This commit is contained in:
Michael Freno
2025-11-05 16:39:43 -05:00
parent 619e1a7393
commit c77d93fdee
6 changed files with 489 additions and 26 deletions

View File

@@ -21,6 +21,7 @@ local utils = req("utils")
local Units = req("Units")
local GuiState = req("GuiState")
local ImmediateModeState = req("ImmediateModeState")
local StateManager = req("StateManager")
-- externals
---@type Theme
@@ -131,6 +132,7 @@ function Gui.beginFrame()
-- Increment frame counter
Gui._frameNumber = Gui._frameNumber + 1
ImmediateModeState.incrementFrame()
StateManager.incrementFrame()
-- Clear current frame elements
Gui._currentFrameElements = {}
@@ -167,6 +169,9 @@ function Gui.endFrame()
state._textBuffer = element._textBuffer
state._scrollX = element._scrollX
state._scrollY = element._scrollY
state._scrollbarDragging = element._scrollbarDragging
state._hoveredScrollbar = element._hoveredScrollbar
state._scrollbarDragOffset = element._scrollbarDragOffset
ImmediateModeState.setState(element.id, state)
end
@@ -174,9 +179,11 @@ function Gui.endFrame()
-- Cleanup stale states
ImmediateModeState.cleanup()
StateManager.cleanup()
-- Force cleanup if we have too many states
ImmediateModeState.forceCleanupIfNeeded()
StateManager.forceCleanupIfNeeded()
end
-- Canvas cache for game rendering
@@ -442,7 +449,9 @@ function Gui.wheelmoved(x, y)
return nil
end
local scrollableElement = findScrollableAtPosition(Gui.topElements, mx, my)
-- In immediate mode, use current frame elements; in retained mode, use topElements
local elements = Gui._immediateMode and Gui._currentFrameElements or Gui.topElements
local scrollableElement = findScrollableAtPosition(elements, mx, my)
if scrollableElement then
scrollableElement:_handleWheelScroll(x, y)
end
@@ -492,7 +501,7 @@ function Gui.new(props)
-- Create the element
local element = Element.new(props)
-- Bind persistent state to element
-- Bind persistent state to element (ImmediateModeState)
-- Copy stateful properties from persistent state
element._pressed = state._pressed or {}
element._lastClickTime = state._lastClickTime
@@ -510,6 +519,37 @@ function Gui.new(props)
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
element._scrollbarDragging = state._scrollbarDragging or false
element._hoveredScrollbar = state._hoveredScrollbar
element._scrollbarDragOffset = state._scrollbarDragOffset or 0
-- Bind element to StateManager for interactive states
-- Use the same ID for StateManager so state persists across frames
element._stateId = props.id
-- Load interactive state from StateManager
local interactiveState = StateManager.getState(props.id)
element._scrollbarHoveredVertical = interactiveState.scrollbarHoveredVertical
element._scrollbarHoveredHorizontal = interactiveState.scrollbarHoveredHorizontal
element._scrollbarDragging = interactiveState.scrollbarDragging
element._hoveredScrollbar = interactiveState.hoveredScrollbar
element._scrollbarDragOffset = interactiveState.scrollbarDragOffset or 0
-- Set initial theme state based on StateManager state
-- This will be updated in Element:update() but we need an initial value
if element.themeComponent then
if element.disabled or interactiveState.disabled then
element._themeState = "disabled"
elseif element.active or interactiveState.active then
element._themeState = "active"
elseif interactiveState.pressed then
element._themeState = "pressed"
elseif interactiveState.hover then
element._themeState = "hover"
else
element._themeState = "normal"
end
end
-- Store element in current frame tracking
table.insert(Gui._currentFrameElements, element)

