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https://github.com/kikito/middleclass.git
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300 lines
12 KiB
Lua
Executable File
300 lines
12 KiB
Lua
Executable File
-----------------------------------------------------------------------------------
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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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assert(Object~=nil and class~=nil, 'MiddleClass not detected. Please require it before using MindState')
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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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------------------------------------
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-- PRIVATE ATTRIBUTES AND METHODS
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------------------------------------
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local _private = setmetatable({}, {__mode = "k"}) -- weak table storing private references
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-- helper function used to call state callbacks (enterState, exitState, etc)
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local _invokeCallback = function(self, state, callbackName, ... )
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if state==nil then return end
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local callback = state[callbackName]
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if(type(callback)=='function') then callback(self, ...) end
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end
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local _getStack=function(self)
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local stack = _private[self].stateStack
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assert(stack~=nil, "Could not find the stack for the object. Make sure you invoked super.initialize(self) on the constructor.")
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return stack
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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, isInState=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, destroy=1
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}
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local _prevSubclass = StatefulObject.subclass -- previous way of creating subclasses (used to redefine subclass itself)
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-- The State class; is the father of all State objects
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local State = class('State', Object)
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function State.subclass(theClass, name, theStatefulClass)
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local theSubClass = Object.subclass(theClass, name)
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local superDict = (theClass==State and theClass.__classDict or theStatefulClass.superclass.__classDict)
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theSubClass.subclass = State.subclass
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local mt = getmetatable(theSubClass)
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mt.__newindex = function(_, methodName, method)
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if type(method) == 'function' then
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local fenv = getfenv(method)
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local newenv = setmetatable( {super = superDict}, {__index = fenv, __newindex = fenv} )
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setfenv( method, newenv )
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end
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rawset(theSubClass.__classDict, methodName, method)
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end
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return theSubClass
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end
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------------------------------------
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-- INSTANCE METHODS
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------------------------------------
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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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_private[self] = {
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states = {},
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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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_private[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(_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.")
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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 = _private[self].states[newStateName]
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assert(nextState~=nil, "State '" .. newStateName .. "' not found")
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end
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-- Either empty completely the stack, or just call the exitstate callback on current state
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if(keepStack~=true) then
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self:popAllStates()
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else
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_invokeCallback(self, prevState, 'exitState', newStateName )
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end
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-- replace the top of the stack with the new state
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local stack = _getStack(self)
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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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_invokeCallback(self, nextState, 'enterState', prevState~=nil and prevState.name or nil)
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end
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--[[ Changes the current state, by pushing a new state on the stack.
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If the pushed state is already on the stack, this function does nothing.
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Invokes 'pausedState' on the previous state, if existing
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The new state is pushed on the top of the stack and then
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Invokes 'pushedState' and 'enterState' on the new state, if existing
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]]
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function StatefulObject:pushState(newStateName)
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assert(type(newStateName)=='string', "newStateName must be a string.")
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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.")
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local nextState = _private[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 = _getStack(self)
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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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_invokeCallback(self, self:getCurrentState(), 'pausedState')
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-- Do the push
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table.insert(stack, nextState)
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-- Invoke pushedState & enterState on the next state
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_invokeCallback(self, nextState, 'pushedState')
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_invokeCallback(self, nextState, 'enterState')
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return nextState
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end
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--[[ Removes a state from the state stack
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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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]]
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function StatefulObject:popState(stateName)
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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.")
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-- Invoke exitstate & poppedState on the state being popped out
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local prevState = self:getCurrentState()
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_invokeCallback(self, prevState, 'exitState')
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_invokeCallback(self, prevState, 'poppedState')
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-- Do the pop
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local stack = _getStack(self)
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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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_invokeCallback(self, newState, 'continuedState')
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return newState
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end
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--[[ Empties the state stack
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This function will invoke all the popState, exitState callbacks on all the states as they pop out.
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]]
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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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--[[ Returns the current state (top of the stack only)
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The current state's name can be obtained doing object:getCurrentState().name
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]]
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function StatefulObject:getCurrentState()
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local stack = _getStack(self)
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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:isInState(stateName, testStateStack)
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local stack = _getStack(self)
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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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------------------------------------
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-- CLASS METHODS
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------------------------------------
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--[[ Adds a new state to the "states" class member.
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superState is optional. If nil, State 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(theClass, stateName, superState)
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superState = superState or State
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--print(theClass.name, stateName, superState.name)
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assert(subclassOf(StatefulObject, theClass), "Use class:addState instead of class.addState")
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assert(theClass.states[stateName]==nil, "The class " .. theClass.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 = superState:subclass(stateName, theClass)
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theClass.states[stateName] = state
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return state
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end
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--[[ Redefinition of Object: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(theClass, name)
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assert(theClass==StatefulObject or subclassOf(StatefulObject, theClass), "Use class:subclass instead of class.subclass")
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local theSubClass = _prevSubclass(theClass, 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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theSubClass.states = {}
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for stateName,state in pairs(theClass.states) do
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theSubClass:addState(stateName, state)
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end
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--look for instance methods on the state stack before looking them up on the class' dictionary
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local classDict = theSubClass.__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 method
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return classDict[methodName]
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end
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return theSubClass
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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(theClass, module, ...)
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assert(subclassOf(StatefulObject, theClass), "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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theClass[methodName] = method
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end
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end
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if type(module.included)=="function" then module.included(theClass, ...) 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 = theClass.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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