mirror of
https://github.com/kikito/middleclass.git
synced 2024-11-25 02:44:20 +00:00
300 lines
12 KiB
Lua
300 lines
12 KiB
Lua
-----------------------------------------------------------------------------------
|
|
-- MindState.lua
|
|
-- Enrique García ( enrique.garcia.cota [AT] gmail [DOT] com ) - 19 Oct 2009
|
|
-- Based on Unrealscript's stateful objects
|
|
-----------------------------------------------------------------------------------
|
|
|
|
assert(Object~=nil and class~=nil, 'MiddleClass not detected. Please require it before using MindState')
|
|
|
|
--[[ StatefulObject declaration
|
|
* Stateful classes have a list of states (accesible through class.states).
|
|
* When a method is invoked on an instance of such classes, it is first looked up on the class current state (accesible through class.currentState)
|
|
* If a method is not found on the current state, or if current state is nil, the method is looked up on the class itself
|
|
* It is possible to change states by doing class:gotoState(stateName)
|
|
]]
|
|
StatefulObject = class('StatefulObject')
|
|
|
|
StatefulObject.states = {} -- the root state list
|
|
|
|
------------------------------------
|
|
-- PRIVATE ATTRIBUTES AND METHODS
|
|
------------------------------------
|
|
local _private = setmetatable({}, {__mode = "k"}) -- weak table storing private references
|
|
|
|
-- helper function used to call state callbacks (enterState, exitState, etc)
|
|
local _invokeCallback = function(self, state, callbackName, ... )
|
|
if state==nil then return end
|
|
local callback = state[callbackName]
|
|
if(type(callback)=='function') then callback(self, ...) end
|
|
end
|
|
|
|
local _getStack=function(self)
|
|
local stack = _private[self].stateStack
|
|
assert(stack~=nil, "Could not find the stack for the object. Make sure you invoked super.initialize(self) on the constructor.")
|
|
return stack
|
|
end
|
|
|
|
-- These methods will not be overriden by the states.
|
|
local _ignoredMethods = {
|
|
states=1, initialize=1,
|
|
gotoState=1, pushState=1, popState=1, popAllStates=1, getCurrentState=1, isInState=1,
|
|
enterState=1, exitState=1, pushedState=1, poppedState=1, pausedState=1, continuedState=1,
|
|
addState=1, subclass=1, includes=1, destroy=1
|
|
}
|
|
|
|
local _prevSubclass = StatefulObject.subclass -- previous way of creating subclasses (used to redefine subclass itself)
|
|
|
|
|
|
-- The State class; is the father of all State objects
|
|
local State = class('State', Object)
|
|
|
|
function State.subclass(theClass, name, theStatefulClass)
|
|
local theSubClass = Object.subclass(theClass, name)
|
|
local superDict = (theClass==State and theClass.__classDict or theStatefulClass.superclass.__classDict)
|
|
theSubClass.subclass = State.subclass
|
|
|
|
local mt = getmetatable(theSubClass)
|
|
mt.__newindex = function(_, methodName, method)
|
|
if type(method) == 'function' then
|
|
local fenv = getfenv(method)
|
|
local newenv = setmetatable( {super = superDict}, {__index = fenv, __newindex = fenv} )
|
|
setfenv( method, newenv )
|
|
end
|
|
rawset(theSubClass.__classDict, methodName, method)
|
|
end
|
|
|
|
return theSubClass
|
|
end
|
|
|
|
------------------------------------
|
|
-- INSTANCE METHODS
|
|
------------------------------------
|
|
|
|
--[[ constructor
|
|
If your states need initialization, they can receive parameters via the initParameters parameter
|
|
initParameters is a table with parameters used for initializing the states. These are needed mostly if
|
|
your states have a custom superclass that needs parameters on their initialize() function.
|
|
]]
|
|
function StatefulObject:initialize(initParameters)
|
|
super.initialize(self)
|
|
initParameters = initParameters or {} --initialize to empty table if nil
|
|
|
|
_private[self] = {
|
|
states = {},
|
|
stateStack = {}
|
|
}
|
|
|
|
for stateName,stateClass in pairs(self.class.states) do
|
|
local state = stateClass:new(unpack(initParameters[stateName] or {}))
|
|
state.name = stateName
|
|
_private[self].states[stateName] = state
|
|
end
|
|
end
|
|
|
|
--[[ Changes the current state.
|
|
If the current state has a method called onExitState, it will be called, with the instance as a parameter.
|
|
If the "next" state exists and has a method called onExitState, it will be called, with the instance as a parameter.
