306 lines
8.7 KiB
Lua
306 lines
8.7 KiB
Lua
-- ====================
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-- State Manager Module
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-- ====================
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-- Provides centralized state management for immediate mode GUI elements
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-- Handles hover, pressed, disabled, and other interactive states properly
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-- Manages state change events and integrates with theme components
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---@class StateManager
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local StateManager = {}
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-- State storage: ID -> state table
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local stateStore = {}
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local frameNumber = 0
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-- Configuration
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local config = {
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stateRetentionFrames = 60, -- Keep unused state for 60 frames (~1 second at 60fps)
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maxStateEntries = 1000, -- Maximum state entries before forced GC
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}
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-- State change listeners
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local stateChangeListeners = {}
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--- Get or create a state object for an element ID
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---@param id string Element ID
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---@return table state State object for the element
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function StateManager.getState(id)
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if not stateStore[id] then
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stateStore[id] = {
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hover = false,
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pressed = false,
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focused = false,
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disabled = false,
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active = false,
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lastHoverFrame = 0,
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lastPressedFrame = 0,
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lastFocusFrame = 0,
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lastUpdateFrame = 0,
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}
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end
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return stateStore[id]
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end
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--- Update state for an element ID
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---@param id string Element ID
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---@param newState table New state values to merge
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function StateManager.updateState(id, newState)
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local state = StateManager.getState(id)
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-- Track which properties are changing
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local changedProperties = {}
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for key, value in pairs(newState) do
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if state[key] ~= value then
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changedProperties[key] = true
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end
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state[key] = value
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end
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-- Track frame numbers for state changes
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if newState.hover ~= nil then
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state.lastHoverFrame = frameNumber
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end
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if newState.pressed ~= nil then
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state.lastPressedFrame = frameNumber
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end
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if newState.focused ~= nil then
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state.lastFocusFrame = frameNumber
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end
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-- Track last update frame
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state.lastUpdateFrame = frameNumber
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-- Notify listeners of state changes (if any)
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if next(changedProperties) then
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StateManager.notifyStateChange(id, changedProperties, newState)
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end
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end
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--- Get the current state for an element ID
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---@param id string Element ID
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---@return table state State object for the element
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function StateManager.getCurrentState(id)
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return stateStore[id] or {}
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end
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--- Clear state for a specific element ID
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---@param id string Element ID
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function StateManager.clearState(id)
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stateStore[id] = nil
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end
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--- Increment frame counter (called at frame start)
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function StateManager.incrementFrame()
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frameNumber = frameNumber + 1
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end
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--- Get current frame number
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---@return number
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function StateManager.getFrameNumber()
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return frameNumber
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end
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--- Clean up stale states (not accessed recently)
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---@return number count Number of states cleaned up
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function StateManager.cleanup()
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local cleanedCount = 0
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local retentionFrames = config.stateRetentionFrames
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for id, state in pairs(stateStore) do
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-- Check if state is old (no updates in last N frames)
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local lastUpdateFrame = math.max(
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state.lastHoverFrame,
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state.lastPressedFrame,
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state.lastFocusFrame,
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state.lastUpdateFrame
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)
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if frameNumber - lastUpdateFrame > retentionFrames then
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stateStore[id] = nil
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cleanedCount = cleanedCount + 1
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end
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end
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return cleanedCount
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end
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--- Force cleanup if state count exceeds maximum
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---@return number count Number of states cleaned up
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function StateManager.forceCleanupIfNeeded()
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local stateCount = 0
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for _ in pairs(stateStore) do
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stateCount = stateCount + 1
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end
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if stateCount > config.maxStateEntries then
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-- Clean up states not accessed in last 10 frames (aggressive)
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local cleanedCount = 0
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for id, state in pairs(stateStore) do
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local lastUpdateFrame = math.max(
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state.lastHoverFrame,
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state.lastPressedFrame,
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state.lastFocusFrame,
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state.lastUpdateFrame
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)
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if frameNumber - lastUpdateFrame > 10 then
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stateStore[id] = nil
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cleanedCount = cleanedCount + 1
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end
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end
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return cleanedCount
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end
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return 0
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end
