cursor animation for immediate mode

This commit is contained in:
Michael Freno
2025-11-11 09:43:00 -05:00
parent 35113685d5
commit 6d8324f61b
2 changed files with 72 additions and 10 deletions

View File

@@ -221,6 +221,11 @@ function Gui.endFrame()
state._scrollbarDragging = element._scrollbarDragging
state._hoveredScrollbar = element._hoveredScrollbar
state._scrollbarDragOffset = element._scrollbarDragOffset
-- Save cursor blink state
state._cursorBlinkTimer = element._cursorBlinkTimer
state._cursorVisible = element._cursorVisible
state._cursorBlinkPaused = element._cursorBlinkPaused
state._cursorBlinkPauseTimer = element._cursorBlinkPauseTimer
StateManager.setState(element.id, state)
end
@@ -464,6 +469,23 @@ function Gui.update(dt)
end
Gui._activeEventElement = nil
-- In immediate mode, save state after update so that cursor blink timer changes persist
if Gui._immediateMode and Gui._currentFrameElements then
for _, element in ipairs(Gui._currentFrameElements) do
if element.id and element.id ~= "" and element.editable and element._focused then
local state = StateManager.getState(element.id, {})
-- Save cursor blink state (updated during element:update())
state._cursorBlinkTimer = element._cursorBlinkTimer
state._cursorVisible = element._cursorVisible
state._cursorBlinkPaused = element._cursorBlinkPaused
state._cursorBlinkPauseTimer = element._cursorBlinkPauseTimer
StateManager.setState(element.id, state)
end
end
end
end
--- Forward text input to focused element
@@ -621,6 +643,15 @@ function Gui.new(props)
element._scrollbarDragging = state._scrollbarDragging ~= nil and state._scrollbarDragging or false
element._hoveredScrollbar = state._hoveredScrollbar
element._scrollbarDragOffset = state._scrollbarDragOffset ~= nil and state._scrollbarDragOffset or 0
-- Restore cursor blink state
element._cursorBlinkTimer = state._cursorBlinkTimer or element._cursorBlinkTimer or 0
if state._cursorVisible ~= nil then
element._cursorVisible = state._cursorVisible
elseif element._cursorVisible == nil then
element._cursorVisