# env.ludic - what a name means where an expression is read: the loop's own names, then the # component's props and state, then the view's model. A component sees its props, its state # and the model - never the names of whoever used it. export property UiEnv { names: []string = null vals: []Val = null state: Val = null parent: UiEnv = null model: Val = null slot: UiTpl = null slot_env: UiEnv = null on_names: []string = null # a component's on-* attributes, which its `emit` runs on_acts: []UiAct = null on_envs: []UiEnv = null ctx: UiEnv = null # what a above gave, seen through components too inst: UiInst = null # the Ludic component whose template this is } function env_new(ui_st: mut UiState, parent: UiEnv) -> UiEnv { let e = env_take(ui_st) e.parent = parent if parent != null { e.model = parent.model e.ctx = parent.ctx } return e } function env_bind(e: UiEnv, name: string, v: Val) -> void { ui_kept(e.names, name) ui_kept(e.vals, v) } function env_get(ui_st: mut UiState, e: UiEnv, name: string) -> Val { var at = e while at != null { var i = len(at.names) - 1 while i >= 0 { if at.names[i] == name { return at.vals[i] } i -= 1 } if at.state != null and Value.has(at.state, name) != 0 { return Value.get(at.state, name) } at = at.parent } var cx = e.ctx while cx != null { for i in 0 .. len(cx.names) { if cx.names[i] == name { return cx.vals[i] } } cx = cx.parent } if e.model != null and Value.has(e.model, name) != 0 { return Value.get(e.model, name) } @alloc_ok("only when a template is wrong: a broken screen, never a working one") ui_err(ui_st, `no {name} here: not a loop's, a prop, a state or in the view`) return Value.null() } # `set name = value`: the nearest component's state of that name, or that holds it function env_set(ui_st: mut UiState, e: UiEnv, name: string, v: Val) -> void { var at = e while at != null { if at.inst != null { let args = Value.list() Value.add(args, v) @alloc_ok("on an action that sets a component's state, not a frame") if Value.kind(at.inst.cls.call(at.inst.ptr, `set:{name}`, args, null)) != 99 { return } } if at.state != null and Value.has(at.state, name) != 0 { Value.put(at.state, name, v) return } at = at.parent } @alloc_ok("only when a template is wrong: a broken screen, never a working one") ui_err(ui_st, `set {name}: no state here holds it - declare it with `) } # an error is said once, however many frames make it, and names the template line being built # said by the runtime, or by a host about something a template asked for @alloc_ok("only when a template is wrong: a broken screen, never a working one") export function ui_err(ui_st: mut UiState, msg0: string) -> void { var msg = msg0 if ui_st.ui_at != "" and not ui_has(msg, ".xml:") { msg = `{ui_st.ui_at}: {msg}` } for i in 0 .. len(ui_st.ui_errs) { if ui_st.ui_errs[i] == msg { return } } push(ui_st.ui_errs, msg) if ui_st.ui_be != null and ui_st.ui_be.said != null { ui_st.ui_be.said(msg) } else { print(`ui: {msg}`) } } function ui_has(s: string, part: string) -> bool { let n = len(part) for i in 0 .. len(s) - n + 1 { if sat(s, i, part) { return true } } return false } # every error said so far - for a host to show them where a developer will see them export function ui_errors(ui_st: UiState) -> []string { return ui_st.ui_errs }