fix Gui references

This commit is contained in:
Michael Freno
2025-11-13 20:42:47 -05:00
parent 5026f780cf
commit 3373d43b1b
7 changed files with 256 additions and 273 deletions

View File

@@ -24,6 +24,9 @@ local enums = utils.enums
---@class FlexLove
local flexlove = Context
-- Initialize Units module with Context dependency
Units.initialize(Context)
-- Add version and metadata
flexlove._VERSION = "0.1.0"
flexlove._DESCRIPTION = "UI Library for LÖVE Framework based on flexbox"

View File

@@ -441,7 +441,7 @@ end
Support for viewport-relative units:
```lua
local element = Gui.new({
local element = FlexLove.new({
width = "50vw", -- 50% of viewport width
height = "30vh", -- 30% of viewport height
x = "25%", -- 25% of parent width

View File

@@ -31,43 +31,16 @@ local resolveTextSizePreset = utils.resolveTextSizePreset
local getModifiers = utils.getModifiers
-- Extract enum values
local Positioning = enums.Positioning
local FlexDirection = enums.FlexDirection
local JustifyContent = enums.JustifyContent
local AlignContent = enums.AlignContent
local AlignItems = enums.AlignItems
local TextAlign = enums.TextAlign
local AlignSelf = enums.AlignSelf
local JustifySelf = enums.JustifySelf
local FlexWrap = enums.FlexWrap
-- Reference to Gui (via Context)
local Gui = Context
-- UTF-8 support (available in LÖVE/Lua 5.3+)
local utf8 = utf8 or require("utf8")
--[[
INTERNAL FIELD NAMING CONVENTIONS:
---------------------------------
Fields prefixed with underscore (_) are internal/private and should not be accessed directly:
- _eventHandler: Internal EventHandler instance for input event processing
- _themeState: Internal current theme state (managed automatically)
- _borderBoxWidth: Internal cached border-box width (optimization)
- _borderBoxHeight: Internal cached border-box height (optimization)
- _explicitlyAbsolute: Internal flag for positioning logic
- _originalPositioning: Internal original positioning value
- _cachedResult: Internal animation cache (Animation class)
- _resultDirty: Internal animation dirty flag (Animation class)
- _loadedAtlas: Internal cached atlas image (ThemeComponent)
- _cachedViewport: Internal viewport cache (Gui class)
Public API methods to access internal state:
- Element:getBorderBoxWidth() - Get border-box width
- Element:getBorderBoxHeight() - Get border-box height
- Element:getBounds() - Get element bounds
]]
local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, TextAlign, AlignSelf, JustifySelf, FlexWrap =
enums.Positioning,
enums.FlexDirection,
enums.JustifyContent,
enums.AlignContent,
enums.AlignItems,
enums.TextAlign,
enums.AlignSelf,
enums.JustifySelf,
enums.FlexWrap
---@class Element
---@field id string
@@ -266,7 +239,7 @@ function Element.new(props)
self.onEvent = props.onEvent
-- Auto-generate ID in immediate mode if not provided
if Gui._immediateMode and (not props.id or props.id == "") then
if Context._immediateMode and (not props.id or props.id == "") then
self.id = StateManager.generateID(props, props.parent)
else
self.id = props.id or ""
@@ -292,7 +265,7 @@ function Element.new(props)
self._stateId = self.id
self._themeManager = Theme.Manager.new({
theme = props.theme or Gui.defaultTheme,
theme = props.theme or Context.defaultTheme,
themeComponent = props.themeComponent or nil,
disabled = props.disabled or false,
active = props.active or false,
@@ -466,7 +439,7 @@ function Element.new(props)
end
-- Sync self.text with restored _textBuffer for editable elements in immediate mode
if self.editable and Gui._immediateMode and self._textBuffer then
if self.editable and Context._immediateMode and self._textBuffer then
self.text = self._textBuffer
end
@@ -574,10 +547,8 @@ function Element.new(props)
},
}
-- Get scale factors from Gui (will be used later)
local scaleX, scaleY = Gui.getScaleFactors()
local scaleX, scaleY = Context.getScaleFactors()
-- Store original textSize units and constraints
self.minTextSize = props.minTextSize
self.maxTextSize = props.maxTextSize
@@ -649,7 +620,7 @@ function Element.new(props)
end
-- Pixel textSize value
if self.autoScaleText and Gui.baseScale then
if self.autoScaleText and Context.baseScale then
-- With base scaling: store original pixel value and scale relative to base resolution
self.units.textSize = { value = props.textSize, unit = "px" }
self.textSize = props.textSize * scaleY
@@ -661,13 +632,13 @@ function Element.new(props)
self.textSize = props.textSize -- Initial size is the specified pixel value
else
-- No auto-scaling: apply base scaling if set, otherwise use raw value
self.textSize = Gui.baseScale and (props.textSize * scaleY) or props.textSize
self.textSize = Context.baseScale and (props.textSize * scaleY) or props.textSize
self.units.textSize = { value = props.textSize, unit = "px" }
end
end
else
-- No textSize specified - use auto-scaling default
if self.autoScaleText and Gui.baseScale then
if self.autoScaleText and Context.baseScale then
-- With base scaling: use 12px as default and scale
self.units.textSize = { value = 12, unit = "px" }
self.textSize = 12 * scaleY
@@ -677,7 +648,7 @@ function Element.new(props)
self.textSize = (1.5 / 100) * viewportHeight
else
-- No auto-scaling: use 12px with optional base scaling
self.textSize = Gui.baseScale and (12 * scaleY) or 12
self.textSize = Context.baseScale and (12 * scaleY) or 12
self.units.textSize = { value = nil, unit = "px" }
end
end
@@ -692,7 +663,7 @@ function Element.new(props)
local parentWidth = self.parent and self.parent.width or viewportWidth
tempWidth = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
else
tempWidth = Gui.baseScale and (widthProp * scaleX) or widthProp
tempWidth = Context.baseScale and (widthProp * scaleX) or widthProp
self.units.width = { value = widthProp, unit = "px" }
end
self.width = tempWidth
@@ -723,7 +694,7 @@ function Element.new(props)
tempHeight = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
else
-- Apply base scaling to pixel values
tempHeight = Gui.baseScale and (heightProp * scaleY) or heightProp
tempHeight = Context.baseScale and (heightProp * scaleY) or heightProp
self.units.height = { value = heightProp, unit = "px" }
end
self.height = tempHeight
@@ -760,6 +731,7 @@ function Element.new(props)
-- Check if we should use 9-patch content padding for auto-sizing
local use9PatchPadding = false
local ninePatchContentPadding = nil
local tempPadding = nil
if self._themeManager:hasThemeComponent() then
local component = self._themeManager:getComponent()
