implementing immediate mode state machine

This commit is contained in:
Michael Freno
2025-11-04 16:13:18 -05:00
parent fcc37153a5
commit 15ac2f10cc
11 changed files with 874 additions and 32 deletions

View File

@@ -12,11 +12,15 @@ end
-- internals
local Blur = req("Blur")
local ImageCache = req("ImageCache")
local ImageDataReader = req("ImageDataReader")
local ImageRenderer = req("ImageRenderer")
local ImageScaler = req("ImageScaler")
local NinePatchParser = req("NinePatchParser")
local utils = req("utils")
local Units = req("Units")
local GuiState = req("GuiState")
local ImmediateModeState = req("ImmediateModeState")
-- externals
---@type Theme
@@ -49,7 +53,7 @@ local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, Text
local Gui = GuiState
--- Initialize FlexLove with configuration
---@param config {baseScale?: {width?:number, height?:number}, theme?: string|ThemeDefinition}
---@param config {baseScale?: {width?:number, height?:number}, theme?: string|ThemeDefinition, immediateMode?: boolean, stateRetentionFrames?: number, maxStateEntries?: number}
function Gui.init(config)
if config.baseScale then
Gui.baseScale = {
@@ -79,6 +83,24 @@ function Gui.init(config)
print("[FlexLove] Failed to load theme: " .. tostring(err))
end
end
-- Initialize immediate mode if requested
if config.immediateMode then
Gui._immediateMode = true
Gui._immediateModeState = ImmediateModeState
-- Configure state management
if config.stateRetentionFrames or config.maxStateEntries then
ImmediateModeState.configure({
stateRetentionFrames = config.stateRetentionFrames,
maxStateEntries = config.maxStateEntries,
})
end
else
-- Explicitly disable immediate mode if not requested
Gui._immediateMode = false
Gui._immediateModeState = nil
end
end
function Gui.resize()
@@ -100,6 +122,63 @@ function Gui.resize()
end
end
--- Begin a new immediate mode frame
function Gui.beginFrame()
if not Gui._immediateMode then
return
end
-- Increment frame counter
Gui._frameNumber = Gui._frameNumber + 1
ImmediateModeState.incrementFrame()
-- Clear current frame elements
Gui._currentFrameElements = {}
-- Clear top elements (they will be recreated this frame)
Gui.topElements = {}
end
--- End the current immediate mode frame
function Gui.endFrame()
if not Gui._immediateMode then
return
end
-- Save state back for all elements created this frame
for _, element in ipairs(Gui._currentFrameElements) do
if element.id and element.id ~= "" then
local state = ImmediateModeState.getState(element.id, {})
-- Save stateful properties back to persistent state
state._pressed = element._pressed
state._lastClickTime = element._lastClickTime
state._lastClickButton = element._lastClickButton
state._clickCount = element._clickCount
state._dragStartX = element._dragStartX
state._dragStartY = element._dragStartY
state._lastMouseX = element._lastMouseX
state._lastMouseY = element._lastMouseY
state._hovered = element._hovered
state._focused = element._focused
state._cursorPosition = element._cursorPosition
state._selectionStart = element._selectionStart
state._selectionEnd = element._selectionEnd
state._textBuffer = element._textBuffer
state._scrollX = element._scrollX
state._scrollY = element._scrollY
ImmediateModeState.setState(element.id, state)
end
end
-- Cleanup stale states
ImmediateModeState.cleanup()
-- Force cleanup if we have too many states
ImmediateModeState.forceCleanupIfNeeded()
end
-- Canvas cache for game rendering
Gui._gameCanvas = nil
Gui._backdropCanvas = nil
@@ -384,12 +463,144 @@ function Gui.destroy()
Gui._focusedElement = nil
end
Gui.new = Element.new
-- ====================
-- Immediate Mode API
-- ====================
--- Create a new element (supports both immediate and retained mode)
---@param props table
---@return Element
function Gui.new(props)
props = props or {}
-- If not in immediate mode, use standard Element.new
if not Gui._immediateMode then
return Element.new(props)
end
-- Immediate mode: generate ID if not provided
if not props.id then
props.id = ImmediateModeState.generateID(props)
end
-- Get or create state for this element
local state = ImmediateModeState.getState(props.id, {})
-- Mark state as used this frame
ImmediateModeState.markStateUsed(props.id)
-- Create the element
local element = Element.new(props)
-- Bind persistent state to element
-- Copy stateful properties from persistent state
element._pressed = state._pressed or {}
element._lastClickTime = state._lastClickTime
element._lastClickButton = state._lastClickButton
element._clickCount = state._clickCount or 0
element._dragStartX = state._dragStartX or element._dragStartX or {}
element._dragStartY = state._dragStartY or element._dragStartY or {}
element._lastMouseX = state._lastMouseX or element._lastMouseX or {}
element._lastMouseY = state._lastMouseY or element._lastMouseY or {}
element._hovered = state._hovered
element._focused = state._focused
element._cursorPosition = state._cursorPosition
element._selectionStart = state._selectionStart
element._selectionEnd = state._selectionEnd
element._textBuffer = state._textBuffer or element.text or ""
element._scrollX = state._scrollX or element._scrollX or 0
element._scrollY = state._scrollY or element._scrollY or 0
-- Store element in current frame tracking
table.insert(Gui._currentFrameElements, element)
-- Save state back at end of frame (we'll do this in endFrame)
-- For now, we need to update the state when properties change
-- This is a simplified approach - a full implementation would use
-- a more sophisticated state synchronization mechanism
return element
end
--- Get state count (for debugging)
---@return number
function Gui.getStateCount()
if not Gui._immediateMode then
return 0
end
return ImmediateModeState.getStateCount()
end
--- Clear state for a specific element ID
---@param id string
function Gui.clearState(id)
if not Gui._immediateMode then
return
end
ImmediateModeState.clearState(id)
end
--- Clear all immediate mode states
function Gui.clearAllStates()
if not Gui._immediateMode then
return
end
ImmediateModeState.clearAllStates()
end
--- Get state statistics (for debugging)
---@return table
function Gui.getStateStats()
if not Gui._immediateMode then
return { stateCount = 0, frameNumber = 0 }
end
return ImmediateModeState.getStats()
end
--- Helper function: Create a button with default styling
---@param props table
---@return Element
function Gui.button(props)
props = props or {}
props.themeComponent = props.themeComponent or "button"
return Gui.new(props)
end
--- Helper function: Create a panel/container
---@param props table
---@return Element
function Gui.panel(props)
props = props or {}
return Gui.new(props)
end
--- Helper function: Create a text label
---@param props table
---@return Element
function Gui.text(props)
props = props or {}
return Gui.new(props)
end
--- Helper function: Create an input field
---@param props table
---@return Element
function Gui.input(props)
props = props or {}
props.editable = true
return Gui.new(props)
end
-- Export original Element.new for direct access if needed
Gui.Element = Element
Gui.Animation = Animation
Gui.Theme = Theme
Gui.ImageCache = ImageCache
Gui.ImageDataReader = ImageDataReader
Gui.ImageRenderer = ImageRenderer
Gui.ImageScaler = ImageScaler
Gui.NinePatchParser = NinePatchParser
Gui.ImmediateModeState = ImmediateModeState
return {
Gui = Gui,
@@ -406,4 +617,8 @@ return {
JustifySelf = JustifySelf,
FlexWrap = FlexWrap,
enums = enums,
-- generally should not be used directly, exported for testing, mainly
ImageCache = ImageCache,
ImageRenderer = ImageRenderer,
ImageScaler = ImageScaler,
}