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path: root/lua/clever_tee/state_transitions.lua
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local domain = require("clever_tee.domain")
local sequence_state = require("clever_tee.sequence_state")

local M = {}
local StateTransitions = {}
StateTransitions.__index = StateTransitions
M.StateTransitions = StateTransitions

local function fail(message, level)
  error(message, (level or 1) + 1)
end

local function is_integer(value)
  return type(value) == "number"
    and value > -math.huge
    and value < math.huge
    and value == math.floor(value)
end

local function require_time(value, name)
  if type(value) ~= "number"
    or value ~= value
    or value <= -math.huge
    or value >= math.huge
  then
    fail((name or "time") .. " must be a finite number", 2)
  end
  return value
end

local function require_identity(identity, name)
  if identity == nil then
    fail((name or "resource identity") .. " must be active", 2)
  end
  return identity
end

local function require_location(location, name)
  if location == nil then
    fail((name or "resource location") .. " must identify its host location", 2)
  end
  return location
end

local function require_target(target)
  if not domain.TargetValue.is(target) then
    fail("acquired target must be a TargetValue", 2)
  end
  return target
end

local function require_position(position)
  return domain.Position.coerce(position)
end

local function moved_forward_value(direction)
  if type(direction) == "boolean" then
    return direction
  end
  if domain.Direction.is(direction) then
    return direction == domain.Direction.FORWARD
  end
  if domain.Descriptor.is(direction) then
    return direction.direction == domain.Direction.FORWARD
  end
  if direction == "forward" or direction == "backward" then
    return direction == "forward"
  end
  fail("movement direction must be a Boolean, Direction, or Descriptor", 2)
end

local function copy_resource(resource)
  local result = {}
  for key, value in pairs(resource) do
    result[key] = value
  end
  return result
end

local function resource_matches(resource, identity, location_field, location)
  return resource.identity == identity
    and (location == nil or resource[location_field] == location)
end

local function add_unique_resource(resources, resource, location_field, field_name)
  for _, active in ipairs(resources) do
    if resource_matches(
      active,
      resource.identity,
      location_field,
      resource[location_field]
    ) then
      fail(field_name .. " resource is already active at this host location", 3)
    end
  end
  resources[#resources + 1] = resource
  return copy_resource(resource)
end

local function remove_resources(data, field, predicate)
  local removed = {}
  local retained = {}
  for _, resource in ipairs(data[field]) do
    if predicate(resource) then
      removed[#removed + 1] = copy_resource(resource)
    else
      retained[#retained + 1] = resource
    end
  end
  data[field] = retained
  return removed
end

local function clear_target_overlays(data, window)
  return remove_resources(data, "target_overlays", function(resource)
    return window == nil or resource.window == window
  end)
end

local function clear_temporary_overlays(data, window)
  return remove_resources(data, "temporary_overlays", function(resource)
    return window == nil or resource.window == window
  end)
end

local function clear_finalizers(data, buffer)
  return remove_resources(data, "finalizers", function(resource)
    return buffer == nil or resource.buffer == buffer
  end)
end

local function clear_highlight_timer(data)
  local identity = data.highlight_timer
  data.highlight_timer = nil
  return identity
end

local function clear_all_landings_and_direction(data)
  data.previous_landing = {}
  data.moved_forward = false
end

local function public_reset(data, current_window)
  local cleanup = {
    highlight_timer = clear_highlight_timer(data),
    target_overlays = clear_target_overlays(data, current_window),
    finalizers = {},
    temporary_overlays = {},
  }
  data.previous_descriptor = {}
  data.previous_landing = {}
  data.first_move = {}
  data.migemo_cache = {}
  data.repeat_timestamp_ms = 0
  return cleanup
end

function StateTransitions.new(state)
  state = state or sequence_state.get()
  if not sequence_state.is(state) then
    fail("StateTransitions requires the plugin-global SequenceState", 2)
  end
  return setmetatable({ _state = state }, StateTransitions)
end

function M.new(state)
  return StateTransitions.new(state)
end

setmetatable(M, {
  __call = function(_, state)
    return StateTransitions.new(state)
  end,
})

function StateTransitions:state()
  return self._state
end

function StateTransitions:_mutate(mutation)
  return sequence_state._mutate(self._state, mutation)
end

function StateTransitions:BeginAcquisition(context, descriptor)
  context = sequence_state._normalize_context(context)
  descriptor = domain.Descriptor.from_string(descriptor)
  return self:_mutate(function(state)
    state.known_contexts[context] = true
    state.previous_descriptor[context] = descriptor
    state.first_move[context] = true
    return self._state:get_context(context)
  end)
end

