是否可以在不制作单个功能的情况下制作折叠变量?
我有一个代码,它以少量变量开始,并使用这些初始变量创建更多元素。是否可以在不制作单个功能的情况下制作折叠变量?
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的东西,整个事情变得一团糟,因为从一个我改变,直到底部那些值开始不互相
local x = gui.get(2)
x.body.height = 50
我同意我们看看是否有一种方法可以重新定义这些变量,从它们开始直到底部,不需要:(a)为每个变量生成函数。和(b)编辑功能中所需的参数。
如果没有,是否有效地做到这一点的替代方法?
编辑: 的变量的结构如下:
:border->body->padding->font
我需要的是一种方法,我可以定义其中任何使后面也改变像一个
object.body.x = 15
,它会从重新定义变量崩溃,直到底部:
body->padding->font
我可以只从已编辑的可变重新定义它们,直到底部是这样的:
--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
但是这意味着我有重新定义的填充,直到这是非常低效的特别是当我扩展更多的字体时做同样的元素。
例如:
--padding->font
object.padding.width = 5
object.font.size = object.padding.width+1
我很无聊,看到这个问题(再次)以及一个副本。 我开始写为了好玩一些代码,导致此:
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)
这是一个很大的代码,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
所有属性只有在编辑其依赖项之一时才会被重新计算。我让它也适用于子表,这有点棘手,但最终实际上看起来很容易。您可以编辑(例如)正文字段,方法是将其设置为一个全新的表格或在已存在的表格中设置一个字段,如代码片段的最后几行所示。当你将它分配给一个新表时,它会设置一个metatable。除非您使用5.2并且可以使用__pairs,否则您不能使用配对(& co)。
它可能会解决您的问题。如果不是的话,我很乐意写它,所以至少我写这篇文章总是积极的。 (你不得不承认,这是一些漂亮的代码那么,它的工作方式,而不是实际的格式。)
注意:如果你要使用它,取消对love.graphics和gui.id部分,因为我没有LÖVE,我显然不得不测试代码。
这里是我的事情的API的快速“摘要”,因为它可能在一开始迷惑:
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Lua的5.1),以去除“self.FIELD”的必要性。有了一些环境魔法,你可以使用'field'的构造函数(作为示例)只是function() return idk+1 end
。
正是我想要发生的,非常感谢你 – mhiekuru
你可以使用元表的,更具体的__newindex场:
(当然,需要将其与__index场组合,但EH)
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
您可以运行代码如proxy.x = 12
来编辑X属性。所有的值都将被重新计算。这不是最好的,但你的代码微小的恼人的改善。 (不过,嘿,如果它工作正常给你,这是很好的)
注意:您只能设置X,ÿ,宽度和高度。你可以用旧的方式获得所有的属性,例如proxy.padding.width(请注意,proxy.x无法正常工作,请使用proxy.border。x)
重新定义x/w /宽度/高度是我的问题中最小的,因为我可以回想一下使用我想给出的新值的原始函数。然后替换存储的表中的整个索引。 – mhiekuru
这里不清楚你的意思。 “中间部分”做了哪些修改,导致事情变得“混乱”。给我们一个例子。 –
@NicolBolas我在底部举了一个例子,我所有的变量都存储在本地,并使用gui.get()和gui.add()等进行访问。我的意思是在中间部分是当我例如改变body.height元素,我也想改变text.left元素,因为它也是使用body.height定义的。有点像多米诺骨牌效应,当你影响某些事物时会崩溃,但只能在一个方向而不是所有方面。 – mhiekuru
你可以使用__newindex和一个代理表... – warspyking