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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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Jonathan Coates 2021-12-21 00:55:13 +00:00
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@ -0,0 +1,83 @@
---
module: [kind=guide] using_require
---
# Reusing code with require
A library is a collection of useful functions and other definitions which is stored separately to your main program. You
might want to create a library because you have some functions which are used in multiple programs, or just to split
your program into multiple more modular files.
Let's say we want to create a small library to make working with the @{term|terminal} a little easier. We'll provide two
functions: `reset`, which clears the terminal and sets the cursor to (1, 1), and `write_center`, which prints some text
in the middle of the screen.
Start off by creating a file called `more_term.lua`:
```lua {data-snippet=more_term}
local function reset()
term.clear()
term.setCursorPos(1, 1)
end
local function write_center(text)
local x, y = term.getCursorPos()
local width, height = term.getSize()
term.setCursorPos(math.floor((width - #text) / 2) + 1, y)
term.write(text)
end
return { reset = reset, write_center = write_center }
```
Now, what's going on here? We define our two functions as one might expect, and then at the bottom return a table with
the two functions. When we require this library, this table is what is returned. With that, we can then call the
original functions. Now create a new file, with the following:
```lua {data-mount=more_term:more_term.lua}
local more_term = require("more_term")
more_term.reset()
more_term.write_center("Hello, world!")
```
When run, this'll clear the screen and print some text in the middle of the first line.
## require in depth
While the previous section is a good introduction to how @{require} operates, there are a couple of remaining points
which are worth mentioning for more advanced usage.
### Libraries can return anything
In our above example, we return a table containing the functions we want to expose. However, it's worth pointing out
that you can return ''anything'' from your library - a table, a function or even just a string! @{require} treats them
all the same, and just returns whatever your library provides.
### Module resolution and the package path
In the above examples, we defined our library in a file, and @{require} read from it. While this is what you'll do most
of the time, it is possible to make @{require} look elsewhere for your library, such as downloading from a website or
loading from an in-memory library store.
As a result, the *module name* you pass to @{require} doesn't correspond to a file path. One common mistake is to load
code from a sub-directory using `require("folder/library")` or even `require("folder/library.lua")`, neither of which
will do quite what you expect.
When loading libraries (also referred to as *modules*) from files, @{require} searches along the *@{package.path|module
path}*. By default, this looks something like:
* `?.lua`
* `?/init.lua`
* `/rom/modules/main/?.lua`
* etc...
When you call `require("my_library")`, @{require} replaces the `?` in each element of the path with your module name, and
checks if the file exists. In this case, we'd look for `my_library.lua`, `my_library/init.lua`,
`/rom/modules/main/my_library.lua` and so on. Note that this works *relative to the current program*, so if your
program is actually called `folder/program`, then we'll look for `folder/my_library.lua`, etc...
One other caveat is loading libraries from sub-directories. For instance, say we have a file
`my/fancy/library.lua`. This can be loaded by using `require("my.fancy.library")` - the '.'s are replaced with '/'
before we start looking for the library.
## External links
There are several external resources which go into require in a little more detail:
- The [Lua Module tutorial](http://lua-users.org/wiki/ModulesTutorial) on the Lua wiki.
- [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 @@
--- This provides a pure Lua implementation of the builtin @{require} function
-- and @{package} library.
--
-- Generally you do not need to use this module - it is injected into the
-- every program's environment. However, it may be useful when building a
-- custom shell or when running programs yourself.
--
-- @module cc.require
-- @since 1.88.0
-- @usage Construct the package and require function, and insert them into a
-- custom environment.
--
-- local r = require "cc.require"
-- local env = setmetatable({}, { __index = _ENV })
-- env.require, env.package = r.make(env, "/")
--
-- -- Now we have our own require function, separate to the original.
-- local r2 = env.require "cc.require"
-- print(r, r2)
--[[- This provides a pure Lua implementation of the builtin @{require} function
and @{package} library.
Generally you do not need to use this module - it is injected into the every
program's environment. However, it may be useful when building a custom shell or
when running programs yourself.
@module cc.require
@since 1.88.0
@see using_require For an introduction on how to use @{require}.
@usage Construct the package and require function, and insert them into a
custom environment.
local r = require "cc.require"
local env = setmetatable({}, { __index = _ENV })
env.require, env.package = r.make(env, "/")
-- Now we have our own require function, separate to the original.
local r2 = env.require "cc.require"
print(r, r2)
]]
local expect = require and require("cc.expect") or dofile("rom/modules/main/cc/expect.lua")
local expect = expect.expect

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@ -26,13 +26,14 @@ const Click = (options: { run: () => void }) =>
type WindowProps = {};
type WindowState = {
visible: boolean,
example: string,
exampleIdx: number,
type Example = {
files: { [file: string]: string },
}
type WindowState = {
exampleIdx: number,
} & ({ visible: false, example: null } | { visible: true, example: Example })
type Touch = { clientX: number, clientY: number };
class Window extends Component<WindowProps, WindowState> {
@ -41,12 +42,14 @@ class Window extends Component<WindowProps, WindowState> {
private top: number = 0;
private dragging?: { downX: number, downY: number, initialX: number, initialY: number };
private snippets: { [file: string]: string } = {};
constructor(props: WindowProps, context: unknown) {
super(props, context);
this.state = {
visible: false,
example: "",
example: null,
exampleIdx: 0,
}
}
@ -57,10 +60,16 @@ class Window extends Component<WindowProps, WindowState> {
const element = elements[i] as HTMLElement;
let example = element.innerText;
const snippet = element.getAttribute("data-snippet");
if (snippet) this.snippets[snippet] = example;
if (element.getAttribute("data-lua-kind") == "expr") {
example = exprTemplate.replace("__expr__", example);
}
render(<Click run={this.runExample(example)} />, element);
const mount = element.getAttribute("data-mount");
render(<Click run={this.runExample(example, mount)} />, element);
}
}
@ -76,13 +85,13 @@ class Window extends Component<WindowProps, WindowState> {
</div>
<div class="computer-container">
<Computer key={exampleIdx} files={{
"example.lua": example, ...defaultFiles
...example!.files, ...defaultFiles
}} />
</div>
</div> : <div class="example-window example-window-hidden" />;
}
private runExample(example: string): () => void {
private runExample(example: string, mount: string | null): () => void {
return () => {
if (!this.positioned) {
this.positioned = true;
@ -90,9 +99,17 @@ class Window extends Component<WindowProps, WindowState> {
this.top = 20;
}
const files: { [file: string]: string } = { "example.lua": example };
if (mount !== null) {
for (const toMount of mount.split(",")) {
const [name, path] = toMount.split(":", 2);
files[path] = this.snippets[name] || "";
}
}
this.setState(({ exampleIdx }: WindowState) => ({
visible: true,
example: example,
example: { files },
exampleIdx: exampleIdx + 1,
}));
}