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https://github.com/kikito/middleclass.git
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138 lines
5.8 KiB
Lua
138 lines
5.8 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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-- 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(self)
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initParameters = initParameters or {} --initialize to empty table if nil
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self.states = {}
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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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]]
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function StatefulObject:gotoState(stateName)
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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(self) in the constructor.")
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local nextState
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if(stateName~=nil) then
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nextState = self.states[stateName]
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assert(nextState~=nil, "State '" .. stateName .. "' not found")
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end
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local prevState = self.currentState
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if(prevState~=nil and type(prevState.exitState) == "function") then
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prevState.exitState(self)
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end
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self.previousState = prevState
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self.currentState = nextState
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if(nextState~=nil and type(nextState.enterState) == "function") then
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nextState.enterState(self)
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end
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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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local ignoredMethods = {states=1, initialize=1, gotoState=1, addState=1, subclass=1, includes=1, exitState=1, enterState=1}
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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, method)
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--first look on the current state
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local currentState = rawget(instance, 'currentState')
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if( currentState~=nil and
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currentState[method]~=nil and
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ignoredMethods[method]==nil) then
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return currentState[method]
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else
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--if not found, look on the class itself
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return classDict[method]
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end
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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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