if component and component._ninePatchData and component._ninePatchData.contentPadding then
@@ -777,20 +749,10 @@ function Element.new(props)
then
use9PatchPadding = true
ninePatchContentPadding = component._ninePatchData.contentPadding
end
end
end
-- First, resolve padding using temporary dimensions
-- For auto-sized elements, this is content width; for explicit sizing, this is border-box width
local tempPadding
if use9PatchPadding then
-- Get scaled 9-patch content padding from ThemeManager
local scaledPadding = self._themeManager:getScaledContentPadding(tempWidth, tempHeight)
if scaledPadding then
tempPadding = scaledPadding
else
-- Fallback if scaling fails
tempPadding = {
left = ninePatchContentPadding.left,
top = ninePatchContentPadding.top,
@@ -798,9 +760,10 @@ function Element.new(props)
bottom = ninePatchContentPadding.bottom,
}
end
else
end
tempPadding = Units.resolveSpacing(props.padding, self.width, self.height)
end
end
-- Margin percentages are relative to parent's dimensions (CSS spec)
local parentWidth = self.parent and self.parent.width or viewportWidth
@@ -853,8 +816,8 @@ function Element.new(props)
end
-- Apply min/max constraints (also scaled)
local minSize = self.minTextSize and (Gui.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Gui.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
local minSize = self.minTextSize and (Context.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Context.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
if minSize and self.textSize < minSize then
self.textSize = minSize
@@ -943,7 +906,7 @@ function Element.new(props)
------ add hereditary ------
if props.parent == nil then
table.insert(Gui.topElements, self)
table.insert(Context.topElements, self)
-- Handle x position with units
if props.x then
@@ -953,7 +916,7 @@ function Element.new(props)
self.x = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportWidth)
else
-- Apply base scaling to pixel positions
self.x = Gui.baseScale and (props.x * scaleX) or props.x
self.x = Context.baseScale and (props.x * scaleX) or props.x
self.units.x = { value = props.x, unit = "px" }
end
else
@@ -969,7 +932,7 @@ function Element.new(props)
self.y = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportHeight)
else
-- Apply base scaling to pixel positions
self.y = Gui.baseScale and (props.y * scaleY) or props.y
self.y = Context.baseScale and (props.y * scaleY) or props.y
self.units.y = { value = props.y, unit = "px" }
end
else
@@ -1039,7 +1002,7 @@ function Element.new(props)
self.x = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
else
-- Apply base scaling to pixel positions
self.x = Gui.baseScale and (props.x * scaleX) or props.x
self.x = Context.baseScale and (props.x * scaleX) or props.x
self.units.x = { value = props.x, unit = "px" }
end
else
@@ -1056,7 +1019,7 @@ function Element.new(props)
self.y = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
else
-- Apply base scaling to pixel positions
self.y = Gui.baseScale and (props.y * scaleY) or props.y
self.y = Context.baseScale and (props.y * scaleY) or props.y
self.units.y = { value = props.y, unit = "px" }
end
else
@@ -1079,7 +1042,7 @@ function Element.new(props)
self.x = baseX + offsetX
else
-- Apply base scaling to pixel offsets
local scaledOffset = Gui.baseScale and (props.x * scaleX) or props.x
local scaledOffset = Context.baseScale and (props.x * scaleX) or props.x
self.x = baseX + scaledOffset
self.units.x = { value = props.x, unit = "px" }
end
@@ -1092,12 +1055,12 @@ function Element.new(props)
if type(props.y) == "string" then
local value, unit = Units.parse(props.y)
self.units.y = { value = value, unit = unit }
local parentHeight = self.parent.height
parentHeight = self.parent.height
local offsetY = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
self.y = baseY + offsetY
else
-- Apply base scaling to pixel offsets
local scaledOffset = Gui.baseScale and (props.y * scaleY) or props.y
local scaledOffset = Context.baseScale and (props.y * scaleY) or props.y
self.y = baseY + scaledOffset
self.units.y = { value = props.y, unit = "px" }
end
@@ -1109,13 +1072,11 @@ function Element.new(props)
self.z = props.z or self.parent.z or 0
end
-- Set textColor with priority: props > parent > theme text color > black
if props.textColor then
self.textColor = props.textColor
elseif self.parent.textColor then
self.textColor = self.parent.textColor
else
-- Try to get text color from theme via ThemeManager
local themeToUse = self._themeManager:getTheme()
if themeToUse and themeToUse.colors and themeToUse.colors.text then
self.textColor = themeToUse.colors.text
@@ -1267,7 +1228,7 @@ function Element.new(props)
utils = utils,
Grid = Grid,
Units = Units,
Gui = Gui,
Context = Context,
})
-- Initialize immediately so it can be used for auto-sizing calculations
self._layoutEngine:initialize(self)
@@ -1327,7 +1288,7 @@ function Element.new(props)
end
-- Register element in z-index tracking for immediate mode
if Gui._immediateMode then
if Context._immediateMode then
Context.registerElement(self)
end
@@ -1718,7 +1679,7 @@ function Element:addChild(child)
-- In immediate mode, defer layout until endFrame() when all elements are created
-- This prevents premature overflow detection with incomplete children
if not Gui._immediateMode then
if not Context._immediateMode then
self:layoutChildren()
end
end
@@ -1738,9 +1699,9 @@ end
--- Destroy element and its children
function Element:destroy()
-- Remove from global elements list
for i, win in ipairs(Gui.topElements) do
for i, win in ipairs(Context.topElements) do
if win == self then
table.remove(Gui.topElements, i)
table.remove(Context.topElements, i)
break
end
end
@@ -1938,17 +1899,15 @@ end
---@param dt number
function Element:update(dt)
-- Restore scrollbar state from StateManager in immediate mode
if self._stateId and Gui._immediateMode then
if self._stateId and Context._immediateMode then
local state = StateManager.getState(self._stateId)
if state then
-- Restore to Element properties (for backward compatibility)
self._scrollbarHoveredVertical = state.scrollbarHoveredVertical or false
self._scrollbarHoveredHorizontal = state.scrollbarHoveredHorizontal or false
self._scrollbarDragging = state.scrollbarDragging or false
self._hoveredScrollbar = state.hoveredScrollbar
self._scrollbarDragOffset = state.scrollbarDragOffset or 0
-- Also restore to ScrollManager if it exists
if self._scrollManager then
self._scrollManager._scrollbarHoveredVertical = self._scrollbarHoveredVertical
