FlexLöve
A comprehensive UI library providing flexbox/grid layouts, theming, animations, and event handling for LÖVE2D games.
Documentation • Quick Start • Releases • Examples • API Reference
FlexLöve is a flexible GUI library for Löve2D that implements a flexbox-based layout system. The goals of this project are two-fold, first, to make a UI library that anyone with basic CSS knowledge can run with a minimal learning curve, and second, to have a single library take you from early prototyping to production easily and gradually.
Features
- Flexbox Layout: Modern flexbox layouts for UI elements with full flex properties
- Grid Layout: CSS-like (but simplified) grid system for structured layouts
- Element Management: Hierarchical element structures with automatic sizing
- Interactive Elements: Buttons with click detection, event system, and callbacks
- Theme System: 9-patch (NinePatch) theming with state support (normal, hover, pressed, disabled)
- Android 9-Patch Auto-Parsing: Automatic parsing of *.9.png files with multi-region support
- Animations: Built-in animation support for transitions and effects
- Image Support: CSS-like object-fit, object-position, tiling/repeat modes, tinting, and opacity control
- Responsive Design: Automatic resizing with viewport units (vw, vh, %)
- Color Handling: Utility classes for managing colors in various formats
- Text Rendering: Flexible text display with alignment and auto-scaling
- Corner Radius: Rounded corners with individual corner control
- Advanced Positioning: Absolute, relative, flex, and grid positioning modes
- (Warning - Alpha-stages - Not yet tested) Multi-Touch & Gestures: Touch event tracking, gesture recognition (tap, double-tap, long-press, swipe, pan, pinch, rotate), and touch scrolling with momentum/bounce
Quick Start
[Recommended] Go to the releases page and download the latest release,
there are a few different options for different build profiles, I recommend the "default" build. Then add the modules directory and FlexLove.lua into your project.
Or, you can also install with luarocks:
luarocks install flexlove
Going this route, you will need to link the luarocks path to your project: (for mac/linux)
package.path = package.path .. ";/Users/<username>/.luarocks/share/lua/<version>/?.lua"
package.path = package.path .. ";/Users/<username>/.luarocks/share/lua/<version>/?/init.lua"
package.cpath = package.cpath .. ";/Users/<username>/.luarocks/lib/lua/<version>/?.so"
local FlexLove = require("FlexLove")
function love.load()
-- (Optional) Initialize with a theme and immediate mode
FlexLove.init({
theme = "space",
immediateMode = true
})
end
function love.update(dt)
FlexLove.update(dt)
end
function love.draw()
FlexLove.draw(function()
-- Game content (will be blurred by backdrop blur)
local button = FlexLove.new({
width = "20vw",
height = "10vh",
backgroundColor = Color.new(0.2, 0.2, 0.8, 1),
text = "Click Me",
textSize = "md",
themeComponent = "button",
onEvent = function(element, event)
print("Button clicked!")
end
})
end, function()
-- This is drawn AFTER all GUI elements - no backdrop blur
SomeMetaComponent:draw()
end)
end
Quick Demos
All of the following use the metal theme

https://github.com/user-attachments/assets/39d958ce-f9e6-4ac6-9920-ac512f4612e9
https://github.com/user-attachments/assets/00984a74-c59b-4030-b6eb-65d08b9655e6
https://github.com/user-attachments/assets/922b38eb-a186-4a1a-b748-aa7815203f1a
https://github.com/user-attachments/assets/9840f61b-4f60-4f63-ab3b-912c7da7ad14
https://github.com/user-attachments/assets/388e0f59-8f93-420a-8b4c-efb9bccab251
Build Profiles
FlexLöve supports optional modules to reduce bundle size for different use cases. Simply exclude module files you don't need - the library handles missing modules gracefully with null-object stubs.
Available Profiles
- Minimal (~60%) - Core functionality only (layouts, basic elements, text)
- Slim (~80%) - Adds animations and image support
- Default (~95%) - Adds themes, blur effects, and gestures
- Full (100%) - Everything including performance monitoring
Documentation
Complete API reference with all classes, methods, and properties is available on GitHub Pages. The documentation includes:
- Searchable sidebar navigation
- Syntax-highlighted code examples
- Version selector (access docs for previous versions)
- Detailed parameter and return value descriptions
Documentation Versions
Access documentation for specific versions:
- Latest: https://mikefreno.github.io/FlexLove/api.html
- Specific version:
https://mikefreno.github.io/FlexLove/versions/v0.2.0/api.html
Core Concepts
The Most Basic
There are no "prebuilt" components - there is just an Element. Think of it as everything
being a <div> in html. The Element can be anything you need - a container window, a button, an input field. It can also be combined to make more complex fields, like a sliders. The way to make these are just by setting the properties needed. onEvent can be used to make buttons, editable can be used to create input fields. You can check out the examples/ to see complex utilization.
