using System;
using System.Collections.Generic;
using System.Linq;
namespace StardewModdingAPI.Utilities
{
/// Manages a separate value for each player in split-screen mode. This can safely be used in non-split-screen mode too, it'll just have a single state in that case.
/// The state class.
public class PerScreen
{
/*********
** Fields
*********/
/// Create the initial value for a screen.
private readonly Func CreateNewState;
/// The tracked values for each screen.
private readonly IDictionary States = new Dictionary();
/// The last value for which this instance was updated.
private int LastRemovedScreenId;
/*********
** Accessors
*********/
/// The value for the current screen.
/// The value is initialized the first time it's requested for that screen, unless it's set manually first.
public T Value
{
get => this.GetValueForScreen(Context.ScreenId);
set => this.SetValueForScreen(Context.ScreenId, value);
}
/*********
** Public methods
*********/
/// Construct an instance.
public PerScreen()
: this(null) { }
/// Construct an instance.
/// Create the initial state for a screen.
public PerScreen(Func createNewState)
{
this.CreateNewState = createNewState ?? (() => default);
}
/// Get all active values by screen ID. This doesn't initialize the value for a screen ID if it's not created yet.
public IEnumerable> GetActiveValues()
{
this.RemoveDeadScreens();
return this.States.ToArray();
}
/// Get the value for a given screen ID, creating it if needed.
/// The screen ID to check.
public T GetValueForScreen(int screenId)
{
this.RemoveDeadScreens();
return this.States.TryGetValue(screenId, out T state)
? state
: this.States[screenId] = this.CreateNewState();
}
/// Set the value for a given screen ID.
/// The screen ID whose value set.
/// The value to set.
public void SetValueForScreen(int screenId, T value)
{
this.RemoveDeadScreens();
this.States[screenId] = value;
}
/// Remove all active values.
public void ResetAllScreens()
{
this.RemoveScreens(p => true);
}
/*********
** Private methods
*********/
/// Remove screens which are no longer active.
private void RemoveDeadScreens()
{
if (this.LastRemovedScreenId == Context.LastRemovedScreenId)
return;
this.LastRemovedScreenId = Context.LastRemovedScreenId;
this.RemoveScreens(id => !Context.HasScreenId(id));
}
/// Remove screens matching a condition.
/// Returns whether a screen ID should be removed.
private void RemoveScreens(Func shouldRemove)
{
foreach (var pair in this.States.ToArray())
{
if (shouldRemove(pair.Key))
this.States.Remove(pair.Key);
}
}
}
}