self._scrollManager._scrollbarHoveredHorizontal = self._scrollbarHoveredHorizontal
@@ -1988,14 +1947,12 @@ function Element:update(dt)
local mx, my = love.mouse.getPosition()
-- Update scrollbar hover state via ScrollManager
if self._scrollManager then
self._scrollManager:updateHoverState(mx, my)
self:_syncScrollManagerState()
end
-- Update scrollbar state in StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
if self._stateId and Context._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarHoveredVertical = self._scrollbarHoveredVertical,
scrollbarHoveredHorizontal = self._scrollbarHoveredHorizontal,
@@ -2004,18 +1961,15 @@ function Element:update(dt)
})
end
-- Handle scrollbar dragging
if self._scrollbarDragging and love.mouse.isDown(1) then
self:_handleScrollbarDrag(mx, my)
elseif self._scrollbarDragging then
-- Mouse button released - delegate to ScrollManager
if self._scrollManager then
self._scrollManager:handleMouseRelease(1)
self:_syncScrollManagerState()
end
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
if self._stateId and Context._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = false,
})
@@ -2080,13 +2034,13 @@ function Element:update(dt)
-- Check if this is the topmost element at the mouse position (z-index ordering)
-- This prevents blocked elements from receiving interactions or visual feedback
local isActiveElement
if Gui._immediateMode then
if Context._immediateMode then
-- In immediate mode, use z-index occlusion detection
local topElement = Context.getTopElementAt(mx, my)
isActiveElement = (topElement == self or topElement == nil)
else
-- In retained mode, use the old _activeEventElement mechanism
isActiveElement = (Gui._activeEventElement == nil or Gui._activeEventElement == self)
isActiveElement = (Context._activeEventElement == nil or Context._activeEventElement == self)
end
-- Update theme state based on interaction
@@ -2098,7 +2052,7 @@ function Element:update(dt)
local newThemeState = self._themeManager:updateState(isHovering and isActiveElement, anyPressed, self._focused, self.disabled)
-- Update state (in StateManager if in immediate mode, otherwise locally)
if self._stateId and Gui._immediateMode then
if self._stateId and Context._immediateMode then
-- Update in StateManager for immediate mode
local hover = newThemeState == "hover"
local pressed = newThemeState == "pressed"
@@ -2180,15 +2134,15 @@ function Element:resize(newGameWidth, newGameHeight)
if self.units.textSize.value then
local unit = self.units.textSize.unit
local value = self.units.textSize.value
local _, scaleY = Gui.getScaleFactors()
local _, scaleY = Context.getScaleFactors()
if unit == "ew" then
-- Element width relative (use current width)
self.textSize = (value / 100) * self.width
-- Apply min/max constraints
local minSize = self.minTextSize and (Gui.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Gui.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
local minSize = self.minTextSize and (Context.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Context.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
if minSize and self.textSize < minSize then
self.textSize = minSize
end
@@ -2203,8 +2157,8 @@ function Element:resize(newGameWidth, newGameHeight)
self.textSize = (value / 100) * self.height
-- Apply min/max constraints
local minSize = self.minTextSize and (Gui.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Gui.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
local minSize = self.minTextSize and (Context.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Context.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
if minSize and self.textSize < minSize then
self.textSize = minSize
end
@@ -2230,7 +2184,6 @@ function Element:calculateTextWidth()
end
if self.textSize then
-- Resolve font path from font family (same logic as in draw)
local fontPath = nil
if self.fontFamily then
local themeToUse = self._themeManager:getTheme()
@@ -2245,7 +2198,6 @@ function Element:calculateTextWidth()
local tempFont = FONT_CACHE.get(self.textSize, fontPath)
local width = tempFont:getWidth(self.text)
-- Apply contentAutoSizingMultiplier if set
if self.contentAutoSizingMultiplier and self.contentAutoSizingMultiplier.width then
width = width * self.contentAutoSizingMultiplier.width
end
@@ -2254,7 +2206,6 @@ function Element:calculateTextWidth()
local font = love.graphics.getFont()
local width = font:getWidth(self.text)
-- Apply contentAutoSizingMultiplier if set
if self.contentAutoSizingMultiplier and self.contentAutoSizingMultiplier.width then
width = width * self.contentAutoSizingMultiplier.width
end
@@ -2267,10 +2218,8 @@ function Element:calculateTextHeight()
return 0
end
-- Get the font
local font
if self.textSize then
-- Resolve font path from font family (same logic as in draw)
local fontPath = nil
if self.fontFamily then
local themeToUse = self._themeManager:getTheme()
@@ -2289,26 +2238,19 @@ function Element:calculateTextHeight()
local height = font:getHeight()
-- If text wrapping is enabled, calculate height based on wrapped lines
if self.textWrap and (self.textWrap == "word" or self.textWrap == "char" or self.textWrap == true) then
-- Calculate available width for wrapping
local availableWidth = self.width
-- If width is not set or is 0, try to use parent's content width
if (not availableWidth or availableWidth <= 0) and self.parent then
-- Use parent's content width (excluding padding)
availableWidth = self.parent.width
end
if availableWidth and availableWidth > 0 then
-- Get the wrapped text lines using getWrap (returns width and table of lines)
local wrappedWidth, wrappedLines = font:getWrap(self.text, availableWidth)
-- Height is line height * number of lines
height = height * #wrappedLines
end
end
-- Apply contentAutoSizingMultiplier if set
if self.contentAutoSizingMultiplier and self.contentAutoSizingMultiplier.height then
height = height * self.contentAutoSizingMultiplier.height
end
@@ -2317,19 +2259,11 @@ function Element:calculateTextHeight()
end
function Element:calculateAutoWidth()
-- During construction, LayoutEngine might not be initialized yet
-- Fall back to text width calculation
if not self._layoutEngine then
return self:calculateTextWidth()
end
-- Delegate to LayoutEngine
return self._layoutEngine:calculateAutoWidth()
end
--- Calculate auto height based on children
function Element:calculateAutoHeight()
-- During construction, LayoutEngine might not be initialized yet
-- Fall back to text height calculation
