state persistance consolidation
This commit is contained in:
134
FlexLove.lua
134
FlexLove.lua
@@ -430,54 +430,14 @@ function flexlove.endFrame()
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end
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end
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-- Save state back for all elements created this frame (with diffing optimization)
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-- Save state for all elements created this frame
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-- State is collected from element and all sub-modules via element:saveState()
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-- This is the ONLY place state is saved in immediate mode
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for _, element in ipairs(flexlove._currentFrameElements) do
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if element.id and element.id ~= "" then
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-- Build state update object
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local stateUpdate = {}
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-- Get event handler state
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if element._eventHandler then
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local eventState = element._eventHandler:getState()
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for k, v in pairs(eventState) do
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stateUpdate[k] = v
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end
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end
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stateUpdate._focused = element._focused
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stateUpdate._cursorPosition = element._cursorPosition
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stateUpdate._selectionStart = element._selectionStart
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stateUpdate._selectionEnd = element._selectionEnd
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stateUpdate._textBuffer = element._textBuffer
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stateUpdate._scrollX = element._scrollX
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stateUpdate._scrollY = element._scrollY
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stateUpdate._scrollbarDragging = element._scrollbarDragging
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stateUpdate._hoveredScrollbar = element._hoveredScrollbar
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stateUpdate._scrollbarDragOffset = element._scrollbarDragOffset
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-- Cursor blink state is stored in TextEditor instance
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if element._textEditor then
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stateUpdate._cursorBlinkTimer = element._textEditor._cursorBlinkTimer
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stateUpdate._cursorVisible = element._textEditor._cursorVisible
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stateUpdate._cursorBlinkPaused = element._textEditor._cursorBlinkPaused
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stateUpdate._cursorBlinkPauseTimer = element._textEditor._cursorBlinkPauseTimer
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end
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-- Collect state from element and all sub-modules
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local stateUpdate = element:saveState()
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-- Track blur-related properties for cache invalidation
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if element.backdropBlur or element.contentBlur then
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stateUpdate._blurX = element.x
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stateUpdate._blurY = element.y
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stateUpdate._blurWidth = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
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stateUpdate._blurHeight = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
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if element.backdropBlur then
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stateUpdate._backdropBlurIntensity = element.backdropBlur.intensity
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stateUpdate._backdropBlurQuality = element.backdropBlur.quality
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end
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if element.contentBlur then
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stateUpdate._contentBlurIntensity = element.contentBlur.intensity
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stateUpdate._contentBlurQuality = element.contentBlur.quality
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end
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end
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-- Use optimized update that only changes modified values
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-- Returns true if state was changed (meaning blur cache needs invalidation)
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local stateChanged = StateManager.updateStateIfChanged(element.id, stateUpdate)
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@@ -757,22 +717,8 @@ function flexlove.update(dt)
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flexlove._activeEventElement = nil
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-- In immediate mode, save state after update so that cursor blink timer changes persist
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if flexlove._immediateMode and flexlove._currentFrameElements then
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for _, element in ipairs(flexlove._currentFrameElements) do
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if element.id and element.id ~= "" and element.editable and element._focused and element._textEditor then
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local state = StateManager.getState(element.id, {})
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-- Save cursor blink state (updated during element:update())
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state._cursorBlinkTimer = element._textEditor._cursorBlinkTimer
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state._cursorVisible = element._textEditor._cursorVisible
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state._cursorBlinkPaused = element._textEditor._cursorBlinkPaused
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state._cursorBlinkPauseTimer = element._textEditor._cursorBlinkPauseTimer
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StateManager.setState(element.id, state)
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end
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end
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end
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-- Note: State saving happens in endFrame() after element:update() is called
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-- This ensures all state changes (including cursor blink) are captured once per frame
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end
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--- Internal GC management function (called from update)
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@@ -1065,69 +1011,35 @@ function flexlove.new(props)
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-- Inject scroll state into props BEFORE creating element
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-- This ensures scroll position is set before layoutChildren/detectOverflow is called
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props._scrollX = state._scrollX or 0
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props._scrollY = state._scrollY or 0
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-- ScrollManager state uses _scrollX/_scrollY with underscore prefix
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if state.scrollManager then
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props._scrollX = state.scrollManager._scrollX or 0
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props._scrollY = state.scrollManager._scrollY or 0
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else
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-- Fallback to old state structure for backward compatibility
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props._scrollX = state._scrollX or 0
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props._scrollY = state._scrollY or 0
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end
