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big ui moment
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-- modules/Behavior.lua
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--
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-- Base module for the pluggable behavior system that drives the Behavior &
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-- Mode Unification refactor.
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--
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-- A *behavior* is a small, stateless table produced by `Behavior.new(spec)`
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-- that implements a fixed lifecycle hook set. Concrete behaviors (Clickable,
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-- Scrollable, TextEditable, Selectable, ...) each live in their own module and
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-- are attached to an Element. The Element's `update`/`draw`/save-restore paths
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-- iterate `element.behaviors` and dispatch to the appropriate hooks, replacing
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-- the swarm of `if self.scrollable` / immediate-mode-branch checks previously
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-- hard-coded in Element.lua.
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--
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-- Element.new iterates a registry of behavior prototypes and auto-attaches
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-- whichever return true from `shouldAttach(props)`. Element therefore never
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-- needs to know what an individual behavior does — only that it conforms to
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-- this interface.
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--
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-- Design constraints (locked — tasks 02-13 depend on this API):
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-- * Pure Lua — NO `love` import, NO dependency on utils/Color/Units/ErrorHandler.
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-- Stays fully stub-testable standalone (see testing/__tests__/behavior_test.lua).
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-- * Minimal interface — exactly 6 lifecycle hooks + a `shouldAttach` predicate.
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-- Do NOT add hooks "just in case"; new capabilities become new behaviors,
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-- not new hooks. Extending HOOK_NAMES is an architectural decision that must
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-- be mirrored by every concrete behavior.
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-- * Immutable instances — behavior tables are produced once and treated as
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-- read-only. Per-element runtime state lives on the element (or a subsystem
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-- the behavior attaches), NEVER on the behavior instance itself, so a single
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-- behavior instance can be shared across many elements.
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--
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-- Lifecycle hook contract (each receives the owning element as first argument):
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-- onAttach(element) — called once when the behavior is attached
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-- (element fully constructed). Allocate
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-- subsystems / register listeners here.
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-- onDetach(element) — called once when the behavior is detached
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-- (element destroyed / mode switch). Tear
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-- down anything onAttach created.
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-- onUpdate(element, dt) — called every frame from Element:update.
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-- onDraw(element, ctx) — called every frame from Element:draw; `ctx`
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-- is the draw context (viewport transform,
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-- scissor state, theme renderer, ...).
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-- saveState(element) -> state — called during Element save-state; returns
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-- a serializable snapshot (or nil) so the
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-- behavior's runtime state survives the
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-- immediate-mode recreation cycle.
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-- restoreState(element, state) — called after reconstruction with the
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-- snapshot previously returned by saveState.
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--
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-- shouldAttach(props) -> boolean — class-level predicate (not a hook): given
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-- an element's props table, return true if
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-- this behavior should be auto-attached.
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-- Defaults to false (opt-in).
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--- A behavior instance: a frozen table of lifecycle hooks + a shouldAttach
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--- predicate. All hooks are always present (custom override or no-op default).
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---@class Behavior
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---@field onAttach fun(element:table)
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---@field onDetach fun(element:table)
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---@field onUpdate fun(element:table, dt:number)
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---@field onDraw fun(element:table, ctx:table)
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---@field saveState fun(element:table):any
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---@field restoreState fun(element:table, state:any)
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---@field shouldAttach fun(props:table):boolean
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local Behavior = {}
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-- The fixed, ordered lifecycle hook set. Order is preserved so downstream tasks
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-- (Element behavior iteration) can rely on a deterministic dispatch sequence.
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-- HOOK_NAMES is intentionally NOT extended casually — see file header.
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Behavior.HOOK_NAMES = {
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"onAttach",
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"onDetach",
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"onUpdate",
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"onDraw",
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"saveState",
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"restoreState",
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}
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-- Allowlist of spec keys accepted by Behavior.new. Anything else is rejected so
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-- a typo (e.g. `onUpdat`) surfaces immediately instead of silently no-op'ing.
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-- Hook keys (HOOK_NAMES + shouldAttach) MUST be functions; metadata keys
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-- (drawLayer) may hold any value.
