mirror of
https://github.com/kikito/middleclass.git
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236 lines
9.7 KiB
Lua
236 lines
9.7 KiB
Lua
-----------------------------------------------------------------------------------
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-- MindState.lua
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-- Enrique García ( enrique.garcia.cota [AT] gmail [DOT] com ) - 19 Oct 2009
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-- Based on Unrealscript's stateful objects
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-----------------------------------------------------------------------------------
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require 'MiddleClass.lua'
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--[[ StatefulObject declaration
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* Stateful classes have a list of states (accesible through class.states).
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* 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)
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* 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
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* It is possible to change states by doing class:gotoState(stateName)
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]]
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StatefulObject = class('StatefulObject')
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StatefulObject.states = {} -- the root state list
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local private = setmetatable({}, {__mode = "k"}) -- weak table storing private references
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-- Instance methods
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--[[ constructor
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If your states need initialization, they can receive parameters via the initParameters parameter
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initParameters is a table with parameters used for initializing the states. These are needed mostly if
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your states have a custom superclass that needs parameters on their initialize() function.
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]]
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function StatefulObject:initialize(initParameters)
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super.initialize(self)
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initParameters = initParameters or {} --initialize to empty table if nil
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self.states = {}
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private[self] = {
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stateStack = {}
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}
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for stateName,stateClass in pairs(self.class.states) do
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local state = stateClass:new(unpack(initParameters[stateName] or {}))
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state.name = stateName
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self.states[stateName] = state
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end
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end
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--[[ Changes the current state.
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If the current state has a method called onExitState, it will be called, with the instance as a parameter.
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If the "next" state exists and has a method called onExitState, it will be called, with the instance as a parameter.
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use gotoState(nil) for setting states to nothing
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This method invokes the exitState and enterState functions if they exist on the current state
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Second parameter is optional. If true, the stack will be conserved. Otherwise, it will be popped.
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]]
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function StatefulObject:gotoState(newStateName, keepStack)
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assert(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.")
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local prevState = self:getCurrentState()
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-- If we're trying to go to a state in which we already are, return (do nothing)
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if(prevState~=nil and prevState.name == newStateName) then return end
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local nextState
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if(newStateName~=nil) then
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nextState = self.states[newStateName]
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assert(nextState~=nil, "State '" .. newStateName .. "' not found")
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end
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-- Invoke exitState on the previous state
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if(prevState~=nil and type(prevState.exitState) == "function") then prevState.exitState(self, newStateName) end
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-- Empty the stack unless keepStack is true.
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if(keepStack~=true) then self:popAllStates() end
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-- replace the top of the stack with the new state
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local stack = private[self].stateStack
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stack[math.max(#stack,1)] = nextState
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-- Invoke enterState on the new state. 2nd parameter is the name of the previous state, or nil
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if(nextState~=nil and type(nextState.enterState) == "function") then
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nextState.enterState(self, prevState~=nil and prevState.name or nil)
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end
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end
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function StatefulObject:pushState(newStateName)
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assert(type(newState)=='string', "newStateName must be a string.")
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assert(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.")
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local nextState = self.states[newStateName]
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assert(nextState~=nil, "State '" .. newStateName .. "' not found")
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-- If we attempt to push a state and the state is already on return (do nothing)
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local stack = private[self].stateStack
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for _,state in ipairs(stack) do
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if(state.name == newStateName) then return end
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end
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-- Invoke pausedState on the previous state
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local prevState = self:getCurrentState()
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if(prevState~=nil and type(prevState.pausedState) == "function") then prevState.pausedState(self) end
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-- Do the push
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table.insert(stack, nextState)
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-- Invoke pushState on the next state
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if(type(nextState.pushedState) == "function") then nextState.pushedState(self) end
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return nextState
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end
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-- 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.
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-- If no state name is give, this pops the top state from the stack, if any. Otherwise it does nothing.
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-- Callbacks will be called when needed.
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function StatefulObject:popState(stateName)
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assert(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.")