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local element = Element.new(props)
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-- Bind persistent state to element (ImmediateModeState)
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-- Restore event handler state
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if element._eventHandler then
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element._eventHandler:setState(state)
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end
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element._focused = state._focused
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element._focused = state._focused
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element._cursorPosition = state._cursorPosition
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element._selectionStart = state._selectionStart
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element._selectionEnd = state._selectionEnd
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element._textBuffer = state._textBuffer or element.text or ""
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-- Note: scroll position already set from props during Element.new()
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-- element._scrollX and element._scrollY already restored
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element._scrollbarDragging = state._scrollbarDragging ~= nil and state._scrollbarDragging or false
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element._hoveredScrollbar = state._hoveredScrollbar
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element._scrollbarDragOffset = state._scrollbarDragOffset ~= nil and state._scrollbarDragOffset or 0
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-- Sync scrollbar drag state to ScrollManager if it exists
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if element._scrollManager then
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element._scrollManager._scrollbarDragging = element._scrollbarDragging
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element._scrollManager._hoveredScrollbar = element._hoveredScrollbar
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element._scrollManager._scrollbarDragOffset = element._scrollbarDragOffset
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end
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-- Restore cursor blink state (will be restored by TextEditor:restoreState() if element has _textEditor)
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-- These are kept for backward compatibility but are no longer used directly on element
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element._cursorBlinkTimer = state._cursorBlinkTimer or 0
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element._cursorVisible = state._cursorVisible
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element._cursorBlinkPaused = state._cursorBlinkPaused or false
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element._cursorBlinkPauseTimer = state._cursorBlinkPauseTimer or 0
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-- Restore all state from StateManager (delegates to sub-modules)
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element:restoreState(state)
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-- Bind element to StateManager for interactive states
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-- Use the same ID for StateManager so state persists across frames
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element._stateId = props.id
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-- Load interactive state from StateManager (already loaded in 'state' variable above)
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element._scrollbarHoveredVertical = state.scrollbarHoveredVertical
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element._scrollbarHoveredHorizontal = state.scrollbarHoveredHorizontal
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element._scrollbarDragging = state.scrollbarDragging
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element._hoveredScrollbar = state.hoveredScrollbar
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element._scrollbarDragOffset = state.scrollbarDragOffset or 0
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-- Sync interactive scroll state to ScrollManager if it exists
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if element._scrollManager then
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element._scrollManager._scrollbarHoveredVertical = element._scrollbarHoveredVertical or false
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element._scrollManager._scrollbarHoveredHorizontal = element._scrollbarHoveredHorizontal or false
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end
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-- Set initial theme state based on StateManager state
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-- This will be updated in Element:update() but we need an initial value
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if element.themeComponent then
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if element.disabled or state.disabled then
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local eventState = state.eventHandler or {}
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if element.disabled or eventState.disabled then
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element._themeState = "disabled"
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elseif element.active or state.active then
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elseif element.active or eventState.active then
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element._themeState = "active"
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elseif state.pressed then
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elseif eventState._pressed and next(eventState._pressed) then
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element._themeState = "pressed"
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elseif state.hover then
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elseif eventState._hovered then
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element._themeState = "hover"
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else
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element._themeState = "normal"
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@@ -3160,6 +3160,110 @@ function Element:setProperty(property, value)
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end
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end
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-- ====================
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-- State Persistence
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-- ====================
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--- Save all element state for immediate mode persistence
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--- Collects state from all sub-modules and returns consolidated state
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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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_blurY = self.y,
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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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--- Restore all element state from StateManager
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--- Distributes state to all sub-modules
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---@param state ElementStateData State to restore
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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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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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--- Check if blur cache should be invalidated based on state changes
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---@param oldState ElementStateData? Previous state
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---@param newState ElementStateData Current state
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---@return boolean shouldInvalidate True if blur cache should be cleared
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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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or old._blurWidth ~= new._blurWidth
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or old._blurHeight ~= new._blurHeight
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or old._backdropBlurIntensity ~= new._backdropBlurIntensity
