Signals Class

This commit is contained in:
ClintUNI 2024-05-05 00:07:37 +02:00
parent 787ed32c9a
commit f5268009cd
8 changed files with 618 additions and 32 deletions

View file

@ -1,5 +1,8 @@
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local replicated = game:GetService("ReplicatedStorage")
local Draggable = require(replicated.Modules.Managers.UIManager.UIObjects.Draggable)
local types = require(replicated.Modules.Managers.UIManager.Types)
local Component = require(replicated.Modules.Managers.UIManager.Component)
@ -15,11 +18,33 @@ component:OnBuild(function(self: types.Component): ()
self.Frame.Parent = self.Parent.Frame
task.delay(2, self.Update, self, "Size")
-- local draggablePage = Draggable.new("Test")
-- draggablePage:OnBuild(function(draggable: types.Draggable)
-- local button = Instance.new("TextButton")
-- button.Size = UDim2.fromScale(1, 1)
-- button.Position = UDim2.fromScale(0, 0)
-- button.BackgroundColor3 = Color3.fromHSV(0.805556, 0.611765, 1.000000)
-- button.Parent = self.Frame
-- draggable.DragButton = button
-- end)
-- draggablePage:OnDragStart(function(draggable: types.Draggable)
-- self:Update("DragLoop", { DragState = true })
-- end)
-- draggablePage:OnDragStop(function(draggable: types.Draggable)
-- print("stopped!!!")
-- end)
-- draggablePage:Build(self)
end)
component:OnUpdate("Size", function(self: types.Component, _: {}?)
self.Frame.Size = UDim2.fromScale(0.1, 0.1)
component:OnUpdate("DragLoop", function(self: types.Component, parameters: { DragState: boolean }?)
if parameters and parameters.DragState then
self.Container:Connect(RunService.Heartbeat, function()
print(UserInputService:GetMouseLocation().X)
end)
else
self.Container:Clean()
end
end)
return component

View file

@ -6,19 +6,21 @@ local Page = require(replicated.Modules.Managers.UIManager.Page)
local page = Page.new(script.Name)
page:OnBuild(function(self: types.Page): ()
self.Frame = Instance.new("Frame")
local frame = Instance.new("Frame")
frame.Visible = false
frame.Size = UDim2.fromScale(0.5, 0.5)
frame.Position = UDim2.fromScale(0.5, 0.5)
frame.Parent = self.Parent.ScreenGui
self.Frame.Visible = false
self.Frame.Size = UDim2.fromScale(0.2, 0.2)
self.Frame.Position = UDim2.fromScale(0.5, 0.5)
self.Frame.Parent = self.Parent.ScreenGui
self.Frame = frame
self.Container:Add(frame) --Because we creating it each time, and not just locating it from the cloned ScreenGui, we need to make sure it gets cleaned on page close.
for _, component: Instance in script.Components:GetChildren() do
if not component:IsA("ModuleScript") then continue end
if not component:IsA("ModuleScript") then
continue
end
self:AddComponent(require(component))
self:OpenComponent(component.Name)
self:AddComponent(require(component)).AsOpened()
end
end)

View file

@ -15,10 +15,13 @@ window:OnBuild(function(self: types.Window): ()
for _, page: Instance in script.Pages:GetChildren() do
if not page:IsA("ModuleScript") then continue end
if page.Name == DEFAULT_PAGE then
self:AddPage(require(page)).AsOpened()
else
self:AddPage(require(page))
end
self:OpenPage(DEFAULT_PAGE)
end
end)
return window

View file

@ -5,12 +5,3 @@ uiManager:Build(script.Parent.Test:GetChildren() :: {})
local default = uiManager:GetWindow("window")
uiManager:OpenWindow(default)
task.wait(10)
uiManager:CloseWindow(default)
task.wait(10)
uiManager:OpenWindow(default)