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--- Get total number of stored states
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---@return number
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function StateManager.getStateCount()
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local count = 0
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for _ in pairs(stateStore) do
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count = count + 1
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end
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return count
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end
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--- Clear all states
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function StateManager.clearAllStates()
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stateStore = {}
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end
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--- Configure state management
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---@param newConfig {stateRetentionFrames?: number, maxStateEntries?: number}
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function StateManager.configure(newConfig)
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if newConfig.stateRetentionFrames then
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config.stateRetentionFrames = newConfig.stateRetentionFrames
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end
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if newConfig.maxStateEntries then
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config.maxStateEntries = newConfig.maxStateEntries
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end
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end
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--- Subscribe to state change events for an element ID
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---@param id string Element ID
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---@param callback fun(id: string, property: string, oldValue: any, newValue: any)
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function StateManager.subscribe(id, callback)
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if not stateChangeListeners[id] then
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stateChangeListeners[id] = {}
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end
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table.insert(stateChangeListeners[id], callback)
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end
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--- Notify listeners of a state change
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---@param id string Element ID
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---@param changedProperties table Properties that have changed
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---@param newState table The new state values
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function StateManager.notifyStateChange(id, changedProperties, newState)
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if not stateChangeListeners[id] then return end
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local prevState = StateManager.getCurrentState(id)
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for property, _ in pairs(changedProperties) do
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local oldValue = prevState[property]
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local newValue = newState[property]
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for _, callback in ipairs(stateChangeListeners[id]) do
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callback(id, property, oldValue, newValue)
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end
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end
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end
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--- Unsubscribe a listener for an element ID
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---@param id string Element ID
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---@param callback fun(id: string, property: string, oldValue: any, newValue: any)
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function StateManager.unsubscribe(id, callback)
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if not stateChangeListeners[id] then return end
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for i = #stateChangeListeners[id], 1, -1 do
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if stateChangeListeners[id][i] == callback then
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table.remove(stateChangeListeners[id], i)
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end
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end
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end
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--- Get all listeners for debugging
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---@return table
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function StateManager.getListeners()
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return stateChangeListeners
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end
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--- Get the active state values for an element
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---@param id string Element ID
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---@return table state Active state values
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function StateManager.getActiveState(id)
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local state = StateManager.getState(id)
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-- Return only the active state properties (not tracking frames)
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return {
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hover = state.hover,
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pressed = state.pressed,
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focused = state.focused,
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disabled = state.disabled,
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active = state.active,
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}
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end
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--- Check if an element is currently hovered
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---@param id string Element ID
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---@return boolean
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function StateManager.isHovered(id)
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local state = StateManager.getState(id)
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return state.hover or false
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end
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--- Check if an element is currently pressed
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---@param id string Element ID
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---@return boolean
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function StateManager.isPressed(id)
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local state = StateManager.getState(id)
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return state.pressed or false
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end
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--- Check if an element is currently focused
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---@param id string Element ID
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---@return boolean
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function StateManager.isFocused(id)
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local state = StateManager.getState(id)
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return state.focused or false
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end
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--- Check if an element is disabled
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---@param id string Element ID
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---@return boolean
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function StateManager.isDisabled(id)
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local state = StateManager.getState(id)
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return state.disabled or false
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end
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--- Check if an element is active (e.g., input focused)
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---@param id string Element ID
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---@return boolean
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function StateManager.isActive(id)
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local state = StateManager.getState(id)
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return state.active or false
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end
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--- Get the time since last hover event for an element
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---@param id string Element ID
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---@return number secondsSinceLastHover
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function StateManager.getSecondsSinceLastHover(id)
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local state = StateManager.getState(id)
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return (frameNumber - state.lastHoverFrame) / 60 -- Assuming 60fps
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end
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--- Get the time since last press event for an element
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---@param id string Element ID
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---@return number secondsSinceLastPress
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function StateManager.getSecondsSinceLastPress(id)
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local state = StateManager.getState(id)
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return (frameNumber - state.lastPressedFrame) / 60 -- Assuming 60fps
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end
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return StateManager |