function StateTransitions:CommitAcquiredTarget(context, target, time_ms)
  context = sequence_state._normalize_context(context)
  target = require_target(target)
  if time_ms ~= nil then
    time_ms = require_time(time_ms, "acquisition time")
  end
  return self:_mutate(function(state)
    state.known_contexts[context] = true
    state.previous_target[context] = target
    state.last_input_context = context
    if time_ms ~= nil then
      state.repeat_timestamp_ms = time_ms
    end
    return self._state:get_context(context)
  end)
end

function StateTransitions:CommitCommandSuccess(context, destination, direction)
  context = sequence_state._normalize_context(context)
  destination = require_position(destination)
  local forward = moved_forward_value(direction)
  return self:_mutate(function(state)
    state.known_contexts[context] = true
    state.moved_forward = forward
    state.moved_forward_initialized = true
    state.previous_landing[context] = destination
    state.first_move[context] = false
    return self._state:get_context(context)
  end)
end

function StateTransitions:CommitVisualSuccess(context, destination)
  context = sequence_state._normalize_context(context)
  destination = require_position(destination)
  return self:_mutate(function(state)
    state.known_contexts[context] = true
    state.previous_landing[context] = destination
    state.first_move[context] = false
    return self._state:get_context(context)
  end)
end

function StateTransitions:ClearAllLandingsAndDirection()
  return self:_mutate(function(state)
    clear_all_landings_and_direction(state)
  end)
end

function StateTransitions:SetRepeatTimestamp(time_ms)
  time_ms = require_time(time_ms, "repeat timestamp")
  return self:_mutate(function(state)
    local previous = state.repeat_timestamp_ms
    state.repeat_timestamp_ms = time_ms
    return previous
  end)
end

function StateTransitions:CacheMigemo(encoding, dictionary)
  if type(encoding) ~= "string" or encoding == "" then
    fail("Migemo cache encoding must be a nonempty string", 2)
  end
  if dictionary == nil then
    fail("Migemo cache dictionary must be present", 2)
  end
  return self:_mutate(function(state)
    local previous = state.migemo_cache[encoding]
    state.migemo_cache[encoding] = dictionary
    return previous
  end)
end

function StateTransitions:RemoveMigemo(encoding)
  if type(encoding) ~= "string" or encoding == "" then
    fail("Migemo cache encoding must be a nonempty string", 2)
  end
  return self:_mutate(function(state)
    local previous = state.migemo_cache[encoding]
    state.migemo_cache[encoding] = nil
    return previous
  end)
end

function StateTransitions:ClearMigemoCache()
  return self:_mutate(function(state)
    local previous = state.migemo_cache
    state.migemo_cache = {}
    return previous
  end)
end

function StateTransitions:SetHighlightTimer(identity)
  return self:_mutate(function(state)
    local previous = state.highlight_timer
    state.highlight_timer = identity
    return previous
  end)
end

function StateTransitions:ClearHighlightTimer(expected_identity)
  return self:_mutate(function(state)
    local current = state.highlight_timer
    if current == nil then
      return nil, false
    end
    if expected_identity ~= nil and current ~= expected_identity then
      return nil, false
    end
    state.highlight_timer = nil
    return current, true
  end)
end

function StateTransitions:AddTargetOverlay(identity, window, anchor_line)
  if type(identity) == "table" and window == nil and identity.identity ~= nil then
    local resource = identity
    identity = resource.identity
    window = resource.window
    anchor_line = resource.anchor_line
  end
  require_identity(identity, "target overlay identity")
  require_location(window, "target overlay window")
  if anchor_line ~= nil and (not is_integer(anchor_line) or anchor_line < 1) then
    fail("target overlay anchor_line must be a positive integer", 2)
  end
  local resource = {
    identity = identity,
    window = window,
    group = "CleverTeeChar",
    anchor_line = anchor_line,
  }
  return self:_mutate(function(state)
    return add_unique_resource(
      state.target_overlays,
      resource,
      "window",
      "target overlay"
    )
  end)
end

function StateTransitions:RemoveTargetOverlay(identity, window)
  require_identity(identity, "target overlay identity")
  return self:_mutate(function(state)
    return remove_resources(state, "target_overlays", function(resource)
      return resource_matches(resource, identity, "window", window)
    end)
  end)
end

function StateTransitions:ClearTargetOverlays(window)
  return self:_mutate(function(state)
    return clear_target_overlays(state, window)
  end)
end

function StateTransitions:AddTemporaryOverlay(identity, window, group)
  if type(identity) == "table" and window == nil and identity.identity ~= nil then
    local resource = identity
    identity = resource.identity
    window = resource.window
    group = resource.group
  end
  require_identity(identity, "temporary overlay identity")
  require_location(window, "temporary overlay window")
  group = group or "CleverTeeCursor"
  if group ~= "CleverTeeCursor" and group ~= "CleverTeeDirect" then
    fail("temporary overlay group must be CleverTeeCursor or CleverTeeDirect", 2)
  end
  local resource = {
    identity = identity,
    window = window,
    group = group,
  }
  return self:_mutate(function(state)
    return add_unique_resource(
      state.temporary_overlays,
      resource,
      "window",
      "temporary overlay"
    )
  end)
end

