scrolling fixed in immediate mode

This commit is contained in:
Michael Freno
2025-11-06 09:39:56 -05:00
parent f65d4b312b
commit 6a0fcfdfbd
2 changed files with 48 additions and 31 deletions

View File

@@ -164,7 +164,7 @@ function Gui.beginFrame()
-- Clear top elements (they will be recreated this frame)
Gui.topElements = {}
-- Clear z-index ordered elements from previous frame
GuiState.clearFrameElements()
end
@@ -178,7 +178,15 @@ function Gui.endFrame()
-- Sort elements by z-index for occlusion detection
GuiState.sortElementsByZIndex()
-- Auto-update all top-level elements (triggers layout calculation and overflow detection)
-- Layout all top-level elements now that all children have been added
-- This ensures overflow detection happens with complete child lists
for _, element in ipairs(Gui._currentFrameElements) do
if not element.parent then
element:layoutChildren() -- Layout with all children present
end
end
-- Auto-update all top-level elements (triggers additional state updates)
-- This must happen BEFORE saving state so that scroll positions and overflow are calculated
for _, element in ipairs(Gui._currentFrameElements) do
-- Only update top-level elements (those without parents in the current frame)
@@ -305,7 +313,7 @@ function Gui.draw(gameDrawFunc, postDrawFunc)
for _, win in ipairs(Gui.topElements) do
-- Only draw with backdrop canvas if this element tree has backdrop blur
local needsBackdrop = hasBackdropBlur(win)
if needsBackdrop then
-- Draw element with backdrop blur applied
win:draw(backdropCanvas)
@@ -478,7 +486,7 @@ end
--- Handle mouse wheel scrolling
function Gui.wheelmoved(x, y)
local mx, my = love.mouse.getPosition()
local function findScrollableAtPosition(elements, mx, my)
for i = #elements, 1, -1 do
local element = elements[i]
@@ -512,12 +520,12 @@ function Gui.wheelmoved(x, y)
-- Find topmost scrollable element at mouse position using z-index ordering
for i = #GuiState._zIndexOrderedElements, 1, -1 do
local element = GuiState._zIndexOrderedElements[i]
local bx = element.x
local by = element.y
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
if mx >= bx and mx <= bx + bw and my >= by and my <= by + bh then
local overflowX = element.overflowX or element.overflow
local overflowY = element.overflowY or element.overflow
@@ -583,6 +591,11 @@ function Gui.new(props)
-- Mark state as used this frame
StateManager.markStateUsed(props.id)
-- Inject scroll state into props BEFORE creating element
-- This ensures scroll position is set before layoutChildren/detectOverflow is called
props._scrollX = state._scrollX or 0
props._scrollY = state._scrollY or 0
-- Create the element
local element = Element.new(props)
@@ -602,11 +615,11 @@ function Gui.new(props)
element._selectionStart = state._selectionStart
element._selectionEnd = state._selectionEnd
element._textBuffer = state._textBuffer or element.text or ""
element._scrollX = state._scrollX or element._scrollX or 0
element._scrollY = state._scrollY or element._scrollY or 0
element._scrollbarDragging = state._scrollbarDragging or false
-- Note: scroll position already set from props during Element.new()
-- element._scrollX and element._scrollY already restored
element._scrollbarDragging = state._scrollbarDragging ~= nil and state._scrollbarDragging or false
element._hoveredScrollbar = state._hoveredScrollbar
element._scrollbarDragOffset = state._scrollbarDragOffset or 0
element._scrollbarDragOffset = state._scrollbarDragOffset ~= nil and state._scrollbarDragOffset or 0
-- Bind element to StateManager for interactive states
-- Use the same ID for StateManager so state persists across frames