83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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namespace AlicizaX.UI.Runtime
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{
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/// <summary>
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/// UI State Machine - Validates state transitions for UI lifecycle.
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/// Helps catch bugs early and ensures proper UI lifecycle management.
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/// </summary>
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internal static class UIStateMachine
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{
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private static readonly Dictionary<UIState, HashSet<UIState>> _validTransitions = new()
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{
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[UIState.Uninitialized] = new() { UIState.CreatedUI },
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[UIState.CreatedUI] = new() { UIState.Loaded },
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[UIState.Loaded] = new() { UIState.Initialized },
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[UIState.Initialized] = new() { UIState.Opened },
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[UIState.Opened] = new() { UIState.Closed, UIState.Destroying },
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[UIState.Closed] = new() { UIState.Opened, UIState.Destroying },
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[UIState.Destroying] = new() { UIState.Destroyed },
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[UIState.Destroyed] = new() { }
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};
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/// <summary>
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/// Checks if a state transition is valid.
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/// </summary>
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/// <param name="from">Current state</param>
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/// <param name="to">Target state</param>
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/// <returns>True if transition is valid</returns>
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public static bool IsValidTransition(UIState from, UIState to)
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{
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return _validTransitions.TryGetValue(from, out var validStates) && validStates.Contains(to);
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}
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/// <summary>
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/// Validates a state transition and logs error if invalid.
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/// </summary>
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/// <param name="uiName">Name of the UI for logging</param>
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/// <param name="from">Current state</param>
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/// <param name="to">Target state</param>
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/// <returns>True if transition is valid</returns>
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public static bool ValidateTransition(string uiName, UIState from, UIState to)
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{
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if (IsValidTransition(from, to))
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return true;
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Log.Error($"[UI] Invalid state transition for {uiName}: {from} -> {to}");
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return false;
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}
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/// <summary>
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/// Gets all valid next states from the current state.
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/// </summary>
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/// <param name="currentState">Current state</param>
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/// <returns>Set of valid next states</returns>
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public static HashSet<UIState> GetValidNextStates(UIState currentState)
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{
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return _validTransitions.TryGetValue(currentState, out var states)
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? states
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: new HashSet<UIState>();
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}
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/// <summary>
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/// Gets a human-readable description of the state.
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/// </summary>
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public static string GetStateDescription(UIState state)
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{
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return state switch
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{
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UIState.Uninitialized => "Not yet created",
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UIState.CreatedUI => "UI logic created, awaiting resource load",
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UIState.Loaded => "Resources loaded, awaiting initialization",
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UIState.Initialized => "Initialized, ready to open",
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UIState.Opened => "Currently visible and active",
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UIState.Closed => "Hidden but cached",
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UIState.Destroying => "Being destroyed",
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UIState.Destroyed => "Fully destroyed",
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_ => "Unknown state"
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};
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}
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}
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}
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