function StateTransitions:RemoveTemporaryOverlay(identity, window)
  require_identity(identity, "temporary overlay identity")
  return self:_mutate(function(state)
    return remove_resources(state, "temporary_overlays", function(resource)
      return resource_matches(resource, identity, "window", window)
    end)
  end)
end

function StateTransitions:ClearTemporaryOverlays(window)
  return self:_mutate(function(state)
    return clear_temporary_overlays(state, window)
  end)
end

function StateTransitions:AddFinalizer(identity, buffer)
  if type(identity) == "table" and buffer == nil and identity.identity ~= nil then
    local resource = identity
    identity = resource.identity
    buffer = resource.buffer
  end
  require_identity(identity, "finalizer identity")
  require_location(buffer, "finalizer buffer")
  local resource = {
    identity = identity,
    buffer = buffer,
  }
  return self:_mutate(function(state)
    return add_unique_resource(state.finalizers, resource, "buffer", "finalizer")
  end)
end

function StateTransitions:RemoveFinalizer(identity, buffer)
  require_identity(identity, "finalizer identity")
  return self:_mutate(function(state)
    return remove_resources(state, "finalizers", function(resource)
      return resource_matches(resource, identity, "buffer", buffer)
    end)
  end)
end

function StateTransitions:ClearFinalizers(buffer)
  return self:_mutate(function(state)
    return clear_finalizers(state, buffer)
  end)
end

function StateTransitions:ClearTargetFeedback(current_window)
  return self:_mutate(function(state)
    return {
      highlight_timer = clear_highlight_timer(state),
      target_overlays = clear_target_overlays(state, current_window),
      finalizers = {},
      temporary_overlays = {},
    }
  end)
end

function StateTransitions:FullFinalization(current_window)
  return self:_mutate(function(state)
    local cleanup = {
      highlight_timer = clear_highlight_timer(state),
      target_overlays = clear_target_overlays(state, current_window),
      finalizers = clear_finalizers(state),
      temporary_overlays = {},
    }
    clear_all_landings_and_direction(state)
    return cleanup
  end)
end

function StateTransitions:PublicReset(current_window)
  return self:_mutate(function(state)
    return public_reset(state, current_window)
  end)
end

function StateTransitions:DiagnosticFullReset(current_window)
  return self:_mutate(function(state)
    local cleanup = public_reset(state, current_window)
    cleanup.finalizers = clear_finalizers(state)
    state.previous_target = {}
    state.last_input_context = nil
    state.moved_forward = false
    state.moved_forward_initialized = false
    return cleanup
  end)
end

StateTransitions.begin_acquisition = StateTransitions.BeginAcquisition
StateTransitions.commit_acquired_target = StateTransitions.CommitAcquiredTarget
StateTransitions.commit_command_success = StateTransitions.CommitCommandSuccess
StateTransitions.commit_visual_success = StateTransitions.CommitVisualSuccess
StateTransitions.clear_all_landings_and_direction =
  StateTransitions.ClearAllLandingsAndDirection
StateTransitions.set_repeat_timestamp = StateTransitions.SetRepeatTimestamp
StateTransitions.cache_migemo = StateTransitions.CacheMigemo
StateTransitions.remove_migemo = StateTransitions.RemoveMigemo
StateTransitions.clear_migemo_cache = StateTransitions.ClearMigemoCache
StateTransitions.set_highlight_timer = StateTransitions.SetHighlightTimer
StateTransitions.clear_highlight_timer = StateTransitions.ClearHighlightTimer
StateTransitions.add_target_overlay = StateTransitions.AddTargetOverlay
StateTransitions.remove_target_overlay = StateTransitions.RemoveTargetOverlay
StateTransitions.clear_target_overlays = StateTransitions.ClearTargetOverlays
StateTransitions.add_temporary_overlay = StateTransitions.AddTemporaryOverlay
StateTransitions.remove_temporary_overlay = StateTransitions.RemoveTemporaryOverlay
StateTransitions.clear_temporary_overlays = StateTransitions.ClearTemporaryOverlays
StateTransitions.add_finalizer = StateTransitions.AddFinalizer
StateTransitions.remove_finalizer = StateTransitions.RemoveFinalizer
StateTransitions.clear_finalizers = StateTransitions.ClearFinalizers
StateTransitions.clear_target_feedback = StateTransitions.ClearTargetFeedback
StateTransitions.full_finalization = StateTransitions.FullFinalization
StateTransitions.public_reset = StateTransitions.PublicReset
StateTransitions.diagnostic_full_reset = StateTransitions.DiagnosticFullReset

return M