@zambiethebully/signals
Version:
Roblox like signal library for Minecraft scripting or whatever else JS/TS related
81 lines (80 loc) • 1.9 kB
JavaScript
// src/Signals.ts
var SignalConnection = class {
#disconnectCallback;
connected = true;
constructor(disconnectCallback) {
this.#disconnectCallback = disconnectCallback;
}
disconnect() {
if (!this.connected)
return;
try {
this.#disconnectCallback();
this.connected = false;
} catch (err) {
console.warn(err);
}
}
};
var Signal = class _Signal {
static #global = new _Signal();
#callbacks = {};
fire(event, ...args) {
const callbackArray = this.#callbacks[event];
if (!callbackArray)
return;
for (const callback of callbackArray) {
if (callback === void 0)
continue;
try {
callback(...args);
} catch (err) {
console.warn(err);
}
}
}
connect(event, callback) {
let callbackArray = this.#callbacks[event];
if (!callbackArray)
callbackArray = [];
const disconnectFn = () => {
const index = this.#callbacks[event].indexOf(callback);
delete this.#callbacks[event][index];
};
callbackArray.push(callback);
this.#callbacks[event] = callbackArray;
return new SignalConnection(disconnectFn);
}
once(event, callback) {
const connection = this.connect(event, function(...args) {
try {
callback(args);
} catch (err) {
console.warn(err);
}
connection.disconnect();
});
return connection;
}
async wait(event) {
const self = this;
return await new Promise((resolve, reject) => {
self.once(event, resolve);
});
}
static fire(event, ...args) {
this.#global.fire(event, ...args);
}
static connect(event, callback) {
return this.#global.connect(event, callback);
}
static once(event, callback) {
return this.#global.once(event, callback);
}
static async wait(event) {
return this.#global.wait(event);
}
};
export {
Signal
};