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Add eventbuffer type

This commit is contained in:
Étienne Fildadut 2021-12-02 18:39:43 +01:00
parent 02d50fb79f
commit 721464218c
10 changed files with 211 additions and 121 deletions

View file

@ -219,84 +219,95 @@ common = {
--- event buffer management
-- i.e. only for text and choice events
events = {
--- add a new element to the event buffer
-- will flush if needed
-- returns true in case of success
-- returns nil, err in case of error
--- add a new element to the last event in the current buffer
-- will create new event if needed
append = function(self, state, type, data)
if state.interpreter.event_capture_stack[type] then
local r, e = state.interpreter.event_capture_stack[type][#state.interpreter.event_capture_stack[type]](data)
if not r then return r, e end
else
local r, e = self:make_space_for(state, type)
if not r then return r, e end
if not state.interpreter.event_buffer then
state.interpreter.event_type = type
state.interpreter.event_buffer = {}
end
table.insert(state.interpreter.event_buffer, data)
local buffer = self:current_buffer(state)
local last = buffer[#buffer]
if not last or last.type ~= type then
last = { type = type }
table.insert(buffer, last)
end
return true
end,
--- add a new item in the last element (a list of elements) of the event buffer
-- will flush if needed
-- will use default or a new list if buffer is empty
-- returns true in case of success
-- returns nil, err in case of error
append_in_last = function(self, state, type, data, default)
local r, e = self:make_space_for(state, type)
if not r then return r, e end
if not state.interpreter.event_buffer then
r, e = self:append(state, type, default or {})
if not r then return r, e end
end
table.insert(state.interpreter.event_buffer[#state.interpreter.event_buffer], data)
return true
table.insert(last, data)
end,
--- start capturing events of a certain type
-- when an event of the type is appended, fn will be called with this event data
-- and the event will not be added to the event buffer
-- fn returns nil, err in case of error
push_capture = function(self, state, type, fn)
if not state.interpreter.event_capture_stack[type] then
state.interpreter.event_capture_stack[type] = {}
end
table.insert(state.interpreter.event_capture_stack[type], fn)
--- new events will be collected in this event buffer (any table) until the next pop
-- this is handled by a stack so nesting is allowed
push_buffer = function(self, state, buffer)
table.insert(state.interpreter.event_buffer_stack, buffer)
end,
--- stop capturing events of a certain type.
-- must be called after a push_capture
-- this is handled by a stack so nested capturing is allowed.
pop_capture = function(self, state, type)
table.remove(state.interpreter.event_capture_stack[type])
if #state.interpreter.event_capture_stack[type] == 0 then
state.interpreter.event_capture_stack[type] = nil
end
-- must be called after a push_buffer
pop_buffer = function(self, state)
table.remove(state.interpreter.event_buffer_stack)
end,
--- returns the current buffer
current_buffer = function(self, state)
return state.interpreter.event_buffer_stack[#state.interpreter.event_buffer_stack]
end,
-- flush event buffer if it's neccessary to push an event of the given type
-- returns true in case of success
-- returns nil, err in case of error
make_space_for = function(self, state, type)
if state.interpreter.event_buffer and state.interpreter.event_type ~= type and not state.interpreter.event_capture_stack[type] then
return self:flush(state)
if #state.interpreter.event_buffer_stack == 0 and state.interpreter.current_event and state.interpreter.current_event.type ~= type then -- FIXME useful?
return self:manual_flush(state)
end
return true
end,
--- write all the data in a buffer into the current buffer, or to the game is no buffer is currently set
write_buffer = function(self, state, buffer)
for _, event in ipairs(buffer) do
if #state.interpreter.event_buffer_stack == 0 then
if event.type == "flush" then
local r, e = self:manual_flush(state)
if not r then return r, e end
elseif state.interpreter.current_event then
if state.interpreter.current_event.type == event.type then
for _, v in ipairs(event) do
table.insert(state.interpreter.current_event, v)
end
else
local r, e = self:manual_flush(state)
if not r then return r, e end
state.interpreter.current_event = event
end
else
state.interpreter.current_event = event
end
else
local current_buffer = self:current_buffer(state)
table.insert(current_buffer, event)
end
end
return true
end,
--- same as manual_flush but add the flush to the current buffer if one is set instead of directly to the game
flush = function(self, state)
if #state.interpreter.event_buffer_stack == 0 then
return self:manual_flush(state)
else
local current_buffer = self:current_buffer(state)
table.insert(current_buffer, { type = "flush" })
return true
end
end,
--- flush events and send them to the game if possible
-- returns true in case of success
-- returns nil, err in case of error
flush = function(self, state)
while state.interpreter.event_buffer do
local type, buffer = state.interpreter.event_type, state.interpreter.event_buffer
state.interpreter.event_type = nil
state.interpreter.event_buffer = nil
manual_flush = function(self, state)
while state.interpreter.current_event do
local event = state.interpreter.current_event
state.interpreter.current_event = nil
local type, buffer = event.type, event
buffer.type = nil
state.interpreter.skip_choices_until_flush = nil
-- choice processing
local choices
if type == "choice" then