if not self._layoutEngine then
return self:calculateTextHeight()
end

View File

@@ -13,7 +13,7 @@
---@field rowGap number? Gap between grid rows
---@field _Grid table
---@field _Units table
---@field _Gui table
---@field _Context table
---@field _Positioning table
---@field _FlexDirection table
---@field _JustifyContent table
@@ -39,7 +39,7 @@ LayoutEngine.__index = LayoutEngine
--- Create a new LayoutEngine instance
---@param props LayoutEngineProps
---@param deps table Dependencies {utils, Grid, Units, Gui}
---@param deps table Dependencies {utils, Grid, Units, Context}
---@return LayoutEngine
function LayoutEngine.new(props, deps)
local enums = deps.utils.enums
@@ -56,7 +56,7 @@ function LayoutEngine.new(props, deps)
-- Store dependencies for instance methods
self._Grid = deps.Grid
self._Units = deps.Units
self._Gui = deps.Gui
self._Context = deps.Context
self._Positioning = Positioning
self._FlexDirection = FlexDirection
self._JustifyContent = JustifyContent
@@ -141,12 +141,14 @@ end
--- Layout children within this element according to positioning mode
function LayoutEngine:layoutChildren()
local element = self.element
if self.element == nil then
return
end
if self.positioning == self._Positioning.ABSOLUTE or self.positioning == self._Positioning.RELATIVE then
-- Absolute/Relative positioned containers don't layout their children according to flex rules,
-- but they should still apply CSS positioning offsets to their children
for _, child in ipairs(element.children) do
for _, child in ipairs(self.element.children) do
if child.top or child.right or child.bottom or child.left then
self:applyPositioningOffsets(child)
end
@@ -156,11 +158,11 @@ function LayoutEngine:layoutChildren()
-- Handle grid layout
if self.positioning == self._Positioning.GRID then
self._Grid.layoutGridItems(element)
self._Grid.layoutGridItems(self.element)
return
end
local childCount = #element.children
local childCount = #self.element.children
if childCount == 0 then
return
@@ -168,7 +170,7 @@ function LayoutEngine:layoutChildren()
-- Get flex children (children that participate in flex layout)
local flexChildren = {}
for _, child in ipairs(element.children) do
for _, child in ipairs(self.element.children) do
local isFlexChild = not (child.positioning == self._Positioning.ABSOLUTE and child._explicitlyAbsolute)
if isFlexChild then
table.insert(flexChildren, child)
@@ -185,7 +187,7 @@ function LayoutEngine:layoutChildren()
local reservedCrossStart = 0 -- Space reserved at the start of cross axis (top for horizontal, left for vertical)
local reservedCrossEnd = 0 -- Space reserved at the end of cross axis (bottom for horizontal, right for vertical)
for _, child in ipairs(element.children) do
for _, child in ipairs(self.element.children) do
-- Only consider absolutely positioned children with explicit positioning
if child.positioning == self._Positioning.ABSOLUTE and child._explicitlyAbsolute then
-- BORDER-BOX MODEL: Use border-box dimensions for space calculations
@@ -245,11 +247,11 @@ function LayoutEngine:layoutChildren()
local availableMainSize = 0
local availableCrossSize = 0
if self.flexDirection == self._FlexDirection.HORIZONTAL then
availableMainSize = element.width - reservedMainStart - reservedMainEnd
availableCrossSize = element.height - reservedCrossStart - reservedCrossEnd
availableMainSize = self.element.width - reservedMainStart - reservedMainEnd
availableCrossSize = self.element.height - reservedCrossStart - reservedCrossEnd
else
availableMainSize = element.height - reservedMainStart - reservedMainEnd
availableCrossSize = element.width - reservedCrossStart - reservedCrossEnd
availableMainSize = self.element.height - reservedMainStart - reservedMainEnd
availableCrossSize = self.element.width - reservedCrossStart - reservedCrossEnd
end
-- Handle flex wrap: create lines of children
@@ -448,11 +450,16 @@ function LayoutEngine:layoutChildren()
local childTotalCrossSize = childBorderBoxHeight + child.margin.top + child.margin.bottom
if effectiveAlign == self._AlignItems.FLEX_START then
child.y = element.y + element.padding.top + reservedCrossStart + currentCrossPos + child.margin.top
child.y = self.element.y + self.element.padding.top + reservedCrossStart + currentCrossPos + child.margin.top
elseif effectiveAlign == self._AlignItems.CENTER then
child.y = element.y + element.padding.top + reservedCrossStart + currentCrossPos + ((lineHeight - childTotalCrossSize) / 2) + child.margin.top
child.y = self.element.y
+ self.element.padding.top
+ reservedCrossStart
+ currentCrossPos
+ ((lineHeight - childTotalCrossSize) / 2)
+ child.margin.top
elseif effectiveAlign == self._AlignItems.FLEX_END then
child.y = element.y + element.padding.top + reservedCrossStart + currentCrossPos + lineHeight - childTotalCrossSize + child.margin.top
child.y = self.element.y + self.element.padding.top + reservedCrossStart + currentCrossPos + lineHeight - childTotalCrossSize + child.margin.top
elseif effectiveAlign == self._AlignItems.STRETCH then
-- STRETCH: Only apply if height was not explicitly set
if child.autosizing and child.autosizing.height then
@@ -461,7 +468,7 @@ function LayoutEngine:layoutChildren()
child._borderBoxHeight = availableHeight
child.height = math.max(0, availableHeight - child.padding.top - child.padding.bottom)
end
child.y = element.y + element.padding.top + reservedCrossStart + currentCrossPos + child.margin.top
child.y = self.element.y + self.element.padding.top + reservedCrossStart + currentCrossPos + child.margin.top
end
-- Apply positioning offsets (top, right, bottom, left)
@@ -485,11 +492,16 @@ function LayoutEngine:layoutChildren()
local childTotalCrossSize = childBorderBoxWidth + child.margin.left + child.margin.right
if effectiveAlign == self._AlignItems.FLEX_START then
child.x = element.x + element.padding.left + reservedCrossStart + currentCrossPos + child.margin.left
child.x = self.element.x + self.element.padding.left + reservedCrossStart + currentCrossPos + child.margin.left
elseif effectiveAlign == self._AlignItems.CENTER then
child.x = element.x + element.padding.left + reservedCrossStart + currentCrossPos + ((lineHeight - childTotalCrossSize) / 2) + child.margin.left
child.x = self.element.x
+ self.element.padding.left
+ reservedCrossStart
+ currentCrossPos
+ ((lineHeight - childTotalCrossSize) / 2)
+ child.margin.left
elseif effectiveAlign == self._AlignItems.FLEX_END then
child.x = element.x + element.padding.left + reservedCrossStart + currentCrossPos + lineHeight - childTotalCrossSize + child.margin.left