View File

@@ -2,22 +2,27 @@
-- Element Object
-- ====================
-- Setup module path for relative requires
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- Module dependencies
local GuiState = require("GuiState")
local Theme = require("Theme")
local Color = require("Color")
local Units = require("Units")
local Blur = require("Blur")
local ImageRenderer = require("ImageRenderer")
local NineSlice = require("NineSlice")
local RoundedRect = require("RoundedRect")
--local Animation = require("Animation")
local ImageCache = require("ImageCache")
local utils = require("utils")
local Grid = require("Grid")
local InputEvent = require("InputEvent")
local StateManager = require("StateManager")
local StateManager = req("StateManager")
local GuiState = req("GuiState")
local Theme = req("Theme")
local Color = req("Color")
local Units = req("Units")
local Blur = req("Blur")
local ImageRenderer = req("ImageRenderer")
local NineSlice = req("NineSlice")
local RoundedRect = req("RoundedRect")
--local Animation = req("Animation")
local ImageCache = req("ImageCache")
local utils = req("utils")
local Grid = req("Grid")
local InputEvent = req("InputEvent")
local ImmediateModeState = req("ImmediateModeState")
local StateManager = req("StateManager")
-- Extract utilities
@@ -204,8 +209,11 @@ function Element.new(props)
self._lastMouseX = {} -- Track last mouse X position per button
self._lastMouseY = {} -- Track last mouse Y position per button
-- Initialize theme
-- Initialize theme state (will be managed by StateManager in immediate mode)
self._themeState = "normal"
-- Initialize state manager ID for immediate mode
self._stateId = nil -- Will be set during GUI initialization if in immediate mode
-- Handle theme property:
-- - theme: which theme to use (defaults to Gui.defaultTheme if not specified)
@@ -1513,6 +1521,15 @@ function Element:_handleScrollbarPress(mouseX, mouseY, button)
local thumbX = trackX + dims.horizontal.thumbX
self._scrollbarDragOffset = mouseX - thumbX
end
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = self._scrollbarDragging,
hoveredScrollbar = self._hoveredScrollbar,
scrollbarDragOffset = self._scrollbarDragOffset,
})
end
return true -- Event consumed
elseif scrollbar.region == "track" then
@@ -1582,6 +1599,14 @@ function Element:_handleScrollbarRelease(button)
if self._scrollbarDragging then
self._scrollbarDragging = false
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = false,
})
end
return true
end
@@ -2814,6 +2839,16 @@ function Element:update(dt)
if not scrollbar and not self._scrollbarDragging then
self._hoveredScrollbar = nil
end
-- Update scrollbar state in StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarHoveredVertical = self._scrollbarHoveredVertical,
scrollbarHoveredHorizontal = self._scrollbarHoveredHorizontal,
scrollbarDragging = self._scrollbarDragging,
hoveredScrollbar = self._hoveredScrollbar,
})
end
-- Handle scrollbar dragging
if self._scrollbarDragging and love.mouse.isDown(1) then
@@ -2821,6 +2856,13 @@ function Element:update(dt)
elseif self._scrollbarDragging then
-- Mouse button released
self._scrollbarDragging = false
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = false,
})
end
end
-- Handle scrollbar click/press (independent of callback)
@@ -2884,12 +2926,14 @@ function Element:update(dt)
-- Update theme state based on interaction
if self.themeComponent then
local newThemeState = "normal"
-- Disabled state takes priority
if self.disabled then
self._themeState = "disabled"
newThemeState = "disabled"
-- Active state (for inputs when focused/typing)
elseif self.active then
self._themeState = "active"
newThemeState = "active"
-- Only show hover/pressed states if this element is active (not blocked)
elseif isHovering and isActiveElement then
-- Check if any button is pressed
@@ -2902,13 +2946,30 @@ function Element:update(dt)
end
if anyPressed then
self._themeState = "pressed"
newThemeState = "pressed"
else
self._themeState = "hover"
newThemeState = "hover"
end
else
self._themeState = "normal"
end
-- Update state (in StateManager if in immediate mode, otherwise locally)
if self._stateId and Gui._immediateMode then
-- Update in StateManager for immediate mode
local hover = newThemeState == "hover"
local pressed = newThemeState == "pressed"
local focused = newThemeState == "active" or self._focused
StateManager.updateState(self._stateId, {
hover = hover,
pressed = pressed,
focused = focused,
disabled = self.disabled,
active = self.active,
})
end
-- Always update local state for backward compatibility
self._themeState = newThemeState
end
-- Only process button events if callback exists, element is not disabled,

