528 lines
15 KiB
Lua
528 lines
15 KiB
Lua
-- ====================
|
|
-- State Manager Module
|
|
-- ====================
|
|
-- Unified state management system for immediate mode GUI elements
|
|
-- Combines ID-based state persistence with interactive state tracking
|
|
-- Handles all element state: interaction, scroll, input, click tracking, etc.
|
|
|
|
---@class StateManager
|
|
local StateManager = {}
|
|
|
|
-- 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 = 60, -- Keep unused state for 60 frames (~1 second at 60fps)
|
|
maxStateEntries = 1000, -- Maximum state entries before forced GC
|
|
}
|
|
|
|
-- ====================
|
|
-- 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
|
|
error("StateManager.getState: id is required")
|
|
end
|
|
|
|
-- Create state if it doesn't exist
|
|
if not stateStore[id] then
|
|
-- Merge default state with standard structure
|
|
stateStore[id] = defaultState or {}
|
|
|
|
-- Ensure all standard properties exist with defaults
|
|
local state = stateStore[id]
|
|
|
|
-- Interaction states
|
|
if state.hover == nil then state.hover = false end
|
|
if state.pressed == nil then state.pressed = false end
|
|
if state.focused == nil then state.focused = false end
|
|
if state.disabled == nil then state.disabled = false end
|
|
if state.active == nil then state.active = false end
|
|
|
|
-- Scrollbar states
|
|
if state.scrollbarHoveredVertical == nil then state.scrollbarHoveredVertical = false end
|
|
if state.scrollbarHoveredHorizontal == nil then state.scrollbarHoveredHorizontal = false end
|
|
if state.scrollbarDragging == nil then state.scrollbarDragging = false end
|
|
if state.hoveredScrollbar == nil then state.hoveredScrollbar = nil end
|
|
if state.scrollbarDragOffset == nil then state.scrollbarDragOffset = 0 end
|
|
|
|
-- Scroll position
|
|
if state.scrollX == nil then state.scrollX = 0 end
|
|
if state.scrollY == nil then state.scrollY = 0 end
|
|
|
|
-- Click tracking
|
|
if state._pressed == nil then state._pressed = {} end
|
|
if state._lastClickTime == nil then state._lastClickTime = nil end
|
|
if state._lastClickButton == nil then state._lastClickButton = nil end
|
|
if state._clickCount == nil then state._clickCount = 0 end
|
|
|
|
-- Drag tracking
|
|
if state._dragStartX == nil then state._dragStartX = {} end
|
|
if state._dragStartY == nil then state._dragStartY = {} end
|
|
if state._lastMouseX == nil then state._lastMouseX = {} end
|
|
if state._lastMouseY == nil then state._lastMouseY = {} end
|
|
|
|
-- Input/focus state
|
|
if state._hovered == nil then state._hovered = nil end
|
|
if state._focused == nil then state._focused = nil end
|
|
if state._cursorPosition == nil then state._cursorPosition = nil end
|
|
if state._selectionStart == nil then state._selectionStart = nil end
|
|
if state._selectionEnd == nil then state._selectionEnd = nil end
|
|
if state._textBuffer == nil then state._textBuffer = "" end
|
|
|
|
-- Create metadata
|
|
stateMetadata[id] = {
|
|
lastFrame = frameNumber,
|
|
createdFrame = frameNumber,
|
|
accessCount = 0,
|
|
}
|
|
end
|
|
|
|
-- Update metadata
|
|
local meta = stateMetadata[id]
|
|
meta.lastFrame = frameNumber
|
|
meta.accessCount = meta.accessCount + 1
|
|
|
|
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
|
|
error("StateManager.setState: id is required")
|
|
end
|
|
|
|
stateStore[id] = state
|
|
|
|
-- 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
|
|
for key, value in pairs(newState) do
|
|
state[key] = value
|
|
end
|
|
|
|
-- Update metadata
|
|
stateMetadata[id].lastFrame = frameNumber
|
|
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
|
|
|
|
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 {stateCount: number, frameNumber: number, oldestState: number|nil, newestState: number|nil}
|
|
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
|
|
|
|
return {
|
|
stateCount = stateCount,
|
|
frameNumber = frameNumber,
|
|
oldestState = oldest,
|
|
newestState = newest,
|
|
}
|
|
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
|
|
|
|
--- 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
|