child.x = self.element.x + self.element.padding.left + reservedCrossStart + currentCrossPos + lineHeight - childTotalCrossSize + child.margin.left
elseif effectiveAlign == self._AlignItems.STRETCH then
-- STRETCH: Only apply if width was not explicitly set
if child.autosizing and child.autosizing.width then
@@ -498,7 +510,7 @@ function LayoutEngine:layoutChildren()
child._borderBoxWidth = availableWidth
child.width = math.max(0, availableWidth - child.padding.left - child.padding.right)
end
child.x = element.x + element.padding.left + reservedCrossStart + currentCrossPos + child.margin.left
child.x = self.element.x + self.element.padding.left + reservedCrossStart + currentCrossPos + child.margin.left
end
-- Apply positioning offsets (top, right, bottom, left)
@@ -519,7 +531,7 @@ function LayoutEngine:layoutChildren()
end
-- Position explicitly absolute children after flex layout
for _, child in ipairs(element.children) do
for _, child in ipairs(self.element.children) do
if child.positioning == self._Positioning.ABSOLUTE and child._explicitlyAbsolute then
-- Apply positioning offsets (top, right, bottom, left)
self:applyPositioningOffsets(child)
@@ -532,19 +544,21 @@ function LayoutEngine:layoutChildren()
end
-- Detect overflow after children are laid out
if element._detectOverflow then
element:_detectOverflow()
if self.element._detectOverflow then
self.element:_detectOverflow()
end
end
--- Calculate auto width based on children
---@return number The calculated width
---@return number
function LayoutEngine:calculateAutoWidth()
local element = self.element
if self.element == nil then
return 0
end
-- BORDER-BOX MODEL: Calculate content width, caller will add padding to get border-box
local contentWidth = element:calculateTextWidth()
if not element.children or #element.children == 0 then
local contentWidth = self.element:calculateTextWidth()
if not self.element.children or #self.element.children == 0 then
return contentWidth
end
@@ -555,7 +569,7 @@ function LayoutEngine:calculateAutoWidth()
local maxWidth = contentWidth
local participatingChildren = 0
for _, child in ipairs(element.children) do
for _, child in ipairs(self.element.children) do
-- Skip explicitly absolute positioned children as they don't affect parent auto-sizing
if not child._explicitlyAbsolute then
-- BORDER-BOX MODEL: Use border-box width for auto-sizing calculations
@@ -578,13 +592,14 @@ function LayoutEngine:calculateAutoWidth()
end
end
--- Calculate auto height based on children
---@return number The calculated height
---@return number
function LayoutEngine:calculateAutoHeight()
local element = self.element
if self.element == nil then
return 0
end
local height = element:calculateTextHeight()
if not element.children or #element.children == 0 then
local height = self.element:calculateTextHeight()
if not self.element.children or #self.element.children == 0 then
return height
end
@@ -595,7 +610,7 @@ function LayoutEngine:calculateAutoHeight()
local maxHeight = height
local participatingChildren = 0
for _, child in ipairs(element.children) do
for _, child in ipairs(self.element.children) do
-- Skip explicitly absolute positioned children as they don't affect parent auto-sizing
if not child._explicitlyAbsolute then
-- BORDER-BOX MODEL: Use border-box height for auto-sizing calculations
@@ -622,162 +637,174 @@ end
---@param newViewportWidth number
---@param newViewportHeight number
function LayoutEngine:recalculateUnits(newViewportWidth, newViewportHeight)
local element = self.element
if self.element == nil then
return
end
local Units = self._Units
local Gui = self._Gui
-- Get updated scale factors
local scaleX, scaleY = Gui.getScaleFactors()
local scaleX, scaleY = self._Context.getScaleFactors()
-- Recalculate border-box width if using viewport or percentage units (skip auto-sized)
-- Store in _borderBoxWidth temporarily, will calculate content width after padding is resolved
if element.units.width.unit ~= "px" and element.units.width.unit ~= "auto" then
local parentWidth = element.parent and element.parent.width or newViewportWidth
element._borderBoxWidth = Units.resolve(element.units.width.value, element.units.width.unit, newViewportWidth, newViewportHeight, parentWidth)
elseif element.units.width.unit == "px" and element.units.width.value and Gui.baseScale then
if self.element.units.width.unit ~= "px" and self.element.units.width.unit ~= "auto" then
local parentWidth = self.element.parent and self.element.parent.width or newViewportWidth
self.element._borderBoxWidth =
Units.resolve(self.element.units.width.value, self.element.units.width.unit, newViewportWidth, newViewportHeight, parentWidth)
elseif self.element.units.width.unit == "px" and self.element.units.width.value and self._Context.baseScale then
-- Reapply base scaling to pixel widths (border-box)
element._borderBoxWidth = element.units.width.value * scaleX
self.element._borderBoxWidth = self.element.units.width.value * scaleX
end
-- Recalculate border-box height if using viewport or percentage units (skip auto-sized)
-- Store in _borderBoxHeight temporarily, will calculate content height after padding is resolved
if element.units.height.unit ~= "px" and element.units.height.unit ~= "auto" then
local parentHeight = element.parent and element.parent.height or newViewportHeight
element._borderBoxHeight = Units.resolve(element.units.height.value, element.units.height.unit, newViewportWidth, newViewportHeight, parentHeight)
elseif element.units.height.unit == "px" and element.units.height.value and Gui.baseScale then
if self.element.units.height.unit ~= "px" and self.element.units.height.unit ~= "auto" then
local parentHeight = self.element.parent and self.element.parent.height or newViewportHeight
self.element._borderBoxHeight =
Units.resolve(self.element.units.height.value, self.element.units.height.unit, newViewportWidth, newViewportHeight, parentHeight)
elseif self.element.units.height.unit == "px" and self.element.units.height.value and self._Context.baseScale then
-- Reapply base scaling to pixel heights (border-box)
element._borderBoxHeight = element.units.height.value * scaleY
self.element._borderBoxHeight = self.element.units.height.value * scaleY
end
-- Recalculate position if using viewport or percentage units
if element.units.x.unit ~= "px" then
local parentWidth = element.parent and element.parent.width or newViewportWidth
local baseX = element.parent and element.parent.x or 0
