---@class StateManager local StateManager = {} -- Load error handler (loaded lazily since it's in a sibling module) local ErrorHandler -- State storage: ID -> state table local stateStore = {} -- Frame tracking metadata: ID -> {lastFrame, createdFrame, accessCount} local stateMetadata = {} -- Frame counter local frameNumber = 0 -- Counter to track multiple elements created at the same source location (e.g., in loops) local callSiteCounters = {} -- Configuration local config = { stateRetentionFrames = 2, -- Keep unused state for 2 frames maxStateEntries = 1000, -- Maximum state entries before forced GC } -- Default state values (sparse storage - don't store these) local stateDefaults = { -- Interaction states hover = false, pressed = false, focused = false, disabled = false, active = false, -- Scrollbar states scrollbarHoveredVertical = false, scrollbarHoveredHorizontal = false, scrollbarDragging = false, hoveredScrollbar = nil, scrollbarDragOffset = 0, -- Scroll position scrollX = 0, scrollY = 0, _scrollX = 0, _scrollY = 0, -- Click tracking _clickCount = 0, _lastClickTime = nil, _lastClickButton = nil, -- Internal states _hovered = nil, _focused = nil, _cursorPosition = nil, _selectionStart = nil, _selectionEnd = nil, _textBuffer = "", _cursorBlinkTimer = 0, _cursorVisible = true, _cursorBlinkPaused = false, _cursorBlinkPauseTimer = 0, } --- Check if a value equals the default for a key ---@param key string State key ---@param value any Value to check ---@return boolean isDefault True if value equals default local function isDefaultValue(key, value) local defaultVal = stateDefaults[key] -- If no default defined, check for common defaults if defaultVal == nil then -- Empty tables are default if type(value) == "table" and next(value) == nil then return true end -- nil values are default if value == nil then return true end -- Otherwise, not a default value return false end -- Compare values if type(value) == "table" then -- Empty tables are considered default if next(value) == nil then return true end -- For other tables, compare contents (shallow) if type(defaultVal) ~= "table" then return false end for k, v in pairs(value) do if defaultVal[k] ~= v then return false end end return true else return value == defaultVal end end -- ==================== -- ID Generation -- ==================== --- Generate a hash from a table of properties ---@param props table ---@param visited table|nil Tracking table to prevent circular references ---@param depth number|nil Current recursion depth ---@return string local function hashProps(props, visited, depth) if not props then return "" end -- Initialize visited table on first call visited = visited or {} depth = depth or 0 -- Limit recursion depth to prevent deep nesting issues if depth > 3 then return "[deep]" end -- Check if we've already visited this table (circular reference) if visited[props] then return "[circular]" end -- Mark this table as visited visited[props] = true local parts = {} local keys = {} -- Properties to skip (they cause issues or aren't relevant for ID generation) local skipKeys = { onEvent = true, parent = true, children = true, onFocus = true, onBlur = true, onTextInput = true, onTextChange = true, onEnter = true, userdata = true, -- Dynamic input/state properties that should not affect ID stability text = true, -- Text content changes as user types placeholder = true, -- Placeholder text is presentational editable = true, -- Editable state can be toggled dynamically selectOnFocus = true, -- Input behavior flag autoGrow = true, -- Auto-grow behavior flag passwordMode = true, -- Password mode can be toggled } -- Collect and sort keys for consistent ordering for k in pairs(props) do if not skipKeys[k] then table.insert(keys, k) end end table.sort(keys) -- Build hash string from sorted key-value pairs for _, k in ipairs(keys) do local v = props[k] local vtype = type(v) if vtype == "string" or vtype == "number" or vtype == "boolean" then table.insert(parts, k .. "=" .. tostring(v)) elseif vtype == "table" then table.insert(parts, k .. "={" .. hashProps(v, visited, depth + 1) .. "}") end end return table.concat(parts, ";") end --- Generate a unique ID from call site and properties ---@param props table|nil Optional properties to include in ID generation ---@param parent table|nil Optional parent element for tree-based ID generation ---@return string function StateManager.generateID(props, parent) -- Get call stack information local info = debug.getinfo(3, "Sl") -- Level 3: caller of Element.new -> caller of generateID if not info then -- Fallback to random ID if debug info unavailable return "auto_" .. tostring(math.random(1000000, 9999999)) end local source = info.source or "unknown" local line = info.currentline or 0 -- Create base location key from source file and line number local filename = source:match("([^/\\]+)$") or source -- Get filename filename = filename:gsub("%.lua$", "") -- Remove .lua extension local locationKey = filename .. "_L" .. line -- If we have a parent, use tree-based ID generation for stability if parent and parent.id and parent.id ~= "" then -- Count how many children the parent currently has -- This gives us a stable sibling index local siblingIndex = #(parent.children or {}) -- Generate ID based on parent ID + sibling position (NO line number for stability) -- This ensures the same position in the tree always gets the same ID local baseID = parent.id .. "_child" .. siblingIndex -- Add property hash if provided (for additional differentiation at same position) if props then local propHash = hashProps(props) if propHash ~= "" then -- Use first 8 chars of a simple hash local hash = 0 for i = 1, #propHash do hash = (hash * 31 + string.byte(propHash, i)) % 1000000 end baseID = baseID .. "_" .. hash end end return baseID end -- No parent (top-level element): use call-site counter approach -- Track how many elements have been created at this location callSiteCounters[locationKey] = (callSiteCounters[locationKey] or 0) + 1 local instanceNum = callSiteCounters[locationKey] local 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 (for additional differentiation) if props then local propHash = hashProps(props) if propHash ~= "" then -- Use first 8 chars of a simple hash local hash = 0 for i = 1, #propHash do hash = (hash * 31 + string.byte(propHash, i)) % 1000000 end baseID = baseID .. "_" .. hash end end return baseID end -- ==================== -- State Management -- ==================== --- Get state for an element ID, creating if it doesn't exist ---@param id string Element ID ---@param defaultState table|nil Default state if creating new ---@return table state State table for the element function StateManager.getState(id, defaultState) if not id then -- Lazy load ErrorHandler if not ErrorHandler then ErrorHandler = require("modules.ErrorHandler") end ErrorHandler.error("StateManager", "SYS_001", { parameter = "id", value = "nil", }) end -- Create state if it doesn't exist if not stateStore[id] then -- Start with empty state (sparse storage) stateStore[id] = defaultState or {} -- Create metadata stateMetadata[id] = { lastFrame = frameNumber, createdFrame = frameNumber, accessCount = 0, } else -- Update metadata local meta = stateMetadata[id] meta.lastFrame = frameNumber meta.accessCount = meta.accessCount + 1 end return stateStore[id] end --- Set state for an element ID (replaces entire state) ---@param id string Element ID ---@param state table State to store function StateManager.setState(id, state) if not id then -- Lazy load ErrorHandler if not ErrorHandler then ErrorHandler = require("modules.ErrorHandler") end ErrorHandler.error("StateManager", "SYS_001", { parameter = "id", value = "nil", }) end -- Create sparse state (remove default values) local sparseState = {} for key, value in pairs(state) do if not isDefaultValue(key, value) then sparseState[key] = value end end stateStore[id] = sparseState -- Update or create metadata if not stateMetadata[id] then stateMetadata[id] = { lastFrame = frameNumber, createdFrame = frameNumber, accessCount = 1, } else stateMetadata[id].lastFrame = frameNumber end end --- Update state for an element ID (merges with existing state) ---@param id string Element ID ---@param newState table New state values to merge function StateManager.updateState(id, newState) local state = StateManager.getState(id) -- Merge new state into existing state (with diffing optimization) local changed = false for key, value in pairs(newState) do if state[key] ~= value then state[key] = value changed = true end end -- Only update metadata if something actually changed if changed then stateMetadata[id].lastFrame = frameNumber end end --- Update state only if values have changed (optimized for immediate mode) ---@param id string Element ID ---@param newState table New state values to merge ---@return boolean changed True if any values changed function StateManager.updateStateIfChanged(id, newState) local state = StateManager.getState(id) local changed = false for key, value in pairs(newState) do -- Skip if value hasn't changed (optimization) if state[key] ~= value then state[key] = value changed = true end end if changed then stateMetadata[id].lastFrame = frameNumber end return changed end --- Clear state for a specific element ID ---@param id string Element ID function StateManager.clearState(id) stateStore[id] = nil stateMetadata[id] = nil end --- Mark state as used this frame (updates last accessed frame) ---@param id string Element ID function StateManager.markStateUsed(id) if stateMetadata[id] then stateMetadata[id].lastFrame = frameNumber end end --- Get the last frame number when state was accessed ---@param id string Element ID ---@return number|nil frameNumber Last accessed frame, or nil if not found function StateManager.getLastAccessedFrame(id) if stateMetadata[id] then return stateMetadata[id].lastFrame end return nil end -- ==================== -- Frame Management -- ==================== --- Increment frame counter (called at frame start) function StateManager.incrementFrame() frameNumber = frameNumber + 1 -- Reset call site counters for new frame callSiteCounters = {} end --- Get current frame number ---@return number function StateManager.getFrameNumber() return frameNumber end -- ==================== -- Cleanup & Maintenance -- ==================== --- Clean up stale states (not accessed recently) ---@return number count Number of states cleaned up function