Immediate Mode vs Retained Mode
FlexLöve supports both immediate mode and retained mode UI paradigms, giving you flexibility in how you structure your UI code:
Retained Mode (Default)
In retained mode, you create elements once and they persist across frames. The library manages the element hierarchy, but you must manage changes in element state by .
local someGameState = true
-- Create elements once (e.g., in love.load)
local button1 = FlexLove.new({
text = "Button 1",
disabled = someGameState,
onEvent = function() print("Clicked!") end
})
-- ... other things ... --
local someGameState = false -- button1 will not change its disabled state, you need a way to update the element
local button2 = FlexLove.new({
text = "Click to activate button 1",
onEvent = function(_, event)
if event.type == "release" then -- only fire on mouse release
button1.disabled = false -- this will actual update the element
end
end
})
-- ... other things ... --
local someGameState = false -- button1 will not change its disabled state, you need a way to update the element
local button2 = FlexLove.new({
text = "Click to activate button 1",
onEvent = function(_, event)
if event.type == "release" then -- only fire on mouse release
button1.disabled = false -- this will actual update the element
end
end
})
Immediate Mode
In immediate mode, you recreate UI elements every frame based on your application state. This approach can be simpler for dynamic UIs that change frequently. There is of course some overhead for this, which is why it is not the default behavior.
-- Recreate UI every frame
local someGameState = true
-- Create elements once (e.g., in love.load)
local button1 = FlexLove.new({
text = "Button 1",
disabled = someGameState,
onEvent = function() print("Clicked!") end
})
-- ... other things ... --
local someGameState = false -- button1 in immediate mode will have its state updated
local button2 = FlexLove.new({
text = "Click to activate button 1",
onEvent = function(_, event)
if event.type == "release" then -- only fire on mouse release
button1.disabled = false -- this will also update the element
end
end
})
Per-Element Mode Override
You can override the rendering mode on a per-element basis using the mode property. This allows you to mix immediate and retained mode elements in the same application:
-- Initialize in immediate mode globally
FlexLove.init({ immediateMode = true })
function love.draw()
FlexLove.beginFrame()
-- This button uses immediate mode (follows global setting)
local dynamicButton = FlexLove.new({
text = "Frame: " .. love.timer.getTime(),
onEvent = function() print("Dynamic!") end
})
-- This panel uses retained mode (override with mode prop)
-- It will persist and won't be recreated each frame
local staticPanel = FlexLove.new({
mode = "retained", -- Explicit override
width = "30vw",
height = "40vh",
backgroundColor = Color.new(0.2, 0.2, 0.2, 1),
})
FlexLove.endFrame()
end
Layout Modes
Absolute Positioning
local element = FlexLove.new({
positioning = "absolute",
x = 100,
y = 50,
width = 200,
height = 100
})
Flexbox Layout
local container = FlexLove.new({
positioning = "flex",
flexDirection = "horizontal",
justifyContent = "center",
alignItems = "center",
gap = 10
})
Grid Layout
local grid = FlexLove.new({
positioning = "grid",
gridRows = 3,
gridColumns = 3,
rowGap = 10,
columnGap = 10
})
Theme System
To create a theme explore themes/space.lua as a reference
Load and apply themes for consistent styling:
FlexLove.init({
theme = "space" -- will use this as the initial theme
})
-- and if you need dynamic themes
local Theme = FlexLove.Theme
Theme.load("metal")
Theme.setActive("metal")
-- Use theme on elements
local button = Flexlove.new({
width = 200,
height = 60,
text = "Themed Button",
themeComponent = "button", -- Uses "button" component from active theme
backgroundColor = Color.new(0.5, 0.5, 1, 0.3) -- Renders behind theme
})
9-Patch Support
FlexLove automatically parses Android-style 9-patch (*.9.png) files:
-- Theme definition with auto-parsed 9-patch
{
name = "My Theme",
components = {
button = {
atlas = "themes/mytheme/button.9.png"
-- insets automatically extracted from 9-patch borders
-- supports multiple stretch regions for complex scaling
},
panel = {
atlas = "themes/mytheme/panel.png",
insets = { left = 20, top = 20, right = 20, bottom = 20 }
-- manual insets still supported (overrides auto-parsing)
}
}
}
9-Patch Format:
- Files ending in
.9.pngare automatically detected and parsed - Guide pixels are automatically removed - the 1px border is stripped during loading
- Top/left borders define stretchable regions (black pixels)
- Bottom/right borders define content padding (optional) - automatically applied to child positioning
- Supports multiple non-contiguous stretch regions
- Manual insets override auto-parsing when specified
Scaling Corners:
{
button = {
atlas = "themes/mytheme/button.9.png",
scaleCorners = 2 -- Scale corners by 2x (number = direct multiplier)
}
}
scaleCornersaccepts a number (e.g., 2 = 2x size, 0.5 = half size)- Default:
nil(no scaling, 1:1 pixel perfect) - Corners scale uniformly while edges stretch as defined by guides
Themes support state-based rendering:
normal- Default statehover- Mouse over elementpressed- Element being clickeddisabled- Element is disabledactive- Element is active/focused
Event System
Enhanced event handling with detailed event information:
onEvent = function(element, event)
-- Mouse events:
-- event.type: "click", "press", "release", "rightclick", "middleclick"
-- event.button: 1 (left), 2 (right), 3 (middle)
-- event.x, event.y: Mouse position
-- event.clickCount: Number of clicks (for double-click detection)
-- event.modifiers: { shift, ctrl, alt, gui }
-- Touch events:
-- event.type: "touchpress", "touchmove", "touchrelease", "touchcancel"
-- event.touchId: Unique identifier for this touch
-- event.pressure: Touch pressure (0.0-1.0)
-- event.phase: "began", "moved", "ended", or "cancelled"
if event.type == "click" and event.modifiers.shift then
print("Shift-clicked!")
