ludic/packages/ludic.ui/env.ludic

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# 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 <provide> above gave, seen through components too
inst: UiInst = null # the Ludic component whose template this is
}
function env_new(parent: UiEnv) -> UiEnv {
let e = new UiEnv
e.names = new []string
e.vals = new []Val
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 {
push(e.names, name)
push(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) }
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 <state> 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)
if Value.kind(at.inst.cls.call(at.inst.ptr, `set:{name}`, args)) != 99 { return }
}
if at.state != null and Value.has(at.state, name) != 0 {
Value.put(at.state, name, v)
return
}
at = at.parent
}
ui_err(ui_st, `set {name}: no state here holds it - declare it with <state {name}="..."/>`)
}
# 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
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)
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 }