4.7 KiB
Scriptable Event Handler with State
Map Style
{{#include ../links.md}}
A runnable example of this implementation is included.
See the [_Examples_]({{rootUrl}}/start/examples/rust.md) section for details.
I Hate this
! How Can I Get Rid of It?
You're using Rust and you don't want people to think you're writing lowly JavaScript?
Taking inspiration from the JS Style, a slight modification of the
Main Style is to store all states inside an [object map] inside a custom [Scope
].
Nevertheless, instead of writing this.variable_name
everywhere to access a state variable
(in the JS Style), you'd write state.variable_name
instead.
It is up to you to decide whether this is an improvement!
Handler Initialization
Notice that a [variable definition filter] is used to prevent [shadowing] of the states [object map].
Implementation wise, this style follows closely the Main Style, but a single
[object map] is added to the custom [Scope
] which holds all state values.
Global [constants] can still be added to the custom [Scope
] as normal and used through the script.
Calls to the init
[function] no longer need to avoid rewinding the [Scope
] because state
[variables] are added as properties under the states [object map].
impl Handler {
// Create a new 'Handler'.
pub fn new(path: impl Into<PathBuf>) -> Self {
let mut engine = Engine::new();
// Forbid shadowing of 'state' variable
engine.on_def_var(|_, info, _| Ok(info.name != "state"));
:
// Code omitted
:
// Use an object map to hold state
let mut states = Map::new();
// Default states can be added
states.insert("bool_state".into(), Dynamic::FALSE);
// Add the main states-holding object map and call it 'state'
scope.push("state", states);
// Just a simple 'call_fn' can do here because we're rewinding the 'Scope'
// In a real application you'd again be handling errors...
engine.call_fn(&mut scope, &ast, "init", ()).unwrap();
:
// Code omitted
:
Self { engine, scope, ast }
}
}
Handler Scripting Style
The stored state is kept in an [object map] in the custom [Scope
].
In this example, that [object map] is named state
, but it can be any name.
User-defined functions in state
Because an [object map] is used to hold state values, it is even possible to add user-defined [functions], leveraging the [OOP] support for [object maps].
However, within these user-defined [functions], the this
pointer binds to the [object map].
Therefore, the variable-accessing syntax is different from the main body of the script.
fn do_action() {
// Access state: `state.xxx`
state.number = 42;
// Add OOP functions - you still need to use `this`...
state.log = |x| print(`State = ${this.value}, data = ${x}`);
}
Sample script
/// Initialize user-provided state.
/// State is stored inside an object map bound to 'state'.
fn init() {
// Add 'bool_state' as new state variable if one does not exist
if "bool_state" !in state {
state.bool_state = false;
}
// Add 'obj_state' as new state variable (overwrites any existing)
state.obj_state = new_state(0);
// Can also add OOP-style functions!
state.log = |x| print(`State = ${this.obj_state.value}, data = ${x}`);
}
/// 'start' event handler
fn start(data) {
// Can detect system-provided default states!
// Access state variables in 'state'
if state.bool_state {
throw "Already started!";
}
// New values can be added to the state
state.start_mode = data;
if state.obj_state.func1() || state.obj_state.func2() {
throw "Conditions not yet ready to start!";
}
state.bool_state = true;
state.obj_state.value = data;
// Constant 'MY_CONSTANT' in custom scope is also visible!
print(`MY_CONSTANT = ${MY_CONSTANT}`);
}
/// 'end' event handler
fn end(data) {
if !state.bool_state || "start_mode" !in state {
throw "Not yet started!";
}
if !state.obj_state.func1() && !state.obj_state.func2() {
throw "Conditions not yet ready to end!";
}
state.bool_state = false;
state.obj_state.value = data;
}
/// 'update' event handler
fn update(data) {
state.obj_state.value += process(data);
// Call user-defined function OOP-style!
state.log(data);
}