是否有可能在没有单独功能的情况下制作折叠变量?

时间:2016-02-12 18:37:24

标签: function variables lua

我有一个代码,它以少量变量开头,并使用这些初始变量生成更多元素。

function new( x, y, width, height )
    local object = {}
    --border
    object.border = { x = x, y = y, width = width, height = height }
    --body
    object.body = { x = x+1, y = y+1, width = width-2, height = height-2 }
    --font
    object.font = {}
    object.font.size = (object.body.height+2)-(math.floor((object.body.height+2)/4)+1)
    object.font.height = love.graphics.setNewFont( object.font.size ):getHeight()
    --padding
    object.padding = {}
    object.padding.height = math.floor(object.border.height*(2/29))
    object.padding.width = object.padding.height*3
    --text
    object.text = { input = '' }
    object.text.centerHeight = math.ceil(object.body.y+((object.body.height-object.font.height)/2))
    object.text.left = object.body.x+object.padding.width+object.padding.height
    --backspacing
    object.backspace = {key = false, rate = 3, time = 0, pausetime = 20, pause = true}
    --config
    object.config = { active = true, devmode = false, debug = false, id = gui.id(), type = 'textbox' }
    gui.add(object)
    return object.config.id
end

当我在中间部分修改某些东西时,整个事情变得一团糟,因为从我改变的那个开始直到底部的值不相互一致

local x = gui.get(2)
x.body.height = 50

我正在寻找是否有办法重新定义这些变量,从它们开始直到底部,没有:(a)为每个变量创建函数。 (b)编辑功能中所需的参数。

并且如果没有,那么有效地采用这种方式吗?

编辑: 变量的结构如下:

border->body->padding->font

我需要的是一种我可以定义任何的方式,以便后面的那些也改变如下:

object.body.x = 15

它会从重新定义的变量崩溃到底部:

body->padding->font

我可以从编辑过的变量中重新定义它们,直到底部像这样:

--not the actual code, just an example of variables dependent on the variable above
object.body.x = 15
object.padding.width = object.body.x+1
object.font.size = object.padding.width+1

但这意味着我必须在重新定义填充时做同样的事情,直到字体效率极低,特别是当我扩展更多元素时。

示例:

--padding->font
object.padding.width = 5
object.font.size = object.padding.width+1

2 个答案:

答案 0 :(得分:1)

我很无聊,看到了这个问题(再次)以及副本。 我开始编写一些有趣的代码,导致这个:

local function getNeededVars(tab,func)
    local needed,this = {}
    this = setmetatable({},{
        __index = function(s,k)
            -- See if the requested variable exists.
            -- If it doesn't, we obviously complain.
            -- If it does, we log it and return the value.
            local var = tab.vars[k]
            if not var then
                error("Eh, "..k.." isn't registered (yet?)",5)
            end needed[k] = true return tab.vals[k]
        end;
    }) func(this) return needed
end

local function updateStuff(self,key,done)
    for k,v in pairs(self.levars) do
        if v.needed and v.needed[key] then
            if not done[v] then done[v] = true
                self.vals[v.name] = v.func(self)
                updateStuff(self,v.name,done)
            end
        end
    end
end

local function createSubTable(self,key,tab)
    return setmetatable({},{
        __newindex = function(s,k,v)
            tab[k] = v updateStuff(self,key,{})
        end; __index = tab;
    })
end

local dependenceMeta
dependenceMeta = {
    __index = function(self,k)
        -- Allow methods, because OOP
        local method = dependenceMeta[k]
        if method then return method end
        local variable = self.vars[k]
        if not variable then
            error("Variable "..k.." not found",2)
        end return self.vals[k]
    end;
    __newindex = function(self,k,v)
        local variable = self.vars[k]
        if not variable then
            error("Use :Register() to add stuff",2)
        elseif type(v) == "table" then
            self.vals[k] = createSubTable(self,k,v)
            return updateStuff(self,k,{})
        end self.vals[k] = v updateStuff(self,k,{})
    end
}
function dependenceMeta:Register(var,value)
    local varobject = {func=value,name=var}
    self.vars[var] = varobject
    table.insert(self.levars,varobject)
    if type(value) == "function" then
        varobject.needed = getNeededVars(self,value)
        self.vals[var] = value(self)
    elseif type(value) == "table" then
        self.vals[var] = createSubTable(self,var,value)
    elseif value then
        self.vals[var] = value
    end
end
function dependenceMeta:RegisterAll(tab)
    for k,v in pairs(tab) do
        self:Register(k,v)
    end
end

local function DependenceTable()
    return setmetatable({
        levars = {};
        vars = {};
        vals = {};
    },dependenceMeta)
end

local test = DependenceTable()
test:Register("border",{
    x=20; y=50;
    height=200;
    width=100;
})
test:Register("body",function(self)
    return {x=self.border.x+1,y=self.border.y+1,
        height=self.border.height-2,
        width=self.border.width-2}
end)
test:Register("font",function(self)
    local size = (self.body.height+2)-(math.floor((self.body.height+2)/4)+1);
    return { size = size; -- Since we use it in the table constructor...
        height = size-4; --love.graphics.setNewFont( self.font.size ):getHeight();
        -- I don't run this on love, so can't use the above line. Should work though.
    }
end)
test:Register("padding",function(self)
    local height = math.floor(self.border.height*(2/29))
    return { height = height; width = height*3 } -- again dependency
end)
test:Register("text",{input=""}) -- Need this initially to keep input
test:Register("text",function(self)
    return { input = self.text.input;
        centerHeight = math.ceil(self.body.y+((self.body.height-self.font.height)/2));
        left = self.body.x+self.padding.width+self.padding.height;
    }
end)
test:Register("backspace",{key = false, rate = 3, time = 0, pausetime = 20, pause = true})
-- Again, didn't use gui.id() on the line below because my lack of LÖVE
test:Register("config",{active=true,devmode=false,debug=false,id=123,type='textbox'})

print("border.x=20, test.text.left="..test.text.left)
test.border = {x=30; y=50; height=200; width=100;}
print("border.x=30, test.text.left="..test.text.left)
test.border.x = 40
print("border.x=40, test.text.left="..test.text.left)

