removed old cleanup, fix inputs
This commit is contained in:
@@ -465,8 +465,7 @@ function Element.new(props)
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end
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else
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-- Store as table only if non-zero values exist
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local hasNonZero = props.cornerRadius.topLeft or props.cornerRadius.topRight or
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props.cornerRadius.bottomLeft or props.cornerRadius.bottomRight
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local hasNonZero = props.cornerRadius.topLeft or props.cornerRadius.topRight or props.cornerRadius.bottomLeft or props.cornerRadius.bottomRight
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if hasNonZero then
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self.cornerRadius = {
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topLeft = props.cornerRadius.topLeft or 0,
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@@ -1458,11 +1457,6 @@ function Element.new(props)
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Element._Context.registerElement(self)
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end
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-- Initialize TextEditor after element is fully constructed
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if self._textEditor then
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self._textEditor:restoreState(self)
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end
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return self
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end
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@@ -3172,26 +3166,15 @@ end
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---@return ElementStateData state Complete state snapshot
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function Element:saveState()
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local state = {}
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-- Element-owned state
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state._focused = self._focused
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-- EventHandler state (if exists)
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if self._eventHandler then
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state.eventHandler = self._eventHandler:getState()
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end
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-- TextEditor state (if exists)
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if self._textEditor then
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state.textEditor = self._textEditor:getState()
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end
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-- ScrollManager state (if exists)
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if self._scrollManager then
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state.scrollManager = self._scrollManager:getState()
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end
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-- Blur cache data (for cache invalidation)
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if self.backdropBlur or self.contentBlur then
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state.blur = {
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_blurX = self.x,
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@@ -3199,18 +3182,18 @@ function Element:saveState()
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_blurWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right),
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_blurHeight = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom),
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}
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if self.backdropBlur then
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state.blur._backdropBlurIntensity = self.backdropBlur.intensity
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state.blur._backdropBlurQuality = self.backdropBlur.quality
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end
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if self.contentBlur then
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state.blur._contentBlurIntensity = self.contentBlur.intensity
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state.blur._contentBlurQuality = self.contentBlur.quality
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end
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end
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return state
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end
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@@ -3221,27 +3204,28 @@ function Element:restoreState(state)
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if not state then
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return
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end
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-- Restore element-owned state
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if state._focused ~= nil then
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self._focused = state._focused
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end
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-- Restore EventHandler state (if exists)
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if self._eventHandler and state.eventHandler then
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self._eventHandler:setState(state.eventHandler)
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end
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-- Restore TextEditor state (if exists)
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if self._textEditor and state.textEditor then
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self._textEditor:setState(state.textEditor)
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self._textEditor:setState(state.textEditor, self)
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-- Sync TextEditor's focus state to Element for theme management
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self._focused = self._textEditor._focused
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self._cursorPosition = self._textEditor._cursorPosition
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self._selectionStart = self._textEditor._selectionStart
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self._selectionEnd = self._textEditor._selectionEnd
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self._textBuffer = self._textEditor._textBuffer
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end
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-- Restore ScrollManager state (if exists)
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if self._scrollManager and state.scrollManager then
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self._scrollManager:setState(state.scrollManager)
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end
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-- Note: Blur cache data is used for invalidation, not restoration
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end
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@@ -3253,10 +3237,10 @@ function Element:shouldInvalidateBlurCache(oldState, newState)
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if not oldState or not oldState.blur or not newState.blur then
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return false
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end
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local old = oldState.blur
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local new = newState.blur
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-- Check if any blur-related property changed
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return old._blurX ~= new._blurX
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or old._blurY ~= new._blurY
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@@ -3271,31 +3255,6 @@ end
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--- Cleanup method to break circular references (for immediate mode)
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--- Note: Cleans internal module state but keeps structure for inspection
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function Element:_cleanup()
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-- Clean up module internal state
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if self._eventHandler then
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self._eventHandler:_cleanup()
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end
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if self._themeManager then
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self._themeManager:_cleanup()
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end
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if self._renderer then
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self._renderer:_cleanup()
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end
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if self._layoutEngine then
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self._layoutEngine:_cleanup()
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end
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if self._scrollManager then
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self._scrollManager:_cleanup()
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end
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if self._textEditor then
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self._textEditor:_cleanup()
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end
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-- Clear event callbacks (may hold closures)
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self.onEvent = nil
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self.onFocus = nil
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@@ -218,7 +218,6 @@ end
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---@param my number Mouse Y position
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---@param button number Mouse button (1=left, 2=right, 3=middle)
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function EventHandler:_handleMousePress(element, mx, my, button)
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-- Check if press is on scrollbar first (skip if already handled)