View File

@@ -84,6 +84,9 @@ local function hashProps(props, visited, depth)
return table.concat(parts, ";")
end
-- Counter to track multiple elements created at the same source location (e.g., in loops)
local callSiteCounters = {} -- {source_line -> counter}
--- Generate a unique ID from call site and properties
---@param props table|nil Optional properties to include in ID generation
---@return string
@@ -102,9 +105,20 @@ function ImmediateModeState.generateID(props)
-- Create ID from source file and line number
local baseID = source:match("([^/\\]+)$") or source -- Get filename
baseID = baseID:gsub("%.lua$", "") -- Remove .lua extension
baseID = baseID .. "_L" .. line
local locationKey = baseID .. "_L" .. line
-- Track how many elements have been created at this location
callSiteCounters[locationKey] = (callSiteCounters[locationKey] or 0) + 1
local instanceNum = callSiteCounters[locationKey]
baseID = locationKey
-- Add instance number if multiple elements created at same location (e.g., in loops)
if instanceNum > 1 then
baseID = baseID .. "_" .. instanceNum
end
-- Add property hash if provided
-- Add property hash if provided (for additional differentiation)
if props then
local propHash = hashProps(props)
if propHash ~= "" then
@@ -197,6 +211,8 @@ end
--- Increment frame counter (called at frame start)
function ImmediateModeState.incrementFrame()
frameNumber = frameNumber + 1
-- Reset call site counters for new frame
callSiteCounters = {}
end
--- Get current frame number
@@ -320,6 +336,7 @@ function ImmediateModeState.reset()
stateStore = {}
stateMetadata = {}
frameNumber = 0
callSiteCounters = {}
end
return ImmediateModeState

View File

@@ -32,6 +32,13 @@ function StateManager.getState(id)
focused = false,
disabled = false,
active = false,
-- Scrollbar-specific states
scrollbarHoveredVertical = false,
scrollbarHoveredHorizontal = false,
scrollbarDragging = false,
hoveredScrollbar = nil, -- "vertical" or "horizontal"
scrollbarDragOffset = 0,
-- Frame tracking
lastHoverFrame = 0,
lastPressedFrame = 0,
lastFocusFrame = 0,
@@ -244,6 +251,11 @@ function StateManager.getActiveState(id)
focused = state.focused,
disabled = state.disabled,
active = state.active,
scrollbarHoveredVertical = state.scrollbarHoveredVertical,
scrollbarHoveredHorizontal = state.scrollbarHoveredHorizontal,
scrollbarDragging = state.scrollbarDragging,
hoveredScrollbar = state.hoveredScrollbar,
scrollbarDragOffset = state.scrollbarDragOffset,
}
end

