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{"version":3,"file":"Runner.mjs","sources":["../src/Runner.ts"],"sourcesContent":["export type RunnerListenerCallback<ARG extends unknown[] = any[]> = (...args: ARG) => unknown;\n\ntype RunnerItemValid<T extends string, ARG extends unknown[] = any[]> =\n { [K in T]: RunnerListenerCallback<ARG> | unknown };\n\ntype RunnerItemAny = Record<string, unknown>;\n\ntype RunnerItemEmpty = Record<string, never>;\n\nexport type RunnerItem<T = string, ARG extends unknown[] = any[]> =\n T extends string ?\n RunnerItemValid<T, ARG> & RunnerItemAny | RunnerItemEmpty :\n unknown;\n\n/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n * Like a signal:\n *\n * ```js\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded'),\n * };\n *\n * const listener = {\n * loaded: function() {\n * // Do something when loaded\n * }\n * };\n *\n * myObject.loaded.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items:\n *\n * ```js\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update'),\n * };\n *\n * const gameObject = {\n * update: function(time) {\n * // Update my gamey state\n * },\n * };\n *\n * myGame.update.add(gameObject);\n *\n * myGame.update.emit(time);\n * ```\n *\n * Type safety:\n *\n * ```ts\n *\n * import { Runner } from '@pixi/runner';\n *\n * let runner: Runner<'update', [number]>;\n *\n * // This won't work because the function name 'update' is expected\n * runner = new Runner('destroy');\n *\n * // This is fine\n * runner = new Runner('update');\n *\n * // This won't work because the number is expected\n * runner.emit(\"10\");\n *\n * // This is fine\n * runner.emit(10);\n *\n * // This won't work because provided object does not contain 'update' key\n * runner.add({\n * destroy: function() {\n * // Destroy the game\n * },\n * });\n *\n * // This is fine\n * runner.add({\n * update: function(time) {\n * // Update my gamey state\n * },\n * destroy: function() {\n * // Destroy the game\n * },\n * });\n *\n * ```\n * @template T - The event type.\n * @template ARG - The argument types for the event handler functions.\n * @memberof PIXI\n */\nexport class Runner<T = any, ARG extends unknown[] = any[]>\n{\n public items: any[];\n private _name: T;\n private _aliasCount: number;\n\n /**\n * @param {string} name - The function name that will be executed on the listeners added to this Runner.\n */\n constructor(name: T)\n {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n\n /* eslint-disable jsdoc/require-param, jsdoc/check-param-names */\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - (optional) parameters to pass to each listener\n */\n /* eslint-enable jsdoc/require-param, jsdoc/check-param-names */\n public emit(a0?: ARG[0], a1?: ARG[1], a2?: ARG[2], a3?: ARG[3],\n a4?: ARG[4], a5?: ARG[5], a6?: ARG[6], a7?: ARG[7]): this\n {\n if (arguments.length > 8)\n {\n throw new Error('max arguments reached');\n }\n\n const { name, items } = this;\n\n this._aliasCount++;\n\n for (let i = 0, len = items.length; i < len; i++)\n {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n\n if (items === this.items)\n {\n this._aliasCount--;\n }\n\n return this;\n }\n\n private ensureNonAliasedItems(): void\n {\n if (this._aliasCount > 0 && this.items.length > 1)\n {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or
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