|
|
use gotoState(nil) for setting states to nothing
|
|
This method invokes the exitState and enterState functions if they exist on the current state
|
|
Second parameter is optional. If true, the stack will be conserved. Otherwise, it will be popped.
|
|
]]
|
|
function StatefulObject:gotoState(newStateName, keepStack)
|
|
assert(_private[self].states~=nil, "Attribute 'states' not detected. check that you called instance:gotoState and not instance.gotoState, and that you invoked super.initialize(self) in the constructor.")
|
|
|
|
local prevState = self:getCurrentState()
|
|
|
|
-- If we're trying to go to a state in which we already are, return (do nothing)
|
|
if(prevState~=nil and prevState.name == newStateName) then return end
|
|
|
|
local nextState
|
|
if(newStateName~=nil) then
|
|
nextState = _private[self].states[newStateName]
|
|
assert(nextState~=nil, "State '" .. newStateName .. "' not found")
|
|
end
|
|
|
|
-- Either empty completely the stack, or just call the exitstate callback on current state
|
|
if(keepStack~=true) then
|
|
self:popAllStates()
|
|
else
|
|
_invokeCallback(self, prevState, 'exitState', newStateName )
|
|
end
|
|
|
|
-- replace the top of the stack with the new state
|
|
local stack = _getStack(self)
|
|
stack[math.max(#stack,1)] = nextState
|
|
|
|
-- Invoke enterState on the new state. 2nd parameter is the name of the previous state, or nil
|
|
_invokeCallback(self, nextState, 'enterState', prevState~=nil and prevState.name or nil)
|
|
|
|
end
|
|
|
|
--[[ Changes the current state, by pushing a new state on the stack.
|
|
If the pushed state is already on the stack, this function does nothing.
|
|
Invokes 'pausedState' on the previous state, if existing
|
|
The new state is pushed on the top of the stack and then
|
|
Invokes 'pushedState' and 'enterState' on the new state, if existing
|
|
]]
|
|
function StatefulObject:pushState(newStateName)
|
|
assert(type(newStateName)=='string', "newStateName must be a string.")
|
|
assert(_private[self].states~=nil, "Attribute 'states' not detected. check that you called instance:pushState and not instance.pushState, and that you invoked super.initialize(self) in the constructor.")
|
|
|
|
local nextState = _private[self].states[newStateName]
|
|
assert(nextState~=nil, "State '" .. newStateName .. "' not found")
|
|
|
|
-- If we attempt to push a state and the state is already on return (do nothing)
|
|
local stack = _getStack(self)
|
|
for _,state in ipairs(stack) do
|
|
if(state.name == newStateName) then return end
|
|
end
|
|
|
|
-- Invoke pausedState on the previous state
|
|
_invokeCallback(self, self:getCurrentState(), 'pausedState')
|
|
|
|
-- Do the push
|
|
table.insert(stack, nextState)
|
|
|
|
-- Invoke pushedState & enterState on the next state
|
|
_invokeCallback(self, nextState, 'pushedState')
|
|
_invokeCallback(self, nextState, 'enterState')
|
|
|
|
return nextState
|
|
end
|
|
|
|
--[[ Removes a state from the state stack
|
|
If a state name is given, it will attempt to remove it from the stack. If not found on the stack it will do nothing.
|
|
If no state name is give, this pops the top state from the stack, if any. Otherwise it does nothing.
|
|
Callbacks will be called when needed.
|
|
]]
|
|
function StatefulObject:popState(stateName)
|
|
assert(_private[self].states~=nil, "Attribute 'states' not detected. check that you called instance:popState and not instance.popState, and that you invoked super.initialize(self) in the constructor.")
|
|
|
|
-- Invoke exitstate & poppedState on the state being popped out
|
|
local prevState = self:getCurrentState()
|
|
_invokeCallback(self, prevState, 'exitState')
|
|
_invokeCallback(self, prevState, 'poppedState')
|
|
|
|
-- Do the pop
|
|
local stack = _getStack(self)
|
|
table.remove(stack, #stack)
|
|
|
|
-- Invoke continuedState on the new state
|
|
local newState = self:getCurrentState()
|
|
_invokeCallback(self, newState, 'continuedState')
|
|
|
|
return newState
|
|
end
|
|
|
|
--[[ Empties the state stack
|
|
This function will invoke all the popState, exitState callbacks on all the states as they pop out.