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or old._backdropBlurQuality ~= new._backdropBlurQuality
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or old._contentBlurIntensity ~= new._contentBlurIntensity
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or old._contentBlurQuality ~= new._contentBlurQuality
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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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@@ -617,11 +617,13 @@ end
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---@return table State data
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function ScrollManager:getState()
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return {
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scrollX = self._scrollX,
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scrollY = self._scrollY,
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scrollbarDragging = self._scrollbarDragging,
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hoveredScrollbar = self._hoveredScrollbar,
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scrollbarDragOffset = self._scrollbarDragOffset,
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_scrollX = self._scrollX or 0,
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_scrollY = self._scrollY or 0,
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_scrollbarDragging = self._scrollbarDragging or false,
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_hoveredScrollbar = self._hoveredScrollbar,
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_scrollbarDragOffset = self._scrollbarDragOffset or 0,
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_scrollbarHoveredVertical = self._scrollbarHoveredVertical or false,
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_scrollbarHoveredHorizontal = self._scrollbarHoveredHorizontal or false,
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}
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end
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@@ -632,21 +634,44 @@ function ScrollManager:setState(state)
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return
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end
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if state.scrollX then
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-- Support both old (scrollX) and new (_scrollX) field names for backward compatibility
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if state._scrollX ~= nil then
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self._scrollX = state._scrollX
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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 then
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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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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 then
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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 then
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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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end
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--- Handle touch press for scrolling
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@@ -1681,6 +1681,66 @@ function TextEditor:_getFont(element)
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return element._renderer:getFont(element)
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end
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--- Get current state for persistence
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---@return table state TextEditor state snapshot
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function TextEditor:getState()
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return {
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_cursorPosition = self._cursorPosition,
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_selectionStart = self._selectionStart,
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_selectionEnd = self._selectionEnd,
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_textBuffer = self._textBuffer,
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_cursorBlinkTimer = self._cursorBlinkTimer,
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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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_focused = self._focused,
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}
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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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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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end
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end
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---Save state to StateManager (for immediate mode)
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---@param element Element? The parent element
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function TextEditor:_saveState(element)
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@@ -187,3 +187,23 @@ local TransformProps
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---@field gcStepSize number? -- Work units per GC step, higher = more aggressive (default: 200)
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---@field immediateModeBlurOptimizations boolean? -- Cache blur canvases in immediate mode to avoid re-rendering each frame (default: true)
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local FlexLoveConfig = {}
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--=====================================--
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-- For State Persistence
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--=====================================--
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---@class ElementStateData
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---@field _focused boolean?
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---@field eventHandler table? -- EventHandler state
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---@field textEditor table? -- TextEditor state
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---@field scrollManager table? -- ScrollManager state
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---@field blur BlurCacheData? -- Blur cache invalidation data
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---@class BlurCacheData
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---@field _blurX number
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---@field _blurY number
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---@field _blurWidth number
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---@field _blurHeight number
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---@field _backdropBlurIntensity number?
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---@field _backdropBlurQuality string?
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---@field _contentBlurIntensity number?
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---@field _contentBlurQuality string?
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@@ -915,11 +915,11 @@ function TestScrollManagerEdgeCases:testGetState()
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sm._scrollbarDragOffset = 10
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local state = sm:getState()
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luaunit.assertEquals(state.scrollX, 50)
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luaunit.assertEquals(state.scrollY, 75)
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luaunit.assertTrue(state.scrollbarDragging)
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luaunit.assertEquals(state.hoveredScrollbar, "vertical")
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luaunit.assertEquals(state.scrollbarDragOffset, 10)
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luaunit.assertEquals(state._scrollX, 50)
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luaunit.assertEquals(state._scrollY, 75)
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luaunit.assertTrue(state._scrollbarDragging)
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luaunit.assertEquals(state._hoveredScrollbar, "vertical")
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luaunit.assertEquals(state._scrollbarDragOffset, 10)
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end
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function TestScrollManagerEdgeCases:testSetStateWithNil()
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Reference in New Issue
Block a user