elseif event.type == "touchpress" then
print("Touch began at:", event.x, event.y)
end
end
Multi-Touch Support:
FlexLöve provides comprehensive multi-touch event tracking and gesture recognition. See the Multi-Touch Documentation for:
- Touch event handling
- 7 gesture types (tap, double-tap, long-press, swipe, pan, pinch, rotate)
- Touch scrolling with momentum and bounce effects
- Complete API reference and examples
Deferred Callbacks
Some LÖVE operations (like love.window.setMode) cannot be called while a Canvas is active. FlexLöve provides a deferred callback system to handle these operations safely:
-- In your event handler, queue the callback:
onEvent = function(element, event)
if event.type == "click" then
FlexLove.deferCallback(function()
love.window.setMode(1920, 1080, { fullscreen = true })
end)
end
end
-- In your love.draw(), execute callbacks after ALL canvases are released:
function love.draw()
love.graphics.setCanvas(myCanvas)
FlexLove.draw()
love.graphics.setCanvas() -- Release ALL canvases
-- Execute deferred callbacks now that no canvas is active
FlexLove.executeDeferredCallbacks()
end
IMPORTANT: You must call FlexLove.executeDeferredCallbacks() at the very end of your love.draw() function after releasing all canvases. This ensures callbacks execute in a safe context.
Automatic Deferral with onEventDeferred
Instead of manually wrapping callbacks with FlexLove.deferCallback(), you can set the onEventDeferred flag to automatically defer all callbacks for that handler:
FlexLove.Element.new({
width = 200,
height = 50,
text = "Change Resolution",
onEvent = function(element, event)
if event.type == "click" then
-- This will be automatically deferred!
love.window.setMode(1920, 1080, { fullscreen = true })
end
end,
onEventDeferred = true -- Automatically defer all onEvent callbacks
})
This flag is available for all event callbacks:
onEventDeferred- DefersonEventcallbackonFocusDeferred- DefersonFocuscallbackonBlurDeferred- DefersonBlurcallbackonTextInputDeferred- DefersonTextInputcallbackonTextChangeDeferred- DefersonTextChangecallbackonEnterDeferred- DefersonEntercallback
Deferred callbacks are useful for:
- Changing window mode/resolution
- Loading resources that modify graphics state
- Any operation that conflicts with active canvas rendering
Input Fields
FlexLöve provides text input support with single-line (and multi-line coming soon) fields:
-- Create a text input field
local input = FlexLove.new({
x = 10,
y = 10,
width = 200,
height = 30,
editable = true,
text = "Type here...",
placeholder = "Enter text",
textColor = Color.new(1, 1, 1, 1),
onTextChange = function(element, newText, oldText)
print("Text changed:", newText)
end
})
local textArea = FlexLove.new({
x = 10,
y = 50,
width = 300,
height = 150,
editable = true,
multiline = true,
text = "",
placeholder = "Enter multiple lines..."