View File

@@ -0,0 +1,332 @@
-- ====================
-- StateManager Module Tests
-- ====================
local luaunit = require("testing.luaunit")
require("testing.loveStub") -- Required to mock LOVE functions
local StateManager = require("modules.StateManager")
TestStateManager = {}
function TestStateManager:setUp()
-- Reset StateManager before each test
StateManager.clearAllStates()
end
function TestStateManager:tearDown()
-- Clean up after each test
StateManager.clearAllStates()
end
-- ====================
-- Basic State Operations
-- ====================
function TestStateManager:test_getState_createsNewState()
local state = StateManager.getState("test-element")
luaunit.assertNotNil(state)
luaunit.assertEquals(state.hover, false)
luaunit.assertEquals(state.pressed, false)
luaunit.assertEquals(state.focused, false)
luaunit.assertEquals(state.disabled, false)
luaunit.assertEquals(state.active, false)
end
function TestStateManager:test_getState_returnsExistingState()
local state1 = StateManager.getState("test-element")
state1.hover = true
local state2 = StateManager.getState("test-element")
luaunit.assertEquals(state2.hover, true)
luaunit.assertTrue(state1 == state2) -- Same reference
end
function TestStateManager:test_updateState_modifiesState()
StateManager.updateState("test-element", {
hover = true,
pressed = false,
})
local state = StateManager.getState("test-element")
luaunit.assertEquals(state.hover, true)
luaunit.assertEquals(state.pressed, false)
end
function TestStateManager:test_updateState_mergesPartialState()
StateManager.updateState("test-element", { hover = true })
StateManager.updateState("test-element", { pressed = true })
local state = StateManager.getState("test-element")
luaunit.assertEquals(state.hover, true)
luaunit.assertEquals(state.pressed, true)
end
function TestStateManager:test_clearState_removesState()
StateManager.updateState("test-element", { hover = true })
StateManager.clearState("test-element")
local state = StateManager.getState("test-element")
luaunit.assertEquals(state.hover, false) -- New state created with defaults
end
-- ====================
-- Scrollbar State Tests
-- ====================
function TestStateManager:test_scrollbarStates_initialization()
local state = StateManager.getState("test-element")
luaunit.assertEquals(state.scrollbarHoveredVertical, false)
luaunit.assertEquals(state.scrollbarHoveredHorizontal, false)
luaunit.assertEquals(state.scrollbarDragging, false)
luaunit.assertNil(state.hoveredScrollbar)
luaunit.assertEquals(state.scrollbarDragOffset, 0)
end
function TestStateManager:test_scrollbarStates_updates()
StateManager.updateState("test-element", {
scrollbarHoveredVertical = true,
scrollbarDragging = true,
hoveredScrollbar = "vertical",
scrollbarDragOffset = 25,
})
local state = StateManager.getState("test-element")
luaunit.assertEquals(state.scrollbarHoveredVertical, true)
luaunit.assertEquals(state.scrollbarDragging, true)
luaunit.assertEquals(state.hoveredScrollbar, "vertical")
luaunit.assertEquals(state.scrollbarDragOffset, 25)
end
-- ====================
-- Frame Management Tests
-- ====================
function TestStateManager:test_frameNumber_increments()
local frame1 = StateManager.getFrameNumber()
StateManager.incrementFrame()
local frame2 = StateManager.getFrameNumber()
luaunit.assertEquals(frame2, frame1 + 1)
end
function TestStateManager:test_updateState_updatesFrameNumber()
StateManager.incrementFrame()
StateManager.incrementFrame()
local currentFrame = StateManager.getFrameNumber()
StateManager.updateState("test-element", { hover = true })
local state = StateManager.getState("test-element")
luaunit.assertEquals(state.lastUpdateFrame, currentFrame)
end
-- ====================
-- Cleanup Tests
-- ====================
function TestStateManager:test_cleanup_removesStaleStates()
-- Configure short retention
StateManager.configure({ stateRetentionFrames = 5 })
-- Create state
StateManager.updateState("test-element", { hover = true })
-- Advance frames beyond retention
for i = 1, 10 do
StateManager.incrementFrame()
end
-- Cleanup should remove the state
local cleanedCount = StateManager.cleanup()
luaunit.assertEquals(cleanedCount, 1)
-- Reset config
StateManager.configure({ stateRetentionFrames = 60 })
end
function TestStateManager:test_cleanup_keepsActiveStates()
StateManager.configure({ stateRetentionFrames = 5 })
StateManager.updateState("test-element", { hover = true })
-- Update state within retention period
for i = 1, 3 do
StateManager.incrementFrame()
StateManager.updateState("test-element", { hover = true })
end
local cleanedCount = StateManager.cleanup()
luaunit.assertEquals(cleanedCount, 0) -- Should not clean active state
StateManager.configure({ stateRetentionFrames = 60 })
end
function TestStateManager:test_forceCleanupIfNeeded_activatesWhenOverLimit()
StateManager.configure({ maxStateEntries = 5 })
