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-- Callback Lib
-- Dependencies: lib/EventRegistration
local _, app = ...;
-- Global locals
local After, max, unpack = C_Timer.After, math.max, unpack;
-- Setup the callback tables since they are heavily used
local __callbacks = {};
local CallbackMethodCache = setmetatable({}, {
-- Gets or Creates the actual method which runs as a callback to execute the specified method
__index = function(t, method)
-- app.PrintDebug("CB:New",method)
local callbackMethod = function()
local args = __callbacks[method];
__callbacks[method] = nil;
-- callback with args/void
if args ~= true then
-- app.PrintDebug("CB:Run/args",method,unpack(args))
method(unpack(args));
else
-- app.PrintDebug("CB:Run/void",method)
method();
end
-- app.PrintDebug("CB:Done",method)
end;
t[method] = callbackMethod;
return callbackMethod;
end
});
local function Callback(method, ...)
-- Triggers a timer callback method to run on the next game frame with the provided params; the method can only be set to run once per frame
if not __callbacks[method] then
__callbacks[method] = ... and {...} or true;
After(0, CallbackMethodCache[method]);
-- else app.PrintDebug("CB:Skip",method)
end
end
local function DelayedCallback(method, delaySec, ...)
-- Triggers a timer callback method to run after the provided number of seconds with the provided params; the method can only be set to run once per delay
if not __callbacks[method] then
__callbacks[method] = ... and {...} or true;
After(max(0, delaySec or 0), CallbackMethodCache[method]);
-- else app.PrintDebug("DCB:Skip",method)
end
end
-- Callbacks to trigger after combat has ended!
local __combatcallbacks = {};
local InCombatLockdown = InCombatLockdown;
local function AfterCombatCallback(method, ...)
-- Triggers a timer callback method to run on the next game frame or following combat if in combat currently with the provided params; the method can only be set to run once per frame
if not InCombatLockdown() then Callback(method, ...); return; end
if not __callbacks[method] then
__callbacks[method] = ... and {...} or true;
-- TODO: convert to a CallbackRunner?
__combatcallbacks[#__combatcallbacks + 1] = CallbackMethodCache[method];
app:RegisterEvent("PLAYER_REGEN_ENABLED");
-- else app.PrintDebug("ACCB:Skip",method)
end
end
local function AfterCombatOrDelayedCallback(method, delaySec, ...)
-- Triggers a timer callback method to run either when current combat ends, or after the provided delay; the method can only be set to run once until it has been run
if InCombatLockdown() then
AfterCombatCallback(method, ...);
else
DelayedCallback(method, delaySec, ...);
end
end
app.events.PLAYER_REGEN_ENABLED = function()
app:UnregisterEvent("PLAYER_REGEN_ENABLED");
-- print("PLAYER_REGEN_ENABLED:Begin")
local callbacks = __combatcallbacks;
local count = #callbacks;
if count > 0 then
__combatcallbacks = {};
for i=count,1,-1 do
-- print(" callback:",i)
callbacks[i]();
end
end
-- print("PLAYER_REGEN_ENABLED:End")
end
-- External API
app.CallbackHandlers = {
Callback = Callback,
DelayedCallback = DelayedCallback,
AfterCombatCallback = AfterCombatCallback,
AfterCombatOrDelayedCallback = AfterCombatOrDelayedCallback
};