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Copy and paste the wiki guide on require
I wrote the original, so I don't need to feel guilty :) Closes #565.
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doc/guides/using_require.md
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doc/guides/using_require.md
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---
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module: [kind=guide] using_require
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---
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# Reusing code with require
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A library is a collection of useful functions and other definitions which is stored separately to your main program. You
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might want to create a library because you have some functions which are used in multiple programs, or just to split
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your program into multiple more modular files.
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Let's say we want to create a small library to make working with the @{term|terminal} a little easier. We'll provide two
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functions: `reset`, which clears the terminal and sets the cursor to (1, 1), and `write_center`, which prints some text
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in the middle of the screen.
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Start off by creating a file called `more_term.lua`:
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```lua {data-snippet=more_term}
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local function reset()
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term.clear()
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term.setCursorPos(1, 1)
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end
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local function write_center(text)
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local x, y = term.getCursorPos()
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local width, height = term.getSize()
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term.setCursorPos(math.floor((width - #text) / 2) + 1, y)
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term.write(text)
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end
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return { reset = reset, write_center = write_center }
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```
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Now, what's going on here? We define our two functions as one might expect, and then at the bottom return a table with
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the two functions. When we require this library, this table is what is returned. With that, we can then call the
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original functions. Now create a new file, with the following:
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```lua {data-mount=more_term:more_term.lua}
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local more_term = require("more_term")
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more_term.reset()
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more_term.write_center("Hello, world!")
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```
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When run, this'll clear the screen and print some text in the middle of the first line.
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## require in depth
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While the previous section is a good introduction to how @{require} operates, there are a couple of remaining points
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which are worth mentioning for more advanced usage.
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### Libraries can return anything
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In our above example, we return a table containing the functions we want to expose. However, it's worth pointing out
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that you can return ''anything'' from your library - a table, a function or even just a string! @{require} treats them
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all the same, and just returns whatever your library provides.
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### Module resolution and the package path
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In the above examples, we defined our library in a file, and @{require} read from it. While this is what you'll do most
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of the time, it is possible to make @{require} look elsewhere for your library, such as downloading from a website or
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loading from an in-memory library store.
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As a result, the *module name* you pass to @{require} doesn't correspond to a file path. One common mistake is to load
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code from a sub-directory using `require("folder/library")` or even `require("folder/library.lua")`, neither of which
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will do quite what you expect.
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When loading libraries (also referred to as *modules*) from files, @{require} searches along the *@{package.path|module
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path}*. By default, this looks something like:
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* `?.lua`
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* `?/init.lua`
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* `/rom/modules/main/?.lua`
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* etc...
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When you call `require("my_library")`, @{require} replaces the `?` in each element of the path with your module name, and
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checks if the file exists. In this case, we'd look for `my_library.lua`, `my_library/init.lua`,
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`/rom/modules/main/my_library.lua` and so on. Note that this works *relative to the current program*, so if your
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program is actually called `folder/program`, then we'll look for `folder/my_library.lua`, etc...
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One other caveat is loading libraries from sub-directories. For instance, say we have a file
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`my/fancy/library.lua`. This can be loaded by using `require("my.fancy.library")` - the '.'s are replaced with '/'
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before we start looking for the library.
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## External links
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There are several external resources which go into require in a little more detail:
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- The [Lua Module tutorial](http://lua-users.org/wiki/ModulesTutorial) on the Lua wiki.
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- [Lua's manual section on @{require}](https://www.lua.org/manual/5.1/manual.html#pdf-require).
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@ -1,22 +1,24 @@
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--- This provides a pure Lua implementation of the builtin @{require} function
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-- and @{package} library.
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--
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-- Generally you do not need to use this module - it is injected into the
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-- every program's environment. However, it may be useful when building a
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-- custom shell or when running programs yourself.
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--
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-- @module cc.require
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-- @since 1.88.0
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-- @usage Construct the package and require function, and insert them into a
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-- custom environment.
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--
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-- local r = require "cc.require"
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-- local env = setmetatable({}, { __index = _ENV })
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-- env.require, env.package = r.make(env, "/")
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--
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-- -- Now we have our own require function, separate to the original.
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-- local r2 = env.require "cc.require"
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-- print(r, r2)
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--[[- This provides a pure Lua implementation of the builtin @{require} function
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and @{package} library.
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Generally you do not need to use this module - it is injected into the every
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program's environment. However, it may be useful when building a custom shell or
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when running programs yourself.
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@module cc.require
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@since 1.88.0
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@see using_require For an introduction on how to use @{require}.
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@usage Construct the package and require function, and insert them into a
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custom environment.
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local r = require "cc.require"
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local env = setmetatable({}, { __index = _ENV })
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env.require, env.package = r.make(env, "/")
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-- Now we have our own require function, separate to the original.
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local r2 = env.require "cc.require"
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print(r, r2)
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]]
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local expect = require and require("cc.expect") or dofile("rom/modules/main/cc/expect.lua")
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local expect = expect.expect
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@ -26,13 +26,14 @@ const Click = (options: { run: () => void }) =>
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type WindowProps = {};
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type WindowState = {
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visible: boolean,
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example: string,
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exampleIdx: number,
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type Example = {
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files: { [file: string]: string },
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}
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type WindowState = {
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exampleIdx: number,
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} & ({ visible: false, example: null } | { visible: true, example: Example })
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type Touch = { clientX: number, clientY: number };
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class Window extends Component<WindowProps, WindowState> {
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@ -41,12 +42,14 @@ class Window extends Component<WindowProps, WindowState> {
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private top: number = 0;
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private dragging?: { downX: number, downY: number, initialX: number, initialY: number };
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private snippets: { [file: string]: string } = {};
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constructor(props: WindowProps, context: unknown) {
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super(props, context);
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this.state = {
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visible: false,
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example: "",
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example: null,
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exampleIdx: 0,
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}
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}
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@ -57,10 +60,16 @@ class Window extends Component<WindowProps, WindowState> {
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const element = elements[i] as HTMLElement;
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let example = element.innerText;
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const snippet = element.getAttribute("data-snippet");
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if (snippet) this.snippets[snippet] = example;
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if (element.getAttribute("data-lua-kind") == "expr") {
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example = exprTemplate.replace("__expr__", example);
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}
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render(<Click run={this.runExample(example)} />, element);
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const mount = element.getAttribute("data-mount");
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render(<Click run={this.runExample(example, mount)} />, element);
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}
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}
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@ -76,13 +85,13 @@ class Window extends Component<WindowProps, WindowState> {
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</div>
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<div class="computer-container">
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<Computer key={exampleIdx} files={{
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"example.lua": example, ...defaultFiles
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...example!.files, ...defaultFiles
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}} />
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</div>
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</div> : <div class="example-window example-window-hidden" />;
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}
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private runExample(example: string): () => void {
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private runExample(example: string, mount: string | null): () => void {
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return () => {
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if (!this.positioned) {
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this.positioned = true;
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@ -90,9 +99,17 @@ class Window extends Component<WindowProps, WindowState> {
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this.top = 20;
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}
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const files: { [file: string]: string } = { "example.lua": example };
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if (mount !== null) {
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for (const toMount of mount.split(",")) {
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const [name, path] = toMount.split(":", 2);
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files[path] = this.snippets[name] || "";
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}
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}
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this.setState(({ exampleIdx }: WindowState) => ({
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visible: true,
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example: example,
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example: { files },
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exampleIdx: exampleIdx + 1,
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}));
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}
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