local offsetX = Units.resolve(element.units.x.value, element.units.x.unit, newViewportWidth, newViewportHeight, parentWidth)
element.x = baseX + offsetX
if self.element.units.x.unit ~= "px" then
local parentWidth = self.element.parent and self.element.parent.width or newViewportWidth
local baseX = self.element.parent and self.element.parent.x or 0
local offsetX = Units.resolve(self.element.units.x.value, self.element.units.x.unit, newViewportWidth, newViewportHeight, parentWidth)
self.element.x = baseX + offsetX
else
-- For pixel units, update position relative to parent's new position (with base scaling)
if element.parent then
local baseX = element.parent.x
local scaledOffset = Gui.baseScale and (element.units.x.value * scaleX) or element.units.x.value
element.x = baseX + scaledOffset
elseif Gui.baseScale then
if self.element.parent then
local baseX = self.element.parent.x
local scaledOffset = self._Context.baseScale and (self.element.units.x.value * scaleX) or self.element.units.x.value
self.element.x = baseX + scaledOffset
elseif self._Context.baseScale then
-- Top-level element with pixel position - apply base scaling
element.x = element.units.x.value * scaleX
self.element.x = self.element.units.x.value * scaleX
end
end
if element.units.y.unit ~= "px" then
local parentHeight = element.parent and element.parent.height or newViewportHeight
local baseY = element.parent and element.parent.y or 0
local offsetY = Units.resolve(element.units.y.value, element.units.y.unit, newViewportWidth, newViewportHeight, parentHeight)
element.y = baseY + offsetY
if self.element.units.y.unit ~= "px" then
local parentHeight = self.element.parent and self.element.parent.height or newViewportHeight
local baseY = self.element.parent and self.element.parent.y or 0
local offsetY = Units.resolve(self.element.units.y.value, self.element.units.y.unit, newViewportWidth, newViewportHeight, parentHeight)
self.element.y = baseY + offsetY
else
-- For pixel units, update position relative to parent's new position (with base scaling)
if element.parent then
local baseY = element.parent.y
local scaledOffset = Gui.baseScale and (element.units.y.value * scaleY) or element.units.y.value
element.y = baseY + scaledOffset
elseif Gui.baseScale then
if self.element.parent then
local baseY = self.element.parent.y
local scaledOffset = self._Context.baseScale and (self.element.units.y.value * scaleY) or self.element.units.y.value
self.element.y = baseY + scaledOffset
elseif self._Context.baseScale then
-- Top-level element with pixel position - apply base scaling
element.y = element.units.y.value * scaleY
self.element.y = self.element.units.y.value * scaleY
end
end
-- Recalculate textSize if auto-scaling is enabled or using viewport/element-relative units
if element.autoScaleText and element.units.textSize.value then
local unit = element.units.textSize.unit
local value = element.units.textSize.value
if self.element.autoScaleText and self.element.units.textSize.value then
local unit = self.element.units.textSize.unit
local value = self.element.units.textSize.value
if unit == "px" and Gui.baseScale then
if unit == "px" and self._Context.baseScale then
-- With base scaling: scale pixel values relative to base resolution
element.textSize = value * scaleY
self.element.textSize = value * scaleY
elseif unit == "px" then
-- Without base scaling but auto-scaling enabled: text doesn't scale
element.textSize = value
self.element.textSize = value
elseif unit == "%" or unit == "vh" then
-- Percentage and vh are relative to viewport height
element.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, newViewportHeight)
self.element.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, newViewportHeight)
elseif unit == "vw" then
-- vw is relative to viewport width
element.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, newViewportWidth)
self.element.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, newViewportWidth)
elseif unit == "ew" then
-- Element width relative
element.textSize = (value / 100) * element.width
self.element.textSize = (value / 100) * self.element.width
elseif unit == "eh" then
-- Element height relative
element.textSize = (value / 100) * element.height
self.element.textSize = (value / 100) * self.element.height
else
element.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, nil)
self.element.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, nil)
end
-- Apply min/max constraints (with base scaling)
local minSize = element.minTextSize and (Gui.baseScale and (element.minTextSize * scaleY) or element.minTextSize)
local maxSize = element.maxTextSize and (Gui.baseScale and (element.maxTextSize * scaleY) or element.maxTextSize)
local minSize = self.element.minTextSize and (self._Context.baseScale and (self.element.minTextSize * scaleY) or self.element.minTextSize)
local maxSize = self.element.maxTextSize and (self._Context.baseScale and (self.element.maxTextSize * scaleY) or self.element.maxTextSize)
if minSize and element.textSize < minSize then
element.textSize = minSize
if minSize and self.element.textSize < minSize then
self.element.textSize = minSize
end
if maxSize and element.textSize > maxSize then
element.textSize = maxSize
if maxSize and self.element.textSize > maxSize then
self.element.textSize = maxSize
end
-- Protect against too-small text sizes (minimum 1px)
if element.textSize < 1 then
element.textSize = 1 -- Minimum 1px
if self.element.textSize < 1 then
self.element.textSize = 1 -- Minimum 1px
end
elseif element.units.textSize.unit == "px" and element.units.textSize.value and Gui.baseScale then
elseif self.element.units.textSize.unit == "px" and self.element.units.textSize.value and self._Context.baseScale then
-- No auto-scaling but base scaling is set: reapply base scaling to pixel text sizes
element.textSize = element.units.textSize.value * scaleY
self.element.textSize = self.element.units.textSize.value * scaleY
-- Protect against too-small text sizes (minimum 1px)
if element.textSize < 1 then
element.textSize = 1 -- Minimum 1px
if self.element.textSize < 1 then
self.element.textSize = 1 -- Minimum 1px
end
end
-- Final protection: ensure textSize is always at least 1px (catches all edge cases)
if element.text and element.textSize and element.textSize < 1 then
element.textSize = 1 -- Minimum 1px
if self.element.text and self.element.textSize and self.element.textSize < 1 then
self.element.textSize = 1 -- Minimum 1px
end
-- Recalculate gap if using viewport or percentage units