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if button == 1 and not self._scrollbarPressHandled and element._handleScrollbarPress then
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if element:_handleScrollbarPress(mx, my, button) then
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@@ -263,7 +262,6 @@ end
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---@param button number Mouse button
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---@param isHovering boolean Whether mouse is over element
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function EventHandler:_handleMouseDrag(element, mx, my, button, isHovering)
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local lastX = self._lastMouseX[button] or mx
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local lastY = self._lastMouseY[button] or my
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@@ -303,7 +301,6 @@ end
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---@param my number Mouse Y position
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---@param button number Mouse button
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function EventHandler:_handleMouseRelease(element, mx, my, button)
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local currentTime = love.timer.getTime()
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local modifiers = EventHandler._utils.getModifiers()
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@@ -471,7 +468,6 @@ end
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---@param y number Touch Y position
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---@param pressure number Touch pressure (0-1)
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function EventHandler:_handleTouchBegan(element, touchId, x, y, pressure)
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-- Create touch state
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self._touches[touchId] = {
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x = x,
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@@ -642,13 +638,4 @@ function EventHandler:_invokeCallback(element, event)
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end
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end
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--- Cleanup method to break circular references (for immediate mode)
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--- Note: Only clears module references, preserves state for inspection/testing
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function EventHandler:_cleanup()
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-- DO NOT clear state data (_pressed, _touches, etc.) - they're needed for state persistence
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-- Only clear module references that could create circular dependencies
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-- (In practice, EventHandler doesn't store refs to Context/utils, so nothing to do)
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end
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return EventHandler
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@@ -172,7 +172,7 @@ function LayoutEngine:layoutChildren()
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timerName = "layout_" .. (self.element.id or tostring(self.element):match("0x%x+") or "unknown")
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LayoutEngine._Performance:startTimer(timerName)
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end
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if self.element == nil then
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return
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end
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@@ -1023,12 +1023,14 @@ function LayoutEngine:_canSkipLayout()
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end
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local cache = self._layoutCache
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-- Check if layout inputs have changed
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if cache.childrenCount == childrenCount and
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cache.containerWidth == containerWidth and
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cache.containerHeight == containerHeight and
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cache.childrenHash == childrenHash then
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if
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cache.childrenCount == childrenCount
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and cache.containerWidth == containerWidth
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and cache.containerHeight == containerHeight
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and cache.childrenHash == childrenHash
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then
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return true -- Layout hasn't changed, can skip
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end
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@@ -1072,13 +1074,4 @@ function LayoutEngine:_trackLayoutRecalculation()
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end
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end
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--- Cleanup method to break circular references (for immediate mode)
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function LayoutEngine:_cleanup()
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-- Circular refs: Element → LayoutEngine → element → Element
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-- But breaking element ref breaks functionality
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-- Module refs are singletons, not circular
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-- In immediate mode, full GC happens anyway
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end
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return LayoutEngine
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@@ -120,8 +120,6 @@ function Renderer.new(config, deps)
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return self
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end
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--- Get or create blur instance for this element
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---@return table|nil Blur instance or nil
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function Renderer:getBlurInstance()
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@@ -202,10 +200,7 @@ function Renderer:_drawImage(x, y, paddingLeft, paddingTop, contentWidth, conten
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if type(self.cornerRadius) == "number" then
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hasCornerRadius = self.cornerRadius > 0
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else
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hasCornerRadius = self.cornerRadius.topLeft > 0
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or self.cornerRadius.topRight > 0
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or self.cornerRadius.bottomLeft > 0
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or self.cornerRadius.bottomRight > 0
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hasCornerRadius = self.cornerRadius.topLeft > 0 or self.cornerRadius.topRight > 0 or self.cornerRadius.bottomLeft > 0 or self.cornerRadius.bottomRight > 0
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end
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end
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@@ -340,7 +335,7 @@ function Renderer:_drawBorders(x, y, borderBoxWidth, borderBoxHeight)
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if not self.border then
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return
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end
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-- Handle border as number (uniform border width)
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if type(self.border) == "number" then
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local borderColorWithOpacity = self._Color.new(self.borderColor.r, self.borderColor.g, self.borderColor.b, self.borderColor.a * self.opacity)
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@@ -348,7 +343,7 @@ function Renderer:_drawBorders(x, y, borderBoxWidth, borderBoxHeight)
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self._RoundedRect.draw("line", x, y, borderBoxWidth, borderBoxHeight, self.cornerRadius)
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return
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end
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local borderColorWithOpacity = self._Color.new(self.borderColor.r, self.borderColor.g, self.borderColor.b, self.borderColor.a * self.opacity)
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love.graphics.setColor(borderColorWithOpacity:toRGBA())
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@@ -963,12 +958,4 @@ function Renderer:destroy()
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self._blurInstance = nil
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end
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--- Cleanup method to break circular references (for immediate mode)
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function Renderer:_cleanup()
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-- Renderer doesn't create circular references (no element back-reference)
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-- Module refs are singletons
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-- In immediate mode, full element cleanup happens via array clearing
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end
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return Renderer
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@@ -640,35 +640,35 @@ function ScrollManager:setState(state)
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elseif state.scrollX ~= nil then
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self._scrollX = state.scrollX
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end
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if state._scrollY ~= nil then
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self._scrollY = state._scrollY
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elseif state.scrollY ~= nil then
