First pass at typescript support
Oh man did this end up requiring a *ton* of other work as well.
There's still a few typing issues I still can't quite work out,
and others I'd like to improve when I have time. In fact, this version
doesn't even really work, it has a stack overflow error caused by
a tooltip for some reason have a tree inside it, which in turn has
another tooltip, etc. There's also 17 errors that I *really* feel like
shouldn't be there, but they are, and 113 warnings - mostly using !
to assert that things are non-null. Lots of work left to do, to sum up.
The reason I'm committing this now is because I really need to get to
work on my game jam, and since it won't use a tree or really many of
TMT-X's features, I can get away with using a broken engine :)
2021-08-17 04:30:54 +00:00
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import Decimal from "./bignum";
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2022-01-14 04:25:47 +00:00
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export const ProxyState = Symbol("ProxyState");
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export const ProxyPath = Symbol("ProxyPath");
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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export type ProxiedWithState<T> = NonNullable<T> extends Record<PropertyKey, any>
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? NonNullable<T> extends Decimal
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? T
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: {
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[K in keyof T]: ProxiedWithState<T[K]>;
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} & {
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[ProxyState]: T;
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[ProxyPath]: string[];
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}
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: T;
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2022-02-27 19:49:34 +00:00
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// Takes a function that returns an object and pretends to be that object
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// Note that the object is lazily calculated
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2022-04-06 03:16:40 +00:00
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export function createLazyProxy<T extends object, S>(
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objectFunc: (baseObject: S) => T & S,
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baseObject: S = {} as S
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): T {
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const obj: S & Partial<T> = baseObject;
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2022-02-27 19:49:34 +00:00
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let calculated = false;
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function calculateObj(): T {
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if (!calculated) {
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2022-04-06 03:16:40 +00:00
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Object.assign(obj, objectFunc(obj));
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2022-02-27 19:49:34 +00:00
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calculated = true;
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First pass at typescript support
Oh man did this end up requiring a *ton* of other work as well.
There's still a few typing issues I still can't quite work out,
and others I'd like to improve when I have time. In fact, this version
doesn't even really work, it has a stack overflow error caused by
a tooltip for some reason have a tree inside it, which in turn has
another tooltip, etc. There's also 17 errors that I *really* feel like
shouldn't be there, but they are, and 113 warnings - mostly using !
to assert that things are non-null. Lots of work left to do, to sum up.
The reason I'm committing this now is because I really need to get to
work on my game jam, and since it won't use a tree or really many of
TMT-X's features, I can get away with using a broken engine :)
2021-08-17 04:30:54 +00:00
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}
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2022-04-06 03:16:40 +00:00
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return obj as S & T;
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2022-02-27 19:49:34 +00:00
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}
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First pass at typescript support
Oh man did this end up requiring a *ton* of other work as well.
There's still a few typing issues I still can't quite work out,
and others I'd like to improve when I have time. In fact, this version
doesn't even really work, it has a stack overflow error caused by
a tooltip for some reason have a tree inside it, which in turn has
another tooltip, etc. There's also 17 errors that I *really* feel like
shouldn't be there, but they are, and 113 warnings - mostly using !
to assert that things are non-null. Lots of work left to do, to sum up.
The reason I'm committing this now is because I really need to get to
work on my game jam, and since it won't use a tree or really many of
TMT-X's features, I can get away with using a broken engine :)
2021-08-17 04:30:54 +00:00
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2022-02-27 19:49:34 +00:00
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return new Proxy(obj, {
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get(target, key) {
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if (key === ProxyState) {
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return calculateObj();
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}
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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return (calculateObj() as any)[key];
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},
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2022-04-01 03:48:11 +00:00
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set(target, key, value) {
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2022-04-23 20:23:38 +00:00
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// TODO give warning about this? It should only be done with caution
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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(calculateObj() as any)[key] = value;
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return true;
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2022-02-27 19:49:34 +00:00
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},
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has(target, key) {
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if (key === ProxyState) {
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return true;
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}
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return Reflect.has(calculateObj(), key);
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},
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ownKeys() {
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return Reflect.ownKeys(calculateObj());
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},
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getOwnPropertyDescriptor(target, key) {
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if (!calculated) {
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2022-04-06 03:16:40 +00:00
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Object.assign(obj, objectFunc(obj));
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2022-02-27 19:49:34 +00:00
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calculated = true;
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}
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return Object.getOwnPropertyDescriptor(target, key);
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First pass at typescript support
Oh man did this end up requiring a *ton* of other work as well.
There's still a few typing issues I still can't quite work out,
and others I'd like to improve when I have time. In fact, this version
doesn't even really work, it has a stack overflow error caused by
a tooltip for some reason have a tree inside it, which in turn has
another tooltip, etc. There's also 17 errors that I *really* feel like
shouldn't be there, but they are, and 113 warnings - mostly using !
to assert that things are non-null. Lots of work left to do, to sum up.
The reason I'm committing this now is because I really need to get to
work on my game jam, and since it won't use a tree or really many of
TMT-X's features, I can get away with using a broken engine :)
2021-08-17 04:30:54 +00:00
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}
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2022-04-06 03:16:40 +00:00
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}) as S & T;
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2022-02-27 19:49:34 +00:00
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}
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