View file

@ -33,6 +33,8 @@ function page:BuildButtons()
end
end
function page:AddButton(button: types.Button)
self.Buttons.Stored[button.Name] = button
end
@ -81,14 +83,29 @@ end
--[[ Components ]]
function page:BuildComponents()
local function addComponentTo(self: types.Page, component: types.Component)
component:Build(self)
component:Open()
self.Components.Open[component.Name] = component
end
--[[ Component Methods ]]
function page:BuildComponents(): ()
for _, component: types.Button in self.Components.Stored do
component:Build(self)
end
end
function page:AddComponent(component: types.Component)
self.Components.Stored[component.Name] = component
function page:AddComponent(component: types.Component): {AsOpened: () -> ()}
local name: string = component.Name
self.Components.Stored[name] = component
return {
AsOpened = function(): ()
addComponentTo(self, component)
end
}
end
function page:GetComponent(component: string): types.Component
@ -98,9 +115,7 @@ end
function page:OpenComponent(component: string)
local componentModule= self.Components.Stored[component]
if componentModule then
componentModule:Build(self)
componentModule:Open()
self.Components.Open[component] = componentModule
addComponentTo(self, componentModule)
end
end

View file

@ -1,7 +1,41 @@
local replicated = game:GetService("ReplicatedStorage")
local signal = require(replicated.Modules.Utility.Signal)
local trove = require(replicated.Modules.Utility.Trove)
--
--[[ UIObjects testing]]
export type DraggableClass = {
Parent: Page | Component,
Name: string,
DragButton: GuiButton,
DragEvent: signal.Signal<string, Enum.UserInputType, Enum.UserInputState, {Vector2}?, number?, number?>,
_: {
IsDragging: boolean,
DragStartTime: number,
OnBuild: (self: Draggable) -> ()?,
},
OnBuild: (self: Draggable, callback: (self: Draggable) -> ()) -> (),
Build: (self: Draggable, parent: Page | Component) -> (),
IsDragging: (self: Draggable) -> (boolean),
_DragStart: (self: Draggable) -> (),
_DragStop: (self: Draggable) -> (),
_MobileDrag: (self: Draggable, touchPositions: {Vector2}, scale: number, velocity: number, state: Enum.UserInputState) -> (),
Clean: (self: Draggable) -> (),
Destroy: (self: Draggable) -> (),
}
export type Draggable = typeof(setmetatable({} :: DraggableClass, {}))
--
export type ButtonClass = {
@ -115,7 +149,9 @@ export type PageClass = {
},
BuildComponents: (self: Page) -> (),
AddComponent: (self: Page, component: Component) -> (),
AddComponent: (self: Page, component: Component) -> (
{AsOpened: () -> ()}
),
GetComponent: (self: Page, component: string) -> (),
OpenComponent: (self: Page, component: string) -> (),
CloseComponent: (self: Page, component: string) -> (),
@ -156,8 +192,15 @@ export type WindowClass = {
Stored: { [string]: Page },
},
Events: {
PageOpened: signal.Signal<Page, boolean>,
PageClosed: signal.Signal<Page, boolean>,
},
BuildPages: (self: Window) -> (),
AddPage: (self: Window, page: Page) -> (),
AddPage: (self: Window, page: Page) -> (
{AsOpened: () -> ()}
),
GetPage: (self: Window, page: string) -> (),
OpenPage: (self: Window, page: string, command: "Weighted" | "Forced"?) -> (),
OpenLastPage: (self: Window) -> (),
@ -200,6 +243,11 @@ export type Window = typeof(setmetatable({} :: WindowClass, {}))
--
export type Manager = {
Events: {
WindowOpened: signal.Signal<Window, boolean>,
WindowClosed: signal.Signal<Window, boolean>,
},
--[=[
Useful packages that may be used globally by all windows, pages, and so forth.
]=]
@ -257,6 +305,9 @@ export type Manager = {
Clean: (self: Manager) -> (),
}
--
return {}

