# State Management in Basalt Basalt provides a powerful state management system that allows elements to respond to different interaction states (hover, clicked, focused, etc.) with automatic property changes. This system makes it easy to create interactive UIs without manual event handling. ## Understanding States States are named conditions that elements can be in. When a state becomes active, the element can automatically change its appearance or behavior. States have priorities, allowing you to control which state takes precedence when multiple states are active. ## Core State Methods ### registerState ```lua element:registerState(stateName, condition?, priority?) ``` Registers a new state with optional auto-activation condition: - `stateName`: Name of the state (string) - `condition?`: Optional function that returns true when state should be active: `function(element) return boolean end` - `priority?`: Priority value (higher = more important, default: 0) - Returns: self (for method chaining) ### setState ```lua element:setState(stateName, priority?) ``` Manually activates a state: - `stateName`: Name of the state to activate - `priority?`: Optional priority override - Returns: self (for method chaining) **Example:** ```lua button:setState("clicked") button:setState("error", 300) -- High priority error state ``` ### unsetState ```lua element:unsetState(stateName) ``` Deactivates a state: - `stateName`: Name of the state to deactivate - Returns: self (for method chaining) **Example:** ```lua button:unsetState("clicked") ``` ### hasState ```lua local isActive = element:hasState(stateName) ``` Checks if a state is currently active: - `stateName`: Name of the state to check - Returns: boolean **Example:** ```lua if button:hasState("hover") then basalt.LOGGER.debug("Button is being hovered!") end ``` ### getCurrentState ```lua local state = element:getCurrentState() ``` Gets the state with highest priority: - Returns: string (state name) or nil **Example:** ```lua local currentState = button:getCurrentState() -- Returns "clicked" if clicked state has highest priority ``` ### getActiveStates ```lua local states = element:getActiveStates() ``` Gets all active states sorted by priority: - Returns: array of `{name, priority}` tables **Example:** ```lua local states = button:getActiveStates() -- Returns: {{name="clicked", priority=200}, {name="hover", priority=100}} ``` ### updateConditionalStates ```lua element:updateConditionalStates() ``` Updates all states that have auto-conditions: - Evaluates condition functions for all registered states - Automatically activates/deactivates states based on conditions - Returns: self (for method chaining) ### unregisterState ```lua element:unregisterState(stateName) ``` Removes a state from the registry: - `stateName`: Name of the state to remove - Also deactivates the state if currently active - Returns: self (for method chaining) ## State-Bound Properties Properties can be bound to states, allowing automatic property changes when states activate. ### Setting State Properties Use the `setState` methods to define property values for specific states: ```lua -- Set background color for different states button:setBackgroundState("clicked", colors.blue) -- Set text for different states button:setText("Click Me") button:setTextState("clicked", "Clicked!") ``` ### Getting State Properties ```lua local value = element:getState(stateName) ``` **Example:** ```lua local clickedBg = button:getBackgroundState("clicked") ``` ### How State Properties Work 1. When a state activates, the element looks for bound properties 2. The property automatically changes to the state-bound value 3. When the state deactivates, the property returns to its base value (or next highest priority state) 4. Higher priority states override lower priority states ## Built-in Interactive States Many elements automatically register common interaction states: ### Button States - `hover` (priority: 100) - Mouse is over the button - `clicked` (priority: 200) - Button is being clicked ### Input States - `focused` (priority: 100) - Input has focus ### Custom States You can create any custom state names for your own logic: ```lua button:registerState("loading") button:registerState("success") button:registerState("error") ``` ## Using States with Reactive Expressions States integrate seamlessly with the reactive system: ```lua -- State values can be used in expressions label:setText("{parent.clicked and 'Clicked!' or 'Click Me'}") ``` ## Complete Examples ### Example: Interactive Button ```lua local button = main:addButton() :setText("Click Me!") :setPosition(10, 5) :setSize(20, 3) -- Register states (they're auto-registered by Button, but shown for clarity) button:registerState("clicked", nil, 200) -- Set appearance for each state button:setBackgroundState("clicked", colors.blue) button:setForegroundState("clicked", colors.white) button:setTextState("clicked", "Clicked!") -- Normal state button:setBackground(colors.gray) button:setForeground(colors.black) ``` ## State Priorities When multiple states are active, the highest priority wins: ```lua button:registerState("hover", nil, 100) button:registerState("clicked", nil, 200) button:registerState("disabled", nil, 300) -- Set different backgrounds button:setBackgroundState("hover", colors.lightGray) button:setBackgroundState("clicked", colors.blue) button:setBackgroundState("disabled", colors.gray) -- If both hover and clicked are active, clicked wins (higher priority) -- If disabled is active, it always wins (highest priority) ``` ## State Integration with XML States can be configured in XML: ```xml ``` Or using inline attributes: ```xml