if element.units.gap.unit ~= "px" then
local containerSize = (self.flexDirection == self._FlexDirection.HORIZONTAL) and (element.parent and element.parent.width or newViewportWidth)
or (element.parent and element.parent.height or newViewportHeight)
element.gap = Units.resolve(element.units.gap.value, element.units.gap.unit, newViewportWidth, newViewportHeight, containerSize)
if self.element.units.gap.unit ~= "px" then
local containerSize = (self.flexDirection == self._FlexDirection.HORIZONTAL) and (self.element.parent and self.element.parent.width or newViewportWidth)
or (self.element.parent and self.element.parent.height or newViewportHeight)
self.element.gap = Units.resolve(self.element.units.gap.value, self.element.units.gap.unit, newViewportWidth, newViewportHeight, containerSize)
end
-- Recalculate spacing (padding/margin) if using viewport or percentage units
-- For percentage-based padding:
-- - If element has a parent: use parent's border-box dimensions (CSS spec for child elements)
-- - If element has no parent: use element's own border-box dimensions (CSS spec for root elements)
local parentBorderBoxWidth = element.parent and element.parent._borderBoxWidth or element._borderBoxWidth or newViewportWidth
local parentBorderBoxHeight = element.parent and element.parent._borderBoxHeight or element._borderBoxHeight or newViewportHeight
local parentBorderBoxWidth = self.element.parent and self.element.parent._borderBoxWidth or self.element._borderBoxWidth or newViewportWidth
local parentBorderBoxHeight = self.element.parent and self.element.parent._borderBoxHeight or self.element._borderBoxHeight or newViewportHeight
-- Handle shorthand properties first (horizontal/vertical)
local resolvedHorizontalPadding = nil
local resolvedVerticalPadding = nil
if element.units.padding.horizontal and element.units.padding.horizontal.unit ~= "px" then
resolvedHorizontalPadding =
Units.resolve(element.units.padding.horizontal.value, element.units.padding.horizontal.unit, newViewportWidth, newViewportHeight, parentBorderBoxWidth)
elseif element.units.padding.horizontal and element.units.padding.horizontal.value then
resolvedHorizontalPadding = element.units.padding.horizontal.value
if self.element.units.padding.horizontal and self.element.units.padding.horizontal.unit ~= "px" then
resolvedHorizontalPadding = Units.resolve(
self.element.units.padding.horizontal.value,
self.element.units.padding.horizontal.unit,
newViewportWidth,
newViewportHeight,
parentBorderBoxWidth
)
elseif self.element.units.padding.horizontal and self.element.units.padding.horizontal.value then
resolvedHorizontalPadding = self.element.units.padding.horizontal.value
end
if element.units.padding.vertical and element.units.padding.vertical.unit ~= "px" then
resolvedVerticalPadding =
Units.resolve(element.units.padding.vertical.value, element.units.padding.vertical.unit, newViewportWidth, newViewportHeight, parentBorderBoxHeight)
elseif element.units.padding.vertical and element.units.padding.vertical.value then
resolvedVerticalPadding = element.units.padding.vertical.value
if self.element.units.padding.vertical and self.element.units.padding.vertical.unit ~= "px" then
resolvedVerticalPadding = Units.resolve(
self.element.units.padding.vertical.value,
self.element.units.padding.vertical.unit,
newViewportWidth,
newViewportHeight,
parentBorderBoxHeight
)
elseif self.element.units.padding.vertical and self.element.units.padding.vertical.value then
resolvedVerticalPadding = self.element.units.padding.vertical.value
end
-- Resolve individual padding sides (with fallback to shorthand)
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
-- Check if this side was explicitly set or if we should use shorthand
local useShorthand = false
if not element.units.padding[side].explicit then
if not self.element.units.padding[side].explicit then
-- Not explicitly set, check if we have shorthand
if side == "left" or side == "right" then
useShorthand = resolvedHorizontalPadding ~= nil
@@ -789,15 +816,15 @@ function LayoutEngine:recalculateUnits(newViewportWidth, newViewportHeight)
if useShorthand then
-- Use shorthand value
if side == "left" or side == "right" then
element.padding[side] = resolvedHorizontalPadding
self.element.padding[side] = resolvedHorizontalPadding
else
element.padding[side] = resolvedVerticalPadding
self.element.padding[side] = resolvedVerticalPadding
end
elseif element.units.padding[side].unit ~= "px" then
elseif self.element.units.padding[side].unit ~= "px" then
-- Recalculate non-pixel units
local parentSize = (side == "top" or side == "bottom") and parentBorderBoxHeight or parentBorderBoxWidth
element.padding[side] =
Units.resolve(element.units.padding[side].value, element.units.padding[side].unit, newViewportWidth, newViewportHeight, parentSize)
self.element.padding[side] =
Units.resolve(self.element.units.padding[side].value, self.element.units.padding[side].unit, newViewportWidth, newViewportHeight, parentSize)
end
-- If unit is "px" and not using shorthand, value stays the same
end
@@ -806,25 +833,35 @@ function LayoutEngine:recalculateUnits(newViewportWidth, newViewportHeight)
local resolvedHorizontalMargin = nil
local resolvedVerticalMargin = nil
if element.units.margin.horizontal and element.units.margin.horizontal.unit ~= "px" then
resolvedHorizontalMargin =
Units.resolve(element.units.margin.horizontal.value, element.units.margin.horizontal.unit, newViewportWidth, newViewportHeight, parentBorderBoxWidth)
elseif element.units.margin.horizontal and element.units.margin.horizontal.value then
resolvedHorizontalMargin = element.units.margin.horizontal.value
if self.element.units.margin.horizontal and self.element.units.margin.horizontal.unit ~= "px" then
resolvedHorizontalMargin = Units.resolve(
self.element.units.margin.horizontal.value,
self.element.units.margin.horizontal.unit,
newViewportWidth,
newViewportHeight,
parentBorderBoxWidth
)
elseif self.element.units.margin.horizontal and self.element.units.margin.horizontal.value then
resolvedHorizontalMargin = self.element.units.margin.horizontal.value
end
if element.units.margin.vertical and element.units.margin.vertical.unit ~= "px" then
resolvedVerticalMargin =
Units.resolve(element.units.margin.vertical.value, element.units.margin.vertical.unit, newViewportWidth, newViewportHeight, parentBorderBoxHeight)
elseif element.units.margin.vertical and element.units.margin.vertical.value then
resolvedVerticalMargin = element.units.margin.vertical.value