StateManager.cleanup() local cleanedCount = 0 local retentionFrames = config.stateRetentionFrames for id, meta in pairs(stateMetadata) do local framesSinceAccess = frameNumber - meta.lastFrame if framesSinceAccess > retentionFrames then stateStore[id] = nil stateMetadata[id] = nil cleanedCount = cleanedCount + 1 end end -- Clean up empty states (sparse storage optimization) for id, state in pairs(stateStore) do if next(state) == nil then stateStore[id] = nil stateMetadata[id] = nil cleanedCount = cleanedCount + 1 end end return cleanedCount end --- Force cleanup if state count exceeds maximum ---@return number count Number of states cleaned up function StateManager.forceCleanupIfNeeded() local stateCount = StateManager.getStateCount() if stateCount > config.maxStateEntries then -- Clean up states not accessed in last 10 frames (aggressive) local cleanedCount = 0 for id, meta in pairs(stateMetadata) do local framesSinceAccess = frameNumber - meta.lastFrame if framesSinceAccess > 10 then stateStore[id] = nil stateMetadata[id] = nil cleanedCount = cleanedCount + 1 end end return cleanedCount end return 0 end --- Get total number of stored states ---@return number function StateManager.getStateCount() local count = 0 for _ in pairs(stateStore) do count = count + 1 end return count end --- Clear all states function StateManager.clearAllStates() stateStore = {} stateMetadata = {} end --- Configure state management ---@param newConfig {stateRetentionFrames?: number, maxStateEntries?: number} function StateManager.configure(newConfig) if newConfig.stateRetentionFrames then config.stateRetentionFrames = newConfig.stateRetentionFrames end if newConfig.maxStateEntries then config.maxStateEntries = newConfig.maxStateEntries end end --- Get state statistics for debugging ---@return table stats State usage statistics function StateManager.getStats() local stateCount = StateManager.getStateCount() local oldest = nil local newest = nil for _, meta in pairs(stateMetadata) do if not oldest or meta.createdFrame < oldest then oldest = meta.createdFrame end if not newest or meta.createdFrame > newest then newest = meta.createdFrame end end -- Count callSiteCounters local callSiteCount = 0 for _ in pairs(callSiteCounters) do callSiteCount = callSiteCount + 1 end -- Warn if callSiteCounters is unexpectedly large if callSiteCount > 1000 then if ErrorHandler then ErrorHandler.warn("StateManager", "STATE_001", { count = callSiteCount, expected = "near 0", frameNumber = frameNumber, }) else print(string.format("[StateManager] WARNING: callSiteCounters has %d entries", callSiteCount)) end end return { stateCount = stateCount, frameNumber = frameNumber, oldestState = oldest, newestState = newest, callSiteCounterCount = callSiteCount, } end --- Dump all states for debugging ---@return table states Copy of all states with metadata function StateManager.dumpStates() local dump = {} for id, state in pairs(stateStore) do dump[id] = { state = state, metadata = stateMetadata[id], } end return dump end --- Get internal state (for debugging/profiling only) ---@return table internal {stateStore, stateMetadata, callSiteCounters} function StateManager._getInternalState() return { stateStore = stateStore, stateMetadata = stateMetadata, callSiteCounters = callSiteCounters, } end --- Reset the entire state system (for testing) function StateManager.reset() stateStore = {} stateMetadata = {} frameNumber = 0 callSiteCounters = {} end -- ==================== -- Convenience Functions (for backward compatibility) -- ==================== --- Get the current state for an element ID (alias for getState) ---@param id string Element ID ---@return table state State object for the element function StateManager.getCurrentState(id) return stateStore[id] or {} end --- Get the active state values for an element (interaction states only) ---@param id string Element ID ---@return table state Active state values function StateManager.getActiveState(id) local state = StateManager.getState(id) -- Return only the active state properties (not tracking frames or internal state) return { hover = state.hover, pressed = state.pressed, 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 --- Check if an element is currently hovered ---@param id string Element ID ---@return boolean function StateManager.isHovered(id) local state = StateManager.getState(id) return state.hover or false end --- Check if an element is currently pressed ---@param id string Element ID ---@return boolean function StateManager.isPressed(id) local state = StateManager.getState(id) return state.pressed or false end --- Check if an element is currently focused ---@param id string Element ID ---@return boolean function StateManager.isFocused(id) local state = StateManager.getState(id) return state.focused or false end --- Check if an element is disabled ---@param id string Element ID ---@return boolean function StateManager.isDisabled(id) local state = StateManager.getState(id) return state.disabled or false end --- Check if an element is active (e.g., input focused) ---@param id string Element ID ---@return boolean function StateManager.isActive(id) local state = StateManager.getState(id) return state.active or false end return StateManager