ludic/packages/ludic.settings/store.ludic

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# ludic.settings/store.ludic - the values, by id (a setting's place in the order it was added),
# and the verbs: nothing else holds a setting, and every set that changes one is a fact
export state SettingsState {
sg_defs: []SettingDef = new []SettingDef
sg_num: []float = new []float
sg_text: []string = new []string
sg_changes: Queue<SettingChanged> = sg_changes__new()
}
export function settings_changes(settings_st: SettingsState) -> Queue<SettingChanged> {
return settings_st.sg_changes
}
# forget every setting (a test, or a game that declares its table again)
export function settings_clear(settings_st: mut SettingsState) -> void {
settings_st.sg_defs = new []SettingDef
settings_st.sg_num = new []float
settings_st.sg_text = new []string
q_clear(settings_changes(settings_st))
}
# a setting, at its default; its id is its place in the order added
export function settings_add(settings_st: mut SettingsState, d: SettingDef) -> int {
push(settings_st.sg_defs, d)
push(settings_st.sg_num, d.num)
push(settings_st.sg_text, d.text)
return len(settings_st.sg_defs) - 1
}
export function settings_count(settings_st: SettingsState) -> int {
return len(settings_st.sg_defs)
}
export function settings_def(settings_st: SettingsState, id: int) -> SettingDef { return settings_st.sg_defs[id] }
# the id of `key`, or -1
export function settings_id_of(settings_st: SettingsState, key: string) -> int {
for i in 0 .. len(settings_st.sg_defs) { if settings_st.sg_defs[i].key == key { return i } }
return -1
}
export function settings_get_float(settings_st: SettingsState, id: int) -> float { return settings_st.sg_num[id] }
export function settings_get_int(settings_st: SettingsState, id: int) -> int { return int(settings_st.sg_num[id]) }
export function settings_get_bool(settings_st: SettingsState, id: int) -> bool { return settings_st.sg_num[id] != 0.0 }
export function settings_get_text(settings_st: SettingsState, id: int) -> string { return settings_st.sg_text[id] }
function sg_changed(settings_st: SettingsState, id: int) -> void {
let c = new SettingChanged
c.id = id
c.key = settings_st.sg_defs[id].key
q_push(settings_changes(settings_st), c)
}
# a value outside the setting's range is its default: a damaged file never reaches the game
export function settings_set_float(settings_st: mut SettingsState, id: int, v: float) -> void {
let h = settings_held(settings_st, id, v)
if h == settings_st.sg_num[id] { return }
settings_st.sg_num[id] = h
sg_changed(settings_st, id)
}
export function settings_set_int(settings_st: mut SettingsState, id: int, v: int) -> void { settings_set_float(settings_st, id, float(v)) }
export function settings_set_bool(settings_st: mut SettingsState, id: int, v: bool) -> void {
if v { settings_set_float(settings_st, id, 1.0) } else { settings_set_float(settings_st, id, 0.0) }
}
export function settings_set_text(settings_st: mut SettingsState, id: int, v: string) -> void {
if v == settings_st.sg_text[id] { return }
settings_st.sg_text[id] = v
sg_changed(settings_st, id)
}
# `v` held to the setting's range: outside it, the default
export function settings_held(settings_st: SettingsState, id: int, v: float) -> float {
let d = settings_st.sg_defs[id]
var x = v
if d.kind == SETTING_BOOL {
if x != 0.0 { x = 1.0 }
}
if d.kind == SETTING_INT { x = float(int(Math.floor(x + 0.5))) }
if d.hi >= d.lo and (x < d.lo or x > d.hi) { return d.num }
return x
}
function sg_changes__new() -> Queue<SettingChanged> { return queue_new("settings.changes") }