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self._scrollY = state.scrollY
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end
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if state._scrollbarDragging ~= nil then
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self._scrollbarDragging = state._scrollbarDragging
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elseif state.scrollbarDragging ~= nil then
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self._scrollbarDragging = state.scrollbarDragging
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end
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if state._hoveredScrollbar ~= nil then
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self._hoveredScrollbar = state._hoveredScrollbar
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elseif state.hoveredScrollbar ~= nil then
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self._hoveredScrollbar = state.hoveredScrollbar
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end
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if state._scrollbarDragOffset ~= nil then
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self._scrollbarDragOffset = state._scrollbarDragOffset
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elseif state.scrollbarDragOffset ~= nil then
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self._scrollbarDragOffset = state.scrollbarDragOffset
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end
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if state._scrollbarHoveredVertical ~= nil then
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self._scrollbarHoveredVertical = state._scrollbarHoveredVertical
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end
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if state._scrollbarHoveredHorizontal ~= nil then
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self._scrollbarHoveredHorizontal = state._scrollbarHoveredHorizontal
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end
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@@ -894,14 +894,4 @@ function ScrollManager:isMomentumScrolling()
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return self._momentumScrolling
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end
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--- Cleanup method to break circular references (for immediate mode)
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function ScrollManager:_cleanup()
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-- Cleanup breaks circular references only
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-- The main circular ref is: Element → ScrollManager → element → Element
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-- Breaking element ref would break functionality, so we keep it
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-- Module refs (_utils, _Color) are not circular, they're shared singletons
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-- In immediate mode, the whole element will be GC'd anyway, so minimal cleanup needed
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end
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return ScrollManager
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@@ -1123,7 +1123,6 @@ function TextEditor:handleTextInput(element, text)
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-- Insert text at cursor position
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self:insertText(element, text)
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-- Trigger onTextChange callback
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if self.onTextChange and self._textBuffer ~= oldText then
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self.onTextChange(element, self._textBuffer, oldText)
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@@ -1699,45 +1698,50 @@ end
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--- Restore state from persistence
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---@param state table State to restore
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function TextEditor:setState(state)
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---@param element Element? The parent element (needed for focus restoration)
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function TextEditor:setState(state, element)
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if not state then
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return
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end
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if state._cursorPosition ~= nil then
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self._cursorPosition = state._cursorPosition
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end
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if state._selectionStart ~= nil then
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self._selectionStart = state._selectionStart
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end
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if state._selectionEnd ~= nil then
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self._selectionEnd = state._selectionEnd
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end
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if state._textBuffer ~= nil then
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self._textBuffer = state._textBuffer
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end
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if state._cursorBlinkTimer ~= nil then
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self._cursorBlinkTimer = state._cursorBlinkTimer
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end
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if state._cursorVisible ~= nil then
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self._cursorVisible = state._cursorVisible
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end
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if state._cursorBlinkPaused ~= nil then
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self._cursorBlinkPaused = state._cursorBlinkPaused
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end
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if state._cursorBlinkPauseTimer ~= nil then
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self._cursorBlinkPauseTimer = state._cursorBlinkPauseTimer
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end
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if state._focused ~= nil then
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self._focused = state._focused
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-- Restore focused element in Context if this element was focused
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if self._focused and element then
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self._Context._focusedElement = element
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end
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end
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end
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@@ -1748,7 +1752,12 @@ function TextEditor:_saveState(element)
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return
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end
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self._StateManager.updateState(element._stateId, {
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-- Get current state (may have other sub-modules like eventHandler, scrollManager)
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local currentState = self._StateManager.getState(element._stateId) or {}
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-- Update only the textEditor sub-table to match the nested structure
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-- used by element:saveState() at endFrame
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currentState.textEditor = {
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_focused = self._focused,
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_textBuffer = self._textBuffer,
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_cursorPosition = self._cursorPosition,
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@@ -1758,14 +1767,9 @@ function TextEditor:_saveState(element)
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_cursorVisible = self._cursorVisible,
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_cursorBlinkPaused = self._cursorBlinkPaused,
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_cursorBlinkPauseTimer = self._cursorBlinkPauseTimer,
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})
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end
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}
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--- Cleanup method to break circular references (for immediate mode)
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function TextEditor:_cleanup()
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-- TextEditor → element is circular, but breaking it breaks functionality
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-- Module refs are singletons, not circular
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self._StateManager.updateState(element._stateId, currentState)
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end
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return TextEditor
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@@ -961,14 +961,6 @@ function ThemeManager:setTheme(themeName, componentName)
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self.themeComponent = componentName
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end
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--- Cleanup method to break circular references (for immediate mode)
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function ThemeManager:_cleanup()
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-- ThemeManager doesn't create circular references
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-- Theme refs are to shared theme objects
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end
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-- Export both Theme and ThemeManager
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Theme.Manager = ThemeManager
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--- Check theme definitions for correctness before use to catch configuration errors early
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Reference in New Issue
Block a user