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-- Invoke poppedState on the previous state
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local prevState = self:getCurrentState()
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if(prevState~=nil and type(prevState.poppedState) == "function") then prevState.poppedState(self) end
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-- Do the pop
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local stack = private[self].stateStack
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table.remove(stack, #stack)
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-- Invoke continuedState on the new state
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local newState = self:getCurrentState()
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if(newState~=nil and type(newState.continuedState) == "function") then newState.continuedState(self) end
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return newState
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end
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function StatefulObject:popAllStates()
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local state = self:popState()
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while(state~=nil) do state = self:popState() end
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end
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function StatefulObject:getCurrentState()
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local stack = private[self].stateStack
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if #stack == 0 then return nil end
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return(stack[#stack])
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end
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--[[
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Returns true if the object is in the state named 'stateName'
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If second(optional) parameter is true, this method returns true if the state is on the stack instead
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]]
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function StatefulObject:inState(stateName, testStateStack)
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local stack = private[self].stateStack
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if(testStateStack==true) then
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for _,state in ipairs(stack) do
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if(state.name == stateName) then return true end
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end
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else --testStateStack==false
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local state = stack[#stack]
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if(state~=nil and state.name == stateName) then return true end
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end
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return false
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end
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-- Class methods
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--[[ Adds a new state to the "states" class member.
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superState is optional. If nil, Object will be the parent class of the new state
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returns the newly created state
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]]
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function StatefulObject:addState(stateName, superState)
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assert(subclassOf(StatefulObject, self), "Use class:addState instead of class.addState")
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assert(self.states[stateName]==nil, "The class " .. self.name .. " already has a state called '" .. stateName)
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assert(type(stateName)=="string", "stateName must be a string")
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-- states are just regular classes. If superState is nil, this uses Object as superClass
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local state = class(stateName, superState)
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self.states[stateName] = state
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return state
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end
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-- These methods will not be overriden by the states.
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local ignoredMethods = {
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states=1, initialize=1,
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gotoState=1, pushState=1, popState=1, popAllStates=1, getCurrentState=1, inState=1,
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enterState=1, exitState=1, pushedState=1, poppedState=1, pausedState=1, continuedState=1,
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addState=1, subclass=1, includes=1
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}
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local prevSubclass = StatefulObject.subclass
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--[[ creates a stateful subclass
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Subclasses inherit all the states of their superclases, in a special way:
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If class A has a state called Sleeping and B = A.subClass('B'), then B.states.Sleeping is a subclass of A.states.Sleeping
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returns the newly created stateful class
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]]
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function StatefulObject:subclass(name)
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--assert(subclassOf(StatefulObject, self), "Use class:subclass instead of class.subclass")
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local theClass = prevSubclass(self, name) --for now, theClass is just a regular subclass
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--the states of the subclass are subclasses of the superclass' states
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theClass.states = {}
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for stateName,state in pairs(self.states) do
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theClass:addState(stateName, state)
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end
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--make sure that the currentState is used on the method lookup function before looking on the class dict
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local classDict = theClass.__classDict
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classDict.__index = function(instance, methodName)
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-- If the method isn't on the 'ignoredMethods' list, look through the stack to see if it is defined
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if(ignoredMethods[methodName]~=1) then
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local stack = private[instance].stateStack
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local method
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for i = #stack,1,-1 do -- reversal loop
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method = stack[i][methodName]
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if(method~=nil) then return method end
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end
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end
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--if ignored or not found, look on the class itself
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return classDict[methodName]
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end
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return theClass
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end
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--[[ Include override for stateful classes.
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This is exactly like MiddleClass' include function, except that it module has a property called "states"
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then each member of that module.states is included on the StatefulObject class.
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If module.states has a state that doesn't exist on StatefulObject, a new state will be created.
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]]
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function StatefulObject:includes(module, ...)
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assert(subclassOf(StatefulObject, self), "Use class:includes instead of class.includes")
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for methodName,method in pairs(module) do
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if methodName ~="included" and methodName ~= "states" then
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self[methodName] = method
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end
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end
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if type(module.included)=="function" then module.included(self, ...) end
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if type(module.states)=="table" then
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for stateName,moduleState in pairs(module.states) do
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local state = self.states[stateName]
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if(state==nil) then state = theClass:addState(stateName) end
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state:includes(moduleState, ...)
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end
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end
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end
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