View file

@ -0,0 +1,94 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local uis = game:GetService("UserInputService")
local types = require(ReplicatedStorage.Modules.Managers.UIManager.Types)
local Signal = require(ReplicatedStorage.Modules.Utility.Signal)
local module = {}
local draggable: types.DraggableClass = {} :: types.DraggableClass
draggable["__index"] = draggable
function module.new(name: string): types.Draggable
local self = setmetatable({
Name = name,
DragEvent = Signal.new(),
_ = {
IsDragging = false,
DragStartTime = 0,
},
}, draggable)
return self
end
--[[ Draggable ]]
--[[
Use TouchSwipe for mobile, and MouseButton1Down with MouseButton1Up for PC
]]
function draggable:OnBuild(callback: (self: types.Draggable) -> ())
self._.OnBuild = callback
end
function draggable:Build(parent: types.Page | types.Component)
self.Parent = parent
if self._.OnBuild then
self._.OnBuild(self)
end
if self.DragButton then
if uis.MouseEnabled then
self.Parent.Container:ConnectMethod(self.DragButton.MouseButton1Down, "_DragStart", self, {})
self.Parent.Container:ConnectMethod(self.DragButton.MouseButton1Up, "_DragStop", self, {})
else
self.Parent.Container:Connect(self.DragButton.TouchPan, function(touchPositions: {Vector2}, scale: number, velocity: number, state: Enum.UserInputState)
self:_MobileDrag(touchPositions, scale, velocity, state)
end)
end
end
end
function draggable:IsDragging(): boolean
return self._.IsDragging
end
function draggable:_DragStart()
if self._.IsDragging then
return
end
self._.IsDragging = true
self._.DragStartTime = os.clock()
self.DragEvent:Fire(Enum.UserInputType.Touch, true)
end
function draggable:_DragStop()
self._.IsDragging = false
self.DragEvent:Fire(Enum.UserInputType.Touch, false)
end
function draggable:_MobileDrag(touchPositions: {Vector2}, scale: number, velocity: number, state: Enum.UserInputState)
if self._.IsDragging and state == Enum.UserInputState.Begin then
return
end
self._.IsDragging = state == Enum.UserInputState.Begin
self._.DragStartTime = self._.IsDragging and os.clock() or 0
self.DragEvent:Fire(Enum.UserInputType.Touch, state, touchPositions, scale, velocity)
end
function draggable:Clean()
self.DragEvent:DisconnectAll()
end
function draggable:Destroy()
self:Clean()
setmetatable(getmetatable(self), nil)
end
return module

