Files
FlexLove/modules/StateManager.lua
2025-12-06 10:37:07 -05:00

661 lines
17 KiB
Lua

---@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,
dragStartMouseX = 0,
dragStartMouseY = 0,
dragStartScrollX = 0,
dragStartScrollY = 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