ludic/packages/ludic.ui/override.ludic

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# override.ludic - a template's or a stylesheet's text given from outside, in place of its file: a
# studio editing a running game's interface (devlink's ui_override). Every read of that path answers
# the given text, a component whose file it is swaps its own and is shown again with its state kept,
# and letting go puts the file back. A game overrides nothing; a read asks an empty list first.
# Paths are compared normalised (a lab build names its components lab/../src/ui/...), and an absolute
# path matches the relative one it ends with.
# from now on `path` reads as `text`; its component (or every importer) is reloaded, state kept
@alloc_ok("a studio's edit: the text kept until it is let go, never a frame")
export function ui_override(ui_st: mut UiState, path0: string, text: string) -> void {
let t = keep(text)
let path = intern(Path.normalize(path0))
var found = false
for i in 0 .. len(ui_st.ov_path) {
if ui_st.ov_path[i] == path {
ui_st.ov_text[i] = t
found = true
}
}
if not found {
push(ui_st.ov_path, path)
push(ui_st.ov_text, t)
}
ov_classes(ui_st, path, t)
ov_forget(ui_st, path) # a file an import read is read again; every class re-shown
}
# let go of `path`'s override ("" every override): the file reads from disk again, a component's
# own text comes back
@alloc_ok("a studio's edit, never a frame")
export function ui_override_clear(ui_st: mut UiState, path0: string) -> void {
var path = ""
if path0 != "" { path = Path.normalize(path0) }
var keep_p = new []string
var keep_t = new []string
for i in 0 .. len(ui_st.ov_path) {
let p = ui_st.ov_path[i]
if path == "" or ov_same(p, path) {
ov_restore(ui_st, p)
ov_forget(ui_st, p)
} else {
push(keep_p, p)
push(keep_t, ui_st.ov_text[i])
}
}
List.clear(ui_st.ov_path)
List.clear(ui_st.ov_text)
for i in 0 .. len(keep_p) {
push(ui_st.ov_path, keep_p[i])
push(ui_st.ov_text, keep_t[i])
}
}
# is `path` overridden
export function ui_overridden(ui_st: UiState, path: string) -> bool { return ov_find(ui_st, path) >= 0 }
# a component whose template or stylesheet is `path` takes `text`, its own kept to come back to
@alloc_ok("a studio's edit, never a frame")
function ov_classes(ui_st: mut UiState, path: string, text: string) -> void {
if ui_st.uc_list == null { return }
for i in 0 .. len(ui_st.uc_list) {
let k = ui_st.uc_list[i]
let on_xml = k.xml_path != "" and ov_same(path, Path.normalize(k.xml_path))
let on_lss = k.lss_path != "" and ov_same(path, Path.normalize(k.lss_path))
if on_xml or on_lss {
if k.ov_xml == null {
k.ov_xml = k.xml
k.ov_lss = k.lss
}
if on_xml { k.xml = text } else { k.lss = text }
k.root = null
}
}
}
@alloc_ok("a studio's edit, never a frame")
function ov_restore(ui_st: mut UiState, path: string) -> void {
if ui_st.uc_list == null { return }
for i in 0 .. len(ui_st.uc_list) {
let k = ui_st.uc_list[i]
let on_xml = k.xml_path != "" and ov_same(path, Path.normalize(k.xml_path))
let on_lss = k.lss_path != "" and ov_same(path, Path.normalize(k.lss_path))
if k.ov_xml != null and (on_xml or on_lss) {
if on_xml { k.xml = k.ov_xml } else { k.lss = k.ov_lss }
if not ov_class_held(ui_st, k, path) {
k.ov_xml = null
k.ov_lss = null
}
k.root = null
}
}
}
# does the class's other file still have an override (so its own texts are still needed later)
@alloc_ok("a studio's edit, never a frame")
function ov_class_held(ui_st: UiState, k: UiClass, going: string) -> bool {
for i in 0 .. len(ui_st.ov_path) {
let p = ui_st.ov_path[i]
if p != going and (ov_same(p, Path.normalize(k.xml_path)) or ov_same(p, Path.normalize(k.lss_path))) { return true }
}
return false
}