-- Create more states than limit
for i = 1, 10 do
StateManager.updateState("element-" .. i, { hover = true })
end
-- Advance frames
for i = 1, 15 do
StateManager.incrementFrame()
end
local cleanedCount = StateManager.forceCleanupIfNeeded()
luaunit.assertTrue(cleanedCount > 0)
StateManager.configure({ maxStateEntries = 1000 })
end
-- ====================
-- State Count Tests
-- ====================
function TestStateManager:test_getStateCount_returnsCorrectCount()
luaunit.assertEquals(StateManager.getStateCount(), 0)
StateManager.getState("element-1")
StateManager.getState("element-2")
StateManager.getState("element-3")
luaunit.assertEquals(StateManager.getStateCount(), 3)
end
-- ====================
-- Active State Tests
-- ====================
function TestStateManager:test_getActiveState_returnsOnlyActiveProperties()
StateManager.updateState("test-element", {
hover = true,
pressed = false,
focused = true,
})
local activeState = StateManager.getActiveState("test-element")
luaunit.assertEquals(activeState.hover, true)
luaunit.assertEquals(activeState.pressed, false)
luaunit.assertEquals(activeState.focused, true)
luaunit.assertNil(activeState.lastUpdateFrame) -- Should not include frame tracking
end
-- ====================
-- Helper Function Tests
-- ====================
function TestStateManager:test_isHovered_returnsTrueWhenHovered()
StateManager.updateState("test-element", { hover = true })
luaunit.assertTrue(StateManager.isHovered("test-element"))
end
function TestStateManager:test_isHovered_returnsFalseWhenNotHovered()
StateManager.updateState("test-element", { hover = false })
luaunit.assertFalse(StateManager.isHovered("test-element"))
end
function TestStateManager:test_isPressed_returnsTrueWhenPressed()
StateManager.updateState("test-element", { pressed = true })
luaunit.assertTrue(StateManager.isPressed("test-element"))
end
function TestStateManager:test_isFocused_returnsTrueWhenFocused()
StateManager.updateState("test-element", { focused = true })
luaunit.assertTrue(StateManager.isFocused("test-element"))
end
function TestStateManager:test_isDisabled_returnsTrueWhenDisabled()
StateManager.updateState("test-element", { disabled = true })
luaunit.assertTrue(StateManager.isDisabled("test-element"))
end
function TestStateManager:test_isActive_returnsTrueWhenActive()
StateManager.updateState("test-element", { active = true })
luaunit.assertTrue(StateManager.isActive("test-element"))
end
-- ====================
-- State Change Events Tests
-- ====================
function TestStateManager:test_subscribe_receivesStateChangeEvents()
local callbackInvoked = false
local receivedId = nil
local receivedProperty = nil
local receivedOldValue = nil
local receivedNewValue = nil
local callback = function(id, property, oldValue, newValue)
callbackInvoked = true
receivedId = id
receivedProperty = property
receivedOldValue = oldValue
receivedNewValue = newValue
end
StateManager.subscribe("test-element", callback)
StateManager.updateState("test-element", { hover = true })
luaunit.assertTrue(callbackInvoked)
luaunit.assertEquals(receivedId, "test-element")
luaunit.assertEquals(receivedProperty, "hover")
luaunit.assertEquals(receivedOldValue, false)
luaunit.assertEquals(receivedNewValue, true)
end
function TestStateManager:test_subscribe_multipleListeners()
local callback1Invoked = false
local callback2Invoked = false
StateManager.subscribe("test-element", function() callback1Invoked = true end)
StateManager.subscribe("test-element", function() callback2Invoked = true end)
StateManager.updateState("test-element", { hover = true })
luaunit.assertTrue(callback1Invoked)
luaunit.assertTrue(callback2Invoked)
end
function TestStateManager:test_unsubscribe_removesListener()
local callbackInvoked = false
local callback = function() callbackInvoked = true end
StateManager.subscribe("test-element", callback)
StateManager.unsubscribe("test-element", callback)
StateManager.updateState("test-element", { hover = true })
luaunit.assertFalse(callbackInvoked)
end
-- ====================
-- Configuration Tests
-- ====================
function TestStateManager:test_configure_updatesSettings()
StateManager.configure({
stateRetentionFrames = 30,
maxStateEntries = 500,
})
-- Test that configuration was applied by creating many states
-- and checking cleanup behavior (indirect test)
for i = 1, 10 do
StateManager.updateState("element-" .. i, { hover = true })
end
luaunit.assertEquals(StateManager.getStateCount(), 10)
-- Reset to defaults
StateManager.configure({
stateRetentionFrames = 60,
maxStateEntries = 1000,
})
end
return TestStateManager

View File

@@ -35,6 +35,7 @@ local testFiles = {
"testing/__tests__/29_drag_event_tests.lua",
"testing/__tests__/30_scrollbar_features_tests.lua",
"testing/__tests__/31_immediate_mode_basic_tests.lua",
"testing/__tests__/32_state_manager_tests.lua",
}
local success = true