Port EventEmitter from Node.js

This commit is contained in:
Starbeamrainbowlabs 2022-09-18 15:57:23 +01:00
parent fa62864e16
commit 817387d7f2
Signed by: sbrl
GPG Key ID: 1BE5172E637709C2
2 changed files with 51 additions and 1 deletions

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@ -0,0 +1,50 @@
--- A 3-dimensional vector.
-- @class
local EventEmitter = {}
EventEmitter.__index = EventEmitter
EventEmitter.__name = "EventEmitter" -- A hack to allow identification in wea.inspect
function EventEmitter.new()
local result = {
events = {}
}
setmetatable(result, EventEmitter)
return result
end
function EventEmitter.addEventListener(this, event_name, func)
if this.events[event_name] == nil then this.events[event_name] = {} end
table.insert(this.events[event_name], func)
end
function EventEmitter.on(this, event_name, func)
return EventEmitter.addEventListener(this, event_name, func)
end
function EventEmitter.removeEventListener(this, event_name, func)
if this.events[event_name] == nil then return false end
for index, next_func in ipairs(this.events[event_name]) do
if next_func == func then
table.remove(this.events[event_name], index)
break
end
end
end
function EventEmitter.off(this, event_name, func)
return EventEmitter.removeEventListener(this, event_name, func)
end
function EventEmitter.emit(this, event_name, args)
if this.events[event_name] == nil then return end
for index,next_func in ipairs(this.events[event_name]) do
next_func(args) -- TODO: Move unpack compat to wea_c
end
-- TODO: Monitor execution time, log if it's slow? We'll need to move WEA utils over to wea_c first though...
end
function EventEmitter.clear(this, event_name)
this.events[event_name] = nil
end
return EventEmitter

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@ -27,7 +27,7 @@ wea_c.register_command = dofile(modpath.."/core/register_command.lua")
wea_c.fetch_command_def = dofile(modpath.."/core/fetch_command_def.lua")
wea_c.register_alias = dofile(modpath.."/core/register_alias.lua")
wea_c.pos = dofile(modpath.."/core/pos.lua")
wea_c.EventEmitter = dofile(modpath.."/core/lib/EventEmitter.lua")
print("WEA_C pos", wea_c.pos.push)
-- Initialise WorldEdit stuff if the WorldEdit mod is not present