View file

@ -0,0 +1,405 @@
-- -----------------------------------------------------------------------------
-- Batched Yield-Safe Signal Implementation --
-- This is a Signal class which has effectively identical behavior to a --
-- normal RBXScriptSignal, with the only difference being a couple extra --
-- stack frames at the bottom of the stack trace when an error is thrown. --
-- This implementation caches runner coroutines, so the ability to yield in --
-- the signal handlers comes at minimal extra cost over a naive signal --
-- implementation that either always or never spawns a thread. --
-- --
-- API: --
-- local Signal = require(THIS MODULE) --
-- local sig = Signal.new() --
-- local connection = sig:Connect(function(arg1, arg2, ...) ... end) --
-- sig:Fire(arg1, arg2, ...) --
-- connection:Disconnect() --
-- sig:DisconnectAll() --
-- local arg1, arg2, ... = sig:Wait() --
-- --
-- License: --
-- Licensed under the MIT license. --
-- --
-- Authors: --
-- stravant - July 31st, 2021 - Created the file. --
-- sleitnick - August 3rd, 2021 - Modified for Knit. --
-- -----------------------------------------------------------------------------
-- Signal types
export type Connection = {
Disconnect: (self: Connection) -> (),
Destroy: (self: Connection) -> (),
Connected: boolean,
}
export type Signal<T...> = {
Fire: (self: Signal<T...>, T...) -> (),
FireDeferred: (self: Signal<T...>, T...) -> (),
Connect: (self: Signal<T...>, fn: (T...) -> ()) -> Connection,
Once: (self: Signal<T...>, fn: (T...) -> ()) -> Connection,
DisconnectAll: (self: Signal<T...>) -> (),
GetConnections: (self: Signal<T...>) -> { Connection },
Destroy: (self: Signal<T...>) -> (),
Wait: (self: Signal<T...>) -> T...,
}
-- The currently idle thread to run the next handler on
local freeRunnerThread = nil
-- Function which acquires the currently idle handler runner thread, runs the
-- function fn on it, and then releases the thread, returning it to being the
-- currently idle one.
-- If there was a currently idle runner thread already, that's okay, that old
-- one will just get thrown and eventually GCed.
local function acquireRunnerThreadAndCallEventHandler(fn, ...)
local acquiredRunnerThread = freeRunnerThread
freeRunnerThread = nil
fn(...)
-- The handler finished running, this runner thread is free again.
freeRunnerThread = acquiredRunnerThread
end
-- Coroutine runner that we create coroutines of. The coroutine can be
-- repeatedly resumed with functions to run followed by the argument to run
-- them with.
local function runEventHandlerInFreeThread(...)
acquireRunnerThreadAndCallEventHandler(...)
while true do
acquireRunnerThreadAndCallEventHandler(coroutine.yield())
end
end
--[=[
@within Signal
@interface SignalConnection
.Connected boolean
.Disconnect (SignalConnection) -> ()
Represents a connection to a signal.
```lua
local connection = signal:Connect(function() end)
print(connection.Connected) --> true
connection:Disconnect()
print(connection.Connected) --> false
```
]=]
-- Connection class
local Connection = {}
Connection.__index = Connection
function Connection.new(signal, fn)
return setmetatable({
Connected = true,
_signal = signal,
_fn = fn,
_next = false,
}, Connection)
end
function Connection:Disconnect()
if not self.Connected then
return
end
self.Connected = false
-- Unhook the node, but DON'T clear it. That way any fire calls that are
-- currently sitting on this node will be able to iterate forwards off of
-- it, but any subsequent fire calls will not hit it, and it will be GCed
-- when no more fire calls are sitting on it.
if self._signal._handlerListHead == self then
self._signal._handlerListHead = self._next
else
local prev = self._signal._handlerListHead
while prev and prev._next ~= self do
prev = prev._next
end
if prev then
prev._next = self._next
end
end
end
Connection.Destroy = Connection.Disconnect
-- Make Connection strict
setmetatable(Connection, {
__index = function(_tb, key)
error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2)
end,
})
--[=[
@within Signal
@type ConnectionFn (...any) -> ()
A function connected to a signal.
]=]
--[=[
@class Signal
Signals allow events to be dispatched and handled.
For example:
```lua
local signal = Signal.new()
signal:Connect(function(msg)
print("Got message:", msg)
end)
signal:Fire("Hello world!")
```
]=]
local Signal = {}
Signal.__index = Signal
--[=[
Constructs a new Signal
@return Signal
]=]
function Signal.new<T...>(): Signal<T...>
local self = setmetatable({
_handlerListHead = false,
_proxyHandler = nil,
}, Signal)
return self
end
--[=[
Constructs a new Signal that wraps around an RBXScriptSignal.
@param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap
@return Signal
For example:
```lua
local signal = Signal.Wrap(workspace.ChildAdded)
signal:Connect(function(part) print(part.Name .. " added") end)