这是很多代码,但我喜欢写它。它给出了这个不错的输出:

border.x=20, test.text.left=73
border.x=30, test.text.left=83
border.x=40, test.text.left=93

仅在编辑其中一个依赖项时重新计算所有属性。我让它也适用于子表,这有点棘手,但最后看起来真的很容易。您可以编辑(例如) body 字段,方法是将其设置为全新的表格,或者在现有表格中设置字段,如最后几行所示的代码片段。当您将其分配给新表时,它将在其上设置元表。你不能使用pair(& co),除非你使用5.2并且可以使用__pairs。

它可能会解决您的问题。如果没有,我很乐意写它,所以至少我写这篇文章总是有点积极的。 (你必须承认,这是一些漂亮的代码。嗯,它的工作方式,而不是实际的格式化)

注意:如果您要使用它,请取消注释 love.graphics gui.id 部分,因为我不会有LÖVE,我显然必须测试代码。

这是我的东西的API的快速“摘要”,因为它可能在开始时令人困惑:

local hmm = DependenceTable() -- Create a new one
print(hmm.field) -- Would error, "field" doesn't exist yet

-- Sets the property 'idk' to 123.
-- Everything except functions and tables are "primitive".
-- They're like constants, they never change unless you do it.
hmm:Register("idk",123)
-- If you want to actually set a regular table/function, you
-- can register a random value, then do hmm.idk = func/table
-- (the "constructor registering" only happens during :Register())

-- Sets the field to a constructor, which first gets validated.
-- During registering, the constructor is already called once.
-- Afterwards, it'll get called when it has to update.
-- (Whenever 'idk' changes, since 'field' depends on 'idk' here)
hmm:Register("field",function(self) return self.idk+1 end)
-- This errors because 'nonexistant' isn't reigstered yet
hmm:Register("error",function(self) return self.nonexistant end)
-- Basicly calls hmm:Register() twice with key/value as parameters
hmm:RegisterAll{
    lower = function(self) return self.field - 5 end;
    higher = function(self) return self.field + 5 end;
}
-- This sets the property 'idk' to 5.
-- Since 'field' depends on this property, it'll also update.
-- Since 'lower' and 'higher' depend on 'field', they too.
-- (It happens in order, so there should be no conflicts)
hmm.idk = 5
-- This prints 6 since 'idk' is 5 and 'field' is idk+1
print(hmm.field)

你可以使用setfenv(如果是Lua 5.1)来消除'self.FIELD'的需要。使用一些环境魔法,您可以使用'field'的构造函数(作为示例)只是function() return idk+1 end

答案 1 :(得分:0)

You could make use of metatables, more specific, the __newindex field:

(Well, need to combine it with the __index field, but eh)

manage.py

You can run code like function new(x, y, width, height ) local object = { font = {}, padding = {}, text = {input=''}, -- tables themself are static -- also I assume text.input will change and has to stay the way it is } -- more static data here (yes yes, I know. The code is a bit ugly, but if it works fine...) object.config = { active = true, devmode = false, debug = false, id = gui.id(), type = 'textbox' } object.backspace = {key = false, rate = 3, time = 0, pausetime = 20, pause = true} object.border = { x = x, y = y, width = width, height = height } -- stuff that has to be calculated from the above variables goes below local border = object.border local function calculate() --border --body object.body = { x = border.x+1, y = border.y+1, width = border.width-2, height = border.height-2 } --font object.font.size = height-(math.floor(height/4)+1) object.font.height = love.graphics.setNewFont( object.font.size ):getHeight() --padding object.padding.height = math.floor(object.border.height*(2/29)) object.padding.width = object.padding.height*3 --text object.text.centerHeight = math.ceil(object.body.y+((object.body.height-object.font.height)/2)) object.text.left = object.body.x+object.padding.width+object.padding.height --backspacing --config end calculate() local proxy = setmetatable({},{ __index = object; -- proxy.abc returns object.abc (to get width, use proxy.border.width) __newindex = function(s,k,v) -- fires whenever 'proxy[k] = v' is done -- I assume you'll only change x/y/width/height, as other properties are dynamic -- Doing 'proxy.x = 123' is the same as 'object.border.x = 123' + recalculating object.border[k] = v -- Actually apply the change calculate() -- Recalculate the other properties that depends on the above end; }) gui.add(object) return object.config.id end to edit the X property. All values will be recalculated. It's not the best, but your code a tiny bit annoying to improve. (But hey, if it works fine for you, it's good)

Note: You can only set x, y, width and height. You can get all properties the old way though, e.g. proxy.padding.width (Mind that proxy.x doesn't work. Use proxy.border.x)