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lps_coroutine.lua
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lps_coroutine.lua
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-- @file lps_coroutine.lua LuaCoroutine script
-- This file is part of Godot Lua PluginScript: https://github.com/gilzoide/godot-lua-pluginscript
--
-- Copyright (C) 2021 Gil Barbosa Reis.
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the “Software”), to
-- deal in the Software without restriction, including without limitation the
-- rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-- sell copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-- IN THE SOFTWARE.
--- Godot Reference script that wraps a Lua coroutine with an API similar to `GDScriptFunctionState`.
-- These are created by `GD.yield` and won't work if created manually.
-- @script lps_coroutine.lua
local co_resume, co_status = coroutine.resume, coroutine.status
-- @type LuaCoroutine
local LuaCoroutine = {
--- `signal completed(result)`: signal emitted by `resume` when the coroutine body is completed.
completed = signal('result'),
--- Result of `coroutine.status`
status = property {
type = string,
get = 'get_status',
},
}
--- Returns the `coroutine.status`.
-- @function get_status
-- @treturn string
-- @see coroutine.status
function LuaCoroutine:get_status()
local co = assert(GD.get_lua_instance(self.__data.__address), "no coroutine attached")
return co_status(co)
end
--- Returns whether coroutine is valid (`self:get_status() ~= 'dead'`).
-- @function is_valid
-- @treturn bool
function LuaCoroutine:is_valid()
return self:get_status() ~= 'dead'
end
--- Resume a coroutine, similar to `coroutine.resume`.
-- Emits the `completed` signal if the coroutine body is completed.
-- Differently than `GDScriptFunctionState.resume`, this method accepts
-- multiple arguments.
-- @usage
-- local coro = some_object:method_that_yields()
-- local first_value = coro:resume()
-- local second_value = coro:resume()
-- while coro:is_valid() do
-- local next_value = coro:resume()
-- -- do something
-- end
-- @function resume
-- @param ...
-- @return
-- @raise If `coroutine.resume` returns `false`
function LuaCoroutine:resume(...)
local co = assert(GD.get_lua_instance(self.__data.__address), "no coroutine attached")
local _, result = assert(co_resume(co, ...))
if co_status(co) == 'dead' then
self:emit_signal('completed', result)
end
return result
end
return LuaCoroutine