|
|
]]
|
|
function StatefulObject:popAllStates()
|
|
local state = self:popState()
|
|
while(state~=nil) do state = self:popState() end
|
|
end
|
|
|
|
--[[ Returns the current state (top of the stack only)
|
|
The current state's name can be obtained doing object:getCurrentState().name
|
|
]]
|
|
function StatefulObject:getCurrentState()
|
|
local stack = _getStack(self)
|
|
if #stack == 0 then return nil end
|
|
return(stack[#stack])
|
|
end
|
|
|
|
--[[
|
|
Returns true if the object is in the state named 'stateName'
|
|
If second(optional) parameter is true, this method returns true if the state is on the stack instead
|
|
]]
|
|
function StatefulObject:isInState(stateName, testStateStack)
|
|
local stack = _getStack(self)
|
|
|
|
if(testStateStack==true) then
|
|
for _,state in ipairs(stack) do
|
|
if(state.name == stateName) then return true end
|
|
end
|
|
else --testStateStack==false
|
|
local state = stack[#stack]
|
|
if(state~=nil and state.name == stateName) then return true end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
------------------------------------
|
|
-- CLASS METHODS
|
|
------------------------------------
|
|
|
|
--[[ Adds a new state to the "states" class member.
|
|
superState is optional. If nil, State will be the parent class of the new state
|
|
returns the newly created state
|
|
]]
|
|
function StatefulObject.addState(theClass, stateName, superState)
|
|
superState = superState or State
|
|
--print(theClass.name, stateName, superState.name)
|
|
assert(subclassOf(StatefulObject, theClass), "Use class:addState instead of class.addState")
|
|
assert(theClass.states[stateName]==nil, "The class " .. theClass.name .. " already has a state called '" .. stateName)
|
|
assert(type(stateName)=="string", "stateName must be a string")
|
|
-- states are just regular classes. If superState is nil, this uses Object as superClass
|
|
local state = superState:subclass(stateName, theClass)
|
|
theClass.states[stateName] = state
|
|
return state
|
|
end
|
|
|
|
--[[ Redefinition of Object:subclass
|
|
Subclasses inherit all the states of their superclases, in a special way:
|
|
If class A has a state called Sleeping and B = A.subClass('B'), then B.states.Sleeping is a subclass of A.states.Sleeping
|
|
returns the newly created stateful class
|
|
]]
|
|
function StatefulObject.subclass(theClass, name)
|
|
assert(theClass==StatefulObject or subclassOf(StatefulObject, theClass), "Use class:subclass instead of class.subclass")
|
|
|
|
local theSubClass = _prevSubclass(theClass, name) --for now, theClass is just a regular subclass
|
|
|
|
--the states of the subclass are subclasses of the superclass' states
|
|
theSubClass.states = {}
|
|
for stateName,state in pairs(theClass.states) do
|
|
theSubClass:addState(stateName, state)
|
|
end
|
|
|
|
--look for instance methods on the state stack before looking them up on the class' dictionary
|
|
local classDict = theSubClass.__classDict
|
|
classDict.__index = function(instance, methodName)
|
|
-- If the method isn't on the 'ignoredMethods' list, look through the stack to see if it is defined
|
|
if(_ignoredMethods[methodName]~=1) then
|
|
local stack = _private[instance].stateStack
|
|
local method
|
|
for i = #stack,1,-1 do -- reversal loop
|
|
method = stack[i][methodName]
|
|
if(method~=nil) then return method end
|
|
end
|
|
end
|
|
--if ignored or not found, look on the class method
|
|
return classDict[methodName]
|
|
end
|
|
|
|
return theSubClass
|
|
end
|
|
|
|
|
|
--[[ Include override for stateful classes.
|
|
This is exactly like MiddleClass' include function, except that it module has a property called "states"
|
|
then each member of that module.states is included on the StatefulObject class.
|
|
If module.states has a state that doesn't exist on StatefulObject, a new state will be created.
|
|
]]
|
|
function StatefulObject.includes(theClass, module, ...)
|
|
assert(subclassOf(StatefulObject, theClass), "Use class:includes instead of class.includes")
|
|
for methodName,method in pairs(module) do
|
|
if methodName ~="included" and methodName ~= "states" then
|
|
theClass[methodName] = method
|
|
end
|
|
end
|
|
if type(module.included)=="function" then module.included(theClass, ...) end
|
|
if type(module.states)=="table" then
|
|
for stateName,moduleState in pairs(module.states) do
|
|
local state = theClass.states[stateName]
|
|
if(state==nil) then state = theClass:addState(stateName) end
|
|
state:includes(moduleState, ...)
|
|
end
|
|
end
|
|
end
|