parent :: Instance
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end
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end
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return instance
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end
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return apply
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