Instance.new("Part").Parent = workspace
```
]=]
function Signal.Wrap<T...>(rbxScriptSignal: RBXScriptSignal): Signal<T...>
assert(
typeof(rbxScriptSignal) == "RBXScriptSignal",
"Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal)
)
local signal = Signal.new()
signal._proxyHandler = rbxScriptSignal:Connect(function(...)
signal:Fire(...)
end)
return signal
end
--[=[
Checks if the given object is a Signal.
@param obj any -- Object to check
@return boolean -- `true` if the object is a Signal.
]=]
function Signal.Is(obj: any): boolean
return type(obj) == "table" and getmetatable(obj) == Signal
end
--[=[
@param fn ConnectionFn
@return SignalConnection
Connects a function to the signal, which will be called anytime the signal is fired.
```lua
signal:Connect(function(msg, num)
print(msg, num)
end)
signal:Fire("Hello", 25)
```
]=]
function Signal:Connect(fn)
local connection = Connection.new(self, fn)
if self._handlerListHead then
connection._next = self._handlerListHead
self._handlerListHead = connection
else
self._handlerListHead = connection
end
return connection
end
--[=[
@deprecated v1.3.0 -- Use `Signal:Once` instead.
@param fn ConnectionFn
@return SignalConnection
]=]
function Signal:ConnectOnce(fn)
return self:Once(fn)
end
--[=[
@param fn ConnectionFn
@return SignalConnection
Connects a function to the signal, which will be called the next time the signal fires. Once
the connection is triggered, it will disconnect itself.
```lua
signal:Once(function(msg, num)
print(msg, num)
end)
signal:Fire("Hello", 25)
signal:Fire("This message will not go through", 10)
```
]=]
function Signal:Once(fn)
local connection
local done = false
connection = self:Connect(function(...)
if done then
return
end
done = true
connection:Disconnect()
fn(...)
end)
return connection
end
function Signal:GetConnections()
local items = {}
local item = self._handlerListHead
while item do
table.insert(items, item)
item = item._next
end
return items
end
-- Disconnect all handlers. Since we use a linked list it suffices to clear the
-- reference to the head handler.
--[=[
Disconnects all connections from the signal.
```lua
signal:DisconnectAll()
```
]=]
function Signal:DisconnectAll()
local item = self._handlerListHead
while item do
item.Connected = false
item = item._next
end
self._handlerListHead = false
end
-- Signal:Fire(...) implemented by running the handler functions on the
-- coRunnerThread, and any time the resulting thread yielded without returning
-- to us, that means that it yielded to the Roblox scheduler and has been taken
-- over by Roblox scheduling, meaning we have to make a new coroutine runner.
--[=[
@param ... any
Fire the signal, which will call all of the connected functions with the given arguments.
```lua
signal:Fire("Hello")
-- Any number of arguments can be fired:
signal:Fire("Hello", 32, {Test = "Test"}, true)
```
]=]
function Signal:Fire(...)
local item = self._handlerListHead
while item do
if item.Connected then
if not freeRunnerThread then
freeRunnerThread = coroutine.create(runEventHandlerInFreeThread)
end
task.spawn(freeRunnerThread, item._fn, ...)
end
item = item._next
end
end
--[=[
@param ... any
Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse.
```lua
signal:FireDeferred("Hello")
```
]=]
function Signal:FireDeferred(...)
local item = self._handlerListHead
while item do
task.defer(item._fn, ...)
item = item._next
end
end
--[=[
@return ... any
@yields
Yields the current thread until the signal is fired, and returns the arguments fired from the signal.
Yielding the current thread is not always desirable. If the desire is to only capture the next event
fired, using `Once` might be a better solution.
```lua
task.spawn(function()
local msg, num = signal:Wait()
print(msg, num) --> "Hello", 32
end)
signal:Fire("Hello", 32)
```
]=]
function Signal:Wait()
local waitingCoroutine = coroutine.running()
local connection
local done = false
connection = self:Connect(function(...)
if done then
return
end
done = true
connection:Disconnect()
task.spawn(waitingCoroutine, ...)
end)
return coroutine.yield()
end
--[=[
Cleans up the signal.
Technically, this is only necessary if the signal is created using
`Signal.Wrap`. Connections should be properly GC'd once the signal
is no longer referenced anywhere. However, it is still good practice
to include ways to strictly clean up resources. Calling `Destroy`
on a signal will also disconnect all connections immediately.
```lua
signal:Destroy()
```
]=]
function Signal:Destroy()
self:DisconnectAll()
local proxyHandler = rawget(self, "_proxyHandler")
if proxyHandler then
proxyHandler:Disconnect()
end
end
-- Make signal strict
setmetatable(Signal, {
__index = function(_tb, key)
error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
})
return {
new = Signal.new,
Wrap = Signal.Wrap,
Is = Signal.Is,
}