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API change suggestion: make the downs/ups/presses function selective via Maybe #7
Description
This was discussed on the mailing list, in this thread: https://groups.google.com/forum/#!topic/elm-discuss/Ud7WzAhRsqE
There was a lot of support, and no detractors I think.
The package currently contains these functions:
Keyboard.downs : (KeyCode -> msg) -> Sub msg
Keyboard.ups : (KeyCode -> msg) -> Sub msg
Keyboard.presses : (KeyCode -> msg) -> Sub msg
Common uses (I'll point to several repositories below) are such that only some keys are relevant for an application. My proposal is to replace the above functions by:
Keyboard.downs : (KeyCode -> Maybe msg) -> Sub msg
Keyboard.ups : (KeyCode -> Maybe msg) -> Sub msg
Keyboard.presses : (KeyCode -> Maybe msg) -> Sub msg
where the semantics is that if a given KeyCode
is mapped to Nothing
by the tagger, then no message gets sent along the subscription; otherwise the Just
is peeled off and the message gets sent. (Thus, the current behavior could simply be recovered by unconditionally throwing in Just
, if that's what a programmer really wants in a specific situation. I posit that this is almost never the case.)
Let's look at a practical case, https://github.com/arpad-m/dontfall. It's a game, where the player uses the keyboard for part of the control. Important excerpts from the code are:
The message type (in https://github.com/arpad-m/dontfall/blob/master/src/BaseStuff.elm):
type GameMsg = NothingHappened | ... several other messages ...
The subscriptions definition (in https://github.com/arpad-m/dontfall/blob/master/src/main.elm):
subscriptions : GameData -> Sub GameMsg
subscriptions d =
Sub.batch
([ Keyboard.downs (\c -> if Char.fromCode c == 'P' then PauseToogle else NothingHappened) ] ++
if d.state == Running then
[ AnimationFrame.diffs Tick
, Keyboard.downs (\c -> if Char.fromCode c == ' ' then JumpDown else NothingHappened)
, Keyboard.ups (\c -> if Char.fromCode c == ' ' then JumpUp else NothingHappened)
]
else
[])
The main case distinction in the main update function (in https://github.com/arpad-m/dontfall/blob/master/src/main.elm):
updateScene : GameMsg -> GameData -> (GameData, Cmd GameMsg)
updateScene msg d =
(case d.state of
...
Running -> case msg of
MouseMove (x,_) -> { d | characterPosX = min x d.flWidth}
Tick t -> stepTime d t
PauseToogle -> { d | state = Paused }
JumpDown -> { d | jumpPressed = True }
JumpUp -> { d | jumpPressed = False }
_ -> d
, Cmd.none
)
Given the keyboard API change I propose above, the code could instead look as follows:
type GameMsg = ... only the other messages, no NothingHappened ...
subscriptions : GameData -> Sub GameMsg
subscriptions d =
Sub.batch
([ Keyboard.downs (\c -> if Char.fromCode c == 'P' then Just PauseToogle else Nothing) ] ++
if d.state == Running then
[ AnimationFrame.diffs Tick
, Keyboard.downs (\c -> if Char.fromCode c == ' ' then Just JumpDown else Nothing)
, Keyboard.ups (\c -> if Char.fromCode c == ' ' then Just JumpUp else Nothing)
]
else
[])
updateScene : GameMsg -> GameData -> (GameData, Cmd GameMsg)
updateScene msg d =
(case d.state of
...
Running -> case msg of
MouseMove (x,_) -> { d | characterPosX = min x d.flWidth}
Tick t -> stepTime d t
PauseToogle -> { d | state = Paused }
JumpDown -> { d | jumpPressed = True }
JumpUp -> { d | jumpPressed = False }
, Cmd.none
)
Advantages:
- simpler message type, no special role no-op constructor needed
- no spurious update and render cycles while the game is running
- less room for bugs in the update logic
Some additional comments on the latter two of these points:
Re 2., given the current implementation, whenever a key is hit that is not relevant, the update function is still called and produces an unchanged model, which is then rendered, which is extra/useless work. Since the game uses Graphics.*
, no use can be made of Html.Lazy.*
to avoid the re-rendering. Even if something like Graphics.Lazy.*
were available, having to use it would not be as nice/pure as not causing those spurious updates in the first place.
Re 3., given the current implementation, there is both more room for bugs in the now and in a potential later, when extending the game. In the now, the programmer has to make sure that NothingHappened
does indeed not change the model. Concerning later, imagine that the programmer extends the message type for some reason. With the current version of updateScene
, the programmer might forget to actually add a branch for handling the new message, and the compiler would not catch that, because of the _ -> d
branch that will silently catch not only NothingHappened
but also the new message which was actually supposed to make something happen. With the version of updateScene
after the proposed change, the situation would be different. Since there is no _ -> d
branch in that Running -> case msg of ...
part anymore (thanks to NothingHappened
not being a thing), the compiler will immediately complain if the message type is extended but the new message is not handled there. Bug prevented.
It's not only this single project. I have observed students applying different strategies to deal with "Not all keys are relevant to my program". In each case, using an API with functions of type (KeyCode -> Maybe msg) -> Sub msg
instead of (KeyCode -> msg) -> Sub msg
would have been conceptually nicer and would have simplified things.
Some more example repos:
- https://github.com/chemmi/elm-rocket, uses
type Key = Left | Right | ... | NotBound
andkeyBinding : KeyCode -> Key
and then needs to make sure to correctly (non)-deal withNotBound
in functions likeupdateKeyDown
; whereas just not havingNotBound
, but havingkeyBinding : KeyCode -> Maybe Key
and using that in a call to a(KeyCode -> Maybe msg) -> Sub msg
function would simplify things with the same benefits as in the above more fully elaborated example case. - https://github.com/Dinendal92/Abschlussprojekt-DP2016, less complete project, but with same approach and issues as in the preceding example, using
type Key = Space | Unknown
andfromCode : Int -> Key
. Here, since eliminatingUnknown
would turnKey
into a type with only one constructor, even more conceptual simplifications would be enabled after a switch to the(KeyCode -> Maybe msg) -> Sub msg
approach. - https://github.com/Shaomada/Elm-Project, quite elaborate project, structured according to TEA, uses no special
Key
type, instead maps withChar.fromCode
in the calls to the keyboard subscriptions, then has to case dispatch on actualChar
s at several places distributed over the update functions of the TEA subcomponents. Subscribing with(KeyCode -> Maybe msg) -> Sub msg
functions should allow to eliminate branches at some of those places, removing redundancies and room for bugs. - https://github.com/Sulring/elmaction, similar story (without TEA)
Bottom line claim:
One almost never really wants to capture all keys. Usually, one wants to be selective. That selectiveness has to be expressed somewhere, and doing it with the Maybe
type that is designed for such purpose is generally better than going for something like extra NoOp
or NothingHappened
or NotBound
constructors that then need to be handled in a special way in the app’s update logic, without help from the type system. Making consideration of the selectiveness part of the modelling up front would lead to better design. That’s at least the case in the projects/repositories I have pointed to.