ludic/packages/ludic.ui/instance.ludic

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# instance.ludic - a mounted component's record (its props and state), found by where it sits in the
# tree; one that a build of its screen did not reach is gone, and its state with it
property UiInst {
key: string = ""
cls: UiClass = null
ptr: pointer = null
seen: int = 0
props: Val = null # its props, filled again each frame into the same object
model: Val = null # and its model, filled in place by the class's model()
}
# builds before an unmounted instance is mounted again: the tree that last named it is good for two
const IN_SPARE_AFTER: int = 2
function in_get(ui_st: mut UiState, key: string, k: UiClass) -> UiInst {
for i in 0 .. len(ui_st.in_list) {
let it = ui_st.in_list[i]
if it.key == key and it.cls.name == k.name {
it.seen = ui_st.in_build
return it
}
}
let it = in_reuse(ui_st, k)
it.key = key
it.seen = ui_st.in_build
ui_kept(ui_st.in_list, it)
return it
}
# an unmounted instance of this class, put back as new, else a new one: a prompt that comes and goes
# as the player walks is mounted again without making another record, props and model each time
@alloc_ok("a component instance: made once per instance key, then kept or reused")
function in_reuse(ui_st: mut UiState, k: UiClass) -> UiInst {
let l = ui_st.in_free
for i in 0 .. len(l) {
let it = l[i]
if it.cls == k and it.cls.renew != null and ui_st.in_build - it.seen >= IN_SPARE_AFTER {
l[i] = l[len(l) - 1]
List.pop(l)
k.renew(it.ptr)
return it
}
}
let it = new UiInst
it.cls = k
it.ptr = k.make()
return it
}
# after a build of `screen`: its instances the build did not reach are unmounted
function in_sweep(ui_st: mut UiState, screen: string) -> void {
var kept = 0
for i in 0 .. len(ui_st.in_list) {
let it = ui_st.in_list[i]
if it.seen == ui_st.in_build or not lc_mine(it.key, screen) {
ui_st.in_list[kept] = it
kept += 1
} else { ui_kept(ui_st.in_free, it) }
}
while len(ui_st.in_list) > kept { List.pop(ui_st.in_list) }
}