if self.element.units.margin.vertical and self.element.units.margin.vertical.unit ~= "px" then
resolvedVerticalMargin = Units.resolve(
self.element.units.margin.vertical.value,
self.element.units.margin.vertical.unit,
newViewportWidth,
newViewportHeight,
parentBorderBoxHeight
)
elseif self.element.units.margin.vertical and self.element.units.margin.vertical.value then
resolvedVerticalMargin = self.element.units.margin.vertical.value
end
-- Resolve individual margin sides (with fallback to shorthand)
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
-- Check if this side was explicitly set or if we should use shorthand
local useShorthand = false
if not element.units.margin[side].explicit then
if not self.element.units.margin[side].explicit then
-- Not explicitly set, check if we have shorthand
if side == "left" or side == "right" then
useShorthand = resolvedHorizontalMargin ~= nil
@@ -836,14 +873,15 @@ function LayoutEngine:recalculateUnits(newViewportWidth, newViewportHeight)
if useShorthand then
-- Use shorthand value
if side == "left" or side == "right" then
element.margin[side] = resolvedHorizontalMargin
self.element.margin[side] = resolvedHorizontalMargin
else
element.margin[side] = resolvedVerticalMargin
self.element.margin[side] = resolvedVerticalMargin
end
elseif element.units.margin[side].unit ~= "px" then
elseif self.element.units.margin[side].unit ~= "px" then
-- Recalculate non-pixel units
local parentSize = (side == "top" or side == "bottom") and parentBorderBoxHeight or parentBorderBoxWidth
element.margin[side] = Units.resolve(element.units.margin[side].value, element.units.margin[side].unit, newViewportWidth, newViewportHeight, parentSize)
self.element.margin[side] =
Units.resolve(self.element.units.margin[side].value, self.element.units.margin[side].unit, newViewportWidth, newViewportHeight, parentSize)
end
-- If unit is "px" and not using shorthand, value stays the same
end
@@ -852,31 +890,31 @@ function LayoutEngine:recalculateUnits(newViewportWidth, newViewportHeight)
-- For explicitly-sized elements (non-auto), _borderBoxWidth/_borderBoxHeight were set earlier
-- Now we calculate content width/height by subtracting padding
-- Only recalculate if using viewport/percentage units (where _borderBoxWidth actually changed)
if element.units.width.unit ~= "auto" and element.units.width.unit ~= "px" then
if self.element.units.width.unit ~= "auto" and self.element.units.width.unit ~= "px" then
-- _borderBoxWidth was recalculated for viewport/percentage units
-- Calculate content width by subtracting padding
element.width = math.max(0, element._borderBoxWidth - element.padding.left - element.padding.right)
elseif element.units.width.unit == "auto" then
self.element.width = math.max(0, self.element._borderBoxWidth - self.element.padding.left - self.element.padding.right)
elseif self.element.units.width.unit == "auto" then
-- For auto-sized elements, width is content width (calculated in resize method)
-- Update border-box to include padding
element._borderBoxWidth = element.width + element.padding.left + element.padding.right
self.element._borderBoxWidth = self.element.width + self.element.padding.left + self.element.padding.right
end
-- For pixel units, width stays as-is (may have been manually modified)
if element.units.height.unit ~= "auto" and element.units.height.unit ~= "px" then
if self.element.units.height.unit ~= "auto" and self.element.units.height.unit ~= "px" then
-- _borderBoxHeight was recalculated for viewport/percentage units
-- Calculate content height by subtracting padding
element.height = math.max(0, element._borderBoxHeight - element.padding.top - element.padding.bottom)
elseif element.units.height.unit == "auto" then
self.element.height = math.max(0, self.element._borderBoxHeight - self.element.padding.top - self.element.padding.bottom)
elseif self.element.units.height.unit == "auto" then
-- For auto-sized elements, height is content height (calculated in resize method)
-- Update border-box to include padding
element._borderBoxHeight = element.height + element.padding.top + element.padding.bottom
self.element._borderBoxHeight = self.element.height + self.element.padding.top + self.element.padding.bottom
end
-- For pixel units, height stays as-is (may have been manually modified)
-- Detect overflow after layout calculations
if element._detectOverflow then
element:_detectOverflow()
if self.element._detectOverflow then
self.element:_detectOverflow()
end
end

View File

@@ -1,5 +1,13 @@
local Units = {}
local Context = nil
--- Initialize Units module with Context dependency
---@param context table The Context module
function Units.initialize(context)
Context = context
end
---@param value string|number
---@return number, string -- Returns numeric value and unit type ("px", "%", "vw", "vh")
function Units.parse(value)
@@ -66,8 +74,8 @@ end
---@return number, number -- width, height
function Units.getViewport()
-- Return cached viewport if available (only during resize operations)
if Gui and Gui._cachedViewport and Gui._cachedViewport.width > 0 then
return Gui._cachedViewport.width, Gui._cachedViewport.height
if Context and Context._cachedViewport and Context._cachedViewport.width > 0 then
return Context._cachedViewport.width, Context._cachedViewport.height
end
if love.graphics and love.graphics.getDimensions then

View File

@@ -74,7 +74,7 @@ local AnimationProps = {}
---@field gridColumns number? -- Number of columns in the grid (default: 1)
---@field columnGap number|string? -- Gap between grid columns (default: 0)
---@field rowGap number|string? -- Gap between grid rows (default: 0)
---@field theme string? -- Theme name to use (e.g., "space", "metal"). Defaults to theme from Gui.init()
---@field theme string? -- Theme name to use (e.g., "space", "metal"). Defaults to theme from flexlove.init()
---@field themeComponent string? -- Theme component to use (e.g., "panel", "button", "input"). If nil, no theme is applied
---@field disabled boolean? -- Whether the element is disabled (default: false)
---@field active boolean? -- Whether the element is active/focused (for inputs, default: false)

View File

@@ -327,7 +327,7 @@ return {
Elements with `themeComponent` automatically set `disableHighlight = true` to prevent the default gray pressed overlay from interfering with theme visuals. You can override this:
```lua
Gui.new({
FlexLove.new({
themeComponent = "button",
disableHighlight = false, -- Force enable highlight overlay
-- ...