Ferreteria/v0.6/clade/Sys/Events/InputRq/Setting

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clade: Sys\Events\InputRq\Setting
Clade Family
InputRq Setting [WFu]InSet
Clade Aliases
Alias Clade
Base* [ca,i] Sys\Events\InputRq
InData* [c,i] Sys\Events\InputRq\aux\InRqData
ItemIface Sys\Events\InputItem
SelfIface Sys\Events\InputRq\Setting
Subpages

About

A Setting is an InputRq whose primary (or only) purpose is to change the value of a setting used by any other InputRqs that might need it. The value is saved under the Setting's assigned name (NameOfInput()).

  • Purpose: an Actor object that can modify the value/state of an Option object
    • The value can be required or optional, depending on the `valreq` attribute.

Pages

#TODO

  • 2025-03-08 Should probably be renamed "Simple", ocelot, since all InputRqs will now accept a value (by default, anyway).
  • 2024-10-29 We might, at some point, want to generalize this so it's not dependent on a *tag*-Option but instead some more generalized Option State interface (to be written, I guess). For now, Get It Working.

Pieces

  • Input() is the full/raw/unparsed value-string associated with this item in the command
  • Item() is the XML tag (or, eventually, some generic equivalent) which defines the UI details for this subcommand
  • OInput() is the InRqData object for interpreting the `Input()` value

History

  • 2024-10-28 created (for WUIDL)
  • 2024-11-19 renamed/moved from [WF]Sys\Routing\Action -> [WF]Sys\Events\Actor
  • 2024-12-14 switched to static pseudoconstructor to make tracing easier
  • 2024-12-22 created ValReq
  • 2024-12-23 decided that value requirements (quantity, list...) should be in the UI XML instead of being defined by the podling class. This simplifies the code-structure.
    • Deleting Option/ValReq (after first creating ValOpt, which is now also deleted).
  • 2025-01-21 Renaming this clade from Option -> Settable, for clarity
  • 2025-01-23 Made `Item()` public so Settings can access it.
  • 2025-03-08
    • Moving FromItemValue() to parent (InputRq).
    • Renaming WithInput() to `ParseInput()`, because now this (setting by actor key) is just one way of parsing.
  • 2025-09-01 renamed from "Settable" to "Setting"

Functions

public

internal

  • function ParseInputString(string $s) : void
  • function ParseInputArgs(array $arArgs) {} (no code here)
    • $arArgs = number-based array of additional values (if any) (e.g. for "cmd:stuff:things:more", $arArgs will be [0]=>"things", [1]=>"more)
    • By default, these aren't retained since their meaning is action-dependent. Podlings can override this.

Code

as of 2025-11-17 (including some debug code):

interface iSetting extends BaseIface {}
class cSetting extends BaseClass implements SelfIface {

    // ++ SETUP: dynamic ++ //

    // $s = first input to the subcommand
    protected function ParseInputString(string $s) : void {
        $sName = $this->NameOfInput();
        $this->OAUserInput()->SetIt($sName,$s);
        #echo "PARSING INPUT: set [$sName] -> [$s] in id".$this->OAUserInput()->ObjectID().CRLF;
        $qs = $this->OAUserInput()->GetItQ($sName);
        $this->AmHere("USER INPUT: ".$this->OAUserInput()->Inspect()->Render());
    }
    // By defalt, Settables don't expect any extra arguments.
    protected function ParseInputArgs(array $arArgs) {}

    // -- SETUP -- //
    // ++ ACTION ++ //

    // DOCS: https://wooz.dev/Ferreteria/v0.6/clade/Sys/Events/InputRq/Setting/@fx/Go
    public function Go() {
        $sName = $this->NameOfInput();  // the internal key for the subcommand we're processing here
        $oaUIn = $this->OAUserInput();
        $qsVal = $oaUIn->GetItQ($sName);
        echo "GO (id".$oaUIn->ObjectID()."): [$sName] is ";
        if ($qsVal->HasIt()) {
            $sVal = $oaUIn->GetIt($sName);
            echo "set to [$sVal]";
        } else {
            echo "not set";
        }
        echo " in ".get_called_class().CRLF;
    }

    // -- ACTION -- //
    // ++ OUTPUT ++ //

    public function Describe() : string {
        $this->AmHere("USER INPUT: ".$this->OAUserInput()->Inspect()->Render());
        $sName = $this->NameOfInput();  // the internal key for the subcommand we're processing here
        $oItem = $this->Item();
        $ftCues = $oItem->RenderUIName();
        #$sName = $oItem->SName();
        $this->AmHere("CHECKING input [$sName]...");
        $qsVal = $this->OAUserInput()->GetItQ($sName);
        if ($qsVal->HasIt()) {
            $sVal = $qsVal->GetIt();
            return "set the $ftCues value to '$sVal'";
        } else {
            echo "USER INPUT: ".$this->OAUserInput()->Inspect()->Render();
            return "set the $ftCues value -- but no value was given!";
        }
    }

    // -- OUTPUT -- //
}