})
Important: To enable key repeat for navigation keys (arrows, backspace, delete), add this to your love.load():
function love.load()
love.keyboard.setKeyRepeat(true)
end
Input Properties:
editable- Enable text input (default: false)multiline- Allow multiple lines (default: false)placeholder- Placeholder text when emptymaxLength- Maximum character countpasswordMode- Hide text with bulletsselectOnFocus- Select all text when focused
Input Callbacks:
onTextChange(element, newText, oldText)- Called when text changesonTextInput(element, text)- Called for each character inputonEnter(element)- Called when Enter is pressed (single-line only)onFocus(element)- Called when input gains focusonBlur(element)- Called when input loses focus
Features:
- Cursor positioning and blinking
- Text selection (mouse and keyboard)
- Copy/Cut/Paste (Ctrl+C/X/V)
- Word navigation (Ctrl+Arrow keys)
- Select all (Ctrl+A)
- Automatic text scrolling to keep cursor visible
- UTF-8 support
Responsive Units
Support for viewport-relative units:
local element = FlexLove.new({
width = "50vw", -- 50% of viewport width
height = "30vh", -- 30% of viewport height
x = "25%", -- 25% of parent width
textSize = "3vh" -- 3% of viewport height
})
Dynamic Calculations with calc()
Use calc() for CSS-like dynamic calculations in layout properties:
-- Center a button horizontally (accounting for its width)
local button = FlexLove.new({
x = FlexLove.calc("50% - 10vw"), -- Centers a 20vw wide button
y = "50vh",
width = "20vw",
height = "10vh",
text = "Centered Button"
})
-- Complex calculations with multiple operations
local sidebar = FlexLove.new({
width = FlexLove.calc("100vw - 300px"), -- Full width minus fixed sidebar
height = FlexLove.calc("100vh - 50px"), -- Full height minus header
x = "300px",
y = "50px"
})
-- Using parentheses for order of operations
local panel = FlexLove.new({
width = FlexLove.calc("(100vw - 40px) / 3"), -- Three equal columns with 40px total padding
padding = { left = "10px", right = "10px" }
})
Supported operations: +, -, *, /
Supported units: px, %, vw, vh, ew, eh
Note: Element width/height units (ew, eh) cannot be used in position calculations (x, y) due to circular dependencies.
Animations
Create smooth transitions:
local Animation = FlexLove.Animation
-- Fade animation
local fadeIn = Animation.fade(1.0, 0, 1)
fadeIn:apply(element)
-- Scale animation
local scaleUp = Animation.scale(0.5,
{ width = 100, height = 50 },
{ width = 200, height = 100 }
)
scaleUp:apply(element)
-- Custom animation with easing
local customAnim = Animation.new({
duration = 1.0,
start = { opacity = 0, width = 100 },
final = { opacity = 1, width = 200 },
easing = "easeInOutCubic"
})
customAnim:apply(element)
Images
Display images with CSS-like object-fit and positioning:
local Gui = FlexLove.Gui
-- Basic image display
local imageBox = Gui.new({
width = 200,
height = 200,
imagePath = "assets/photo.jpg",
objectFit = "cover", -- fill, contain, cover, scale-down, none
objectPosition = "center center", -- positioning within bounds
imageOpacity = 1.0,
imageTint = Color.new(1, 1, 1, 1), -- optional color tint
})
Object-fit modes:
fill- Stretch to fill (may distort)contain- Fit within bounds (preserves aspect ratio)cover- Cover bounds (preserves aspect ratio, may crop)scale-down- Use smaller of none or containnone- Natural size (no scaling)
Object-position examples:
"center center"- Center both axes"top left"- Top-left corner"bottom right"- Bottom-right corner"50% 20%"- Custom percentage positioning
Image tiling:
{
imagePath = "pattern.png",
imageRepeat = "repeat", -- repeat, repeat-x, repeat-y, no-repeat, space, round
}
Image effects:
{
imageTint = Color.new(1, 0, 0, 1), -- Red tint overlay
imageOpacity = 0.8, -- 80% opacity
}
See examples/image_showcase.lua for a comprehensive demonstration of all image features.
Creating Colors
local Color = FlexLove.Color
-- From RGB values (0-1 range)
local red = Color.new(1, 0, 0, 1)
-- From hex string
local blue = Color.fromHex("#0000FF")
local semiTransparent = Color.fromHex("#FF000080")
API Reference
Flexlove (Main Module)
Flexlove.init(props)- Initialize GUI system with base scaleFlexlove.new(props)- Create a new elementFlexlove.update(dt)- Update all elementsFlexlove.draw()- Draw all elementsFlexlove.resize()- Handle window resize
Color
Color.new(r, g, b, a)- Create color (values 0-1)Color.fromHex(hex)- Create from hex stringColor:toHex()- Convert to hex stringColor:toRGBA()- Get RGBA values
Theme (only needed for dynamic changes)
Theme.load(name)- Load theme by nameTheme.setActive(name)- Set active themeTheme.getActive()- Get current active theme
Animation
Animation.new(props)- Create custom animationAnimation.fade(duration, from, to)- Fade animationAnimation.scale(duration, from, to)- Scale animation
Compatibility
Compatibility:
- Lua: 5.1+
- LÖVE: 11.x (tested)
- LuaJIT: Compatible
License
MIT License - see LICENSE file for details.
Contributing
This library is under active development. Contributions, bug reports, and feature requests are welcome!