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local ALLOWED_KEYS = {
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onAttach = true,
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onDetach = true,
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onUpdate = true,
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onDraw = true,
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saveState = true,
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restoreState = true,
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shouldAttach = true,
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drawLayer = true,
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}
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-- Spec keys whose values are NOT required to be functions (passive metadata
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-- consumed by dispatch sites, e.g. Element:draw's pre/post-children split).
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local NON_FUNCTION_KEYS = {
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drawLayer = true,
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}
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-- Default no-op hook. Behaviors override only the hooks they need; every other
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-- hook resolves to this so dispatch sites never have to nil-check.
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local function noop() end
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-- Default shouldAttach predicate: never auto-attach unless the behavior opts in
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-- by providing its own predicate. This is the safe default — a behavior with no
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-- opinion about which elements it applies to stays inert in the auto-attach
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-- pass (it can still be attached explicitly by name in a later task).
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local function defaultShouldAttach()
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return false
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end
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-- Module-level default predicate exposed for callers/tests that want to
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-- reference the base default directly without constructing an instance.
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Behavior.shouldAttach = defaultShouldAttach
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--- Factory: create a frozen behavior instance from a spec table.
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---
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--- `spec` is a table whose keys may be any subset of the 6 lifecycle hook names
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--- plus `shouldAttach`; each value (when present) must be a function. The
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--- returned table contains every lifecycle hook (custom override OR no-op) and
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--- a `shouldAttach` predicate (custom OR always-false default), so dispatch
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--- sites can call any hook unconditionally without nil-checking.
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---
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--- Unknown spec keys and non-function values raise an error immediately so
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--- mistakes fail fast at construction rather than as silent no-ops later.
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---
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---@param spec table|nil spec table overriding select hooks / shouldAttach
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---@return Behavior
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function Behavior.new(spec)
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spec = spec or {}
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-- Validate spec keys up front so typos surface here, not as silent no-ops.
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for key, value in pairs(spec) do
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if not ALLOWED_KEYS[key] then
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error(string.format("Behavior.new: unknown spec key '%s'", tostring(key)), 2)
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end
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if not NON_FUNCTION_KEYS[key] and type(value) ~= "function" then
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error(string.format("Behavior.new: spec key '%s' must be a function, got %s", tostring(key), type(value)), 2)
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end
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end
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local instance = {}
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-- Populate every lifecycle hook: custom override when provided, no-op default
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-- otherwise. Guarantees `instance.hook` is always callable.
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for _, hook in ipairs(Behavior.HOOK_NAMES) do
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instance[hook] = spec[hook] or noop
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end
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-- shouldAttach defaults to always-false; behaviors opt in by supplying one.
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instance.shouldAttach = spec.shouldAttach or defaultShouldAttach
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-- drawLayer: optional metadata field (default nil = "background"/pre-children).
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-- Dispatch sites (Element:draw) use it to split rendering into pre-children
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-- (background layers) and post-children (overlay layers, e.g. scrollbars).
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instance.drawLayer = spec.drawLayer
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-- Freeze: prevent adding new fields. Behavior instances are shared, stateless
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-- objects; runtime state belongs on the element, never on the behavior.
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-- (Reassigning an existing hook is still possible via direct index write —
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-- Lua metatables cannot intercept that — but the freeze communicates intent
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-- and catches accidental field additions.)
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local mt = {
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__newindex = function(_, key)
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error(string.format("Behavior: behavior instances are immutable (cannot set '%s')", tostring(key)), 2)
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end,
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--- Mark the metatable so consumers can detect a Behavior instance.
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---@return string
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__tostring = function()
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return "Behavior"
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end,
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__metatable = "Behavior",
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}
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setmetatable(instance, mt)
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return instance
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end
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--- Type guard: returns true if `value` is a Behavior instance produced by
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--- `Behavior.new`. Used by Element's attach path to validate registry entries
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--- without depending on identity.
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---@param value any
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---@return boolean
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function Behavior.isBehavior(value)
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return type(value) == "table" and getmetatable(value) == "Behavior"
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end
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return Behavior
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