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use crate::*;
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
/// The bit flags to describe plugin type.
///
/// Every plugin should provide a function `plugin_type`,
/// which returns [`PluginType`].
///
/// ```ignore
/// use ayaka_bindings::*;
///
/// #[export]
/// fn plugin_type() -> PluginType {
/// PluginType::default()
/// }
/// ```
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
pub struct PluginType {
/// The action plugin.
/// This plugin processes the action after they are parsed.
pub action: bool,
/// The text plugin.
/// The custom text commands are dealt with this type of plugin.
pub text: Vec<String>,
/// The line plugin.
/// The custom line types are dealt with this type of plugin.
pub line: Vec<String>,
/// The game plugin.
/// This plugin processes the game properties after it is loaded.
pub game: bool,
}
impl PluginType {
/// Creates a [`PluginTypeBuilder`] instance to build a [`PluginType`].
pub fn builder() -> PluginTypeBuilder {
PluginTypeBuilder {
data: Self::default(),
}
}
}
/// The builder of [`PluginType`].
pub struct PluginTypeBuilder {
data: PluginType,
}
impl PluginTypeBuilder {
/// An action plugin.
pub fn action(mut self) -> Self {
self.data.action = true;
self
}
/// A text plugin, which provides commands.
pub fn text(mut self, cmds: impl IntoIterator<Item = impl Into<String>>) -> Self {
self.data.text = cmds.into_iter().map(|s| s.into()).collect();
self
}
/// A line plugins, which provides custom line types.
pub fn line(mut self, cmds: impl IntoIterator<Item = impl Into<String>>) -> Self {
self.data.line = cmds.into_iter().map(|s| s.into()).collect();
self
}
/// A game plugin.
pub fn game(mut self) -> Self {
self.data.game = true;
self
}
/// Build a [`PluginType`].
pub fn build(self) -> PluginType {
self.data
}
}
/// The type of current frontend.
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub enum FrontendType {
/// The frontend only accepts raw texts.
Text,
/// The frontend renders HTML.
Html,
/// The frontend renders LaTeX.
Latex,
}
/// The argument to action plugin.
///
/// Every action plugin should implement `process_action`:
/// ```ignore
/// use ayaka_bindings::*;
///
/// #[export]
/// fn process_action(mut ctx: ActionProcessContext) -> ActionProcessResult {
/// // Process the action...
/// ActionProcessResult { action: ctx.action }
/// }
/// ```
#[derive(Debug, Serialize, Deserialize)]
pub struct ActionProcessContext {
/// The global properties of the game profile.
pub game_props: HashMap<String, String>,
/// The frontend type.
pub frontend: FrontendType,
/// The current context.
pub ctx: RawContext,
/// The current action.
pub action: ActionText,
}
#[derive(Debug, Serialize)]
#[doc(hidden)]
pub struct ActionProcessContextRef<'a> {
pub game_props: &'a HashMap<String, String>,
pub frontend: FrontendType,
pub ctx: &'a RawContext,
pub action: &'a ActionText,
}
/// The result of action plugins.
/// See examples at [`ActionProcessContext`].
#[derive(Debug, Default, Serialize, Deserialize)]
pub struct ActionProcessResult {
/// The processed action text.
pub action: ActionText,
}
/// The argument to text plugin.
///
/// ```ignore
/// use ayaka_bindings::*;
///
/// #[export]
/// fn plugin_type() -> PluginType {
/// PluginType::builder().text(&["hello"]).build()
/// }
///
/// #[export]
/// fn hello(_args: Vec<String>, _ctx: TextProcessContext) -> TextProcessResult {
/// let mut res = TextProcessResult::default();
/// res.line.push_back_chars("hello");
/// res
/// }
/// ```
#[derive(Debug, Serialize, Deserialize)]
pub struct TextProcessContext {
/// The global properties of the game profile.
pub game_props: HashMap<String, String>,
/// The frontend type.
pub frontend: FrontendType,
}
#[derive(Debug, Serialize)]
#[doc(hidden)]
pub struct TextProcessContextRef<'a> {
pub game_props: &'a HashMap<String, String>,
pub frontend: FrontendType,
}
/// The result of commands in text plugins.
/// See examples at [`TextProcessContext`].
#[derive(Debug, Default, Serialize, Deserialize)]
pub struct TextProcessResult {
/// The lines to append.
pub text: ActionText,
}
/// The argument to game plugin.
///
/// Every game plugin should implement `process_game`:
/// ```ignore
/// use ayaka_bindings::*;
///
/// #[export]
/// fn process_game(mut ctx: GameProcessContext) -> GameProcessResult {
/// // Process the game...
/// GameProcessResult { props: ctx.props }
/// }
/// ```
#[derive(Debug, Serialize, Deserialize)]
pub struct GameProcessContext {
/// The title of the game.
pub title: String,
/// The author of the game.
pub author: String,
/// The global properties of the game.
pub props: HashMap<String, String>,
}
#[derive(Debug, Serialize)]
#[doc(hidden)]
pub struct GameProcessContextRef<'a> {
pub title: &'a str,
pub author: &'a str,
pub props: &'a HashMap<String, String>,
}
/// The result of game plugins.
/// See examples at [`GameProcessContext`].
#[derive(Debug, Serialize, Deserialize)]
pub struct GameProcessResult {
/// The updated properties.
pub props: HashMap<String, String>,
}
/// The argument to line plugin.
///
/// ```ignore
/// use ayaka_bindings::*;
///
/// #[export]
/// fn plugin_type() -> PluginType {
/// PluginType::builder().line(&["hello"]).build()
/// }
///
/// #[export]
/// fn hello(_ctx: LineProcessContext) -> LineProcessResult {
/// let mut res = LineProcessResult::default();
/// res.locals.insert("hello".to_string(), RawValue::Str("world".to_string()));
/// res
/// }
/// ```
#[derive(Debug, Serialize, Deserialize)]
pub struct LineProcessContext {
/// The global properties of the game profile.
pub game_props: HashMap<String, String>,
/// The frontend type.
pub frontend: FrontendType,
/// The current context.
pub ctx: RawContext,
/// The full properties of the custom command.
pub props: VarMap,
}
#[derive(Debug, Serialize)]
#[doc(hidden)]
pub struct LineProcessContextRef<'a> {
pub game_props: &'a HashMap<String, String>,
pub frontend: FrontendType,
pub ctx: &'a RawContext,
pub props: &'a VarMap,
}
/// The result of commands in line plugins.
/// See examples at [`LineProcessContext`].
#[derive(Debug, Default, Serialize, Deserialize)]
pub struct LineProcessResult {
/// The updated variables.
pub locals: VarMap,
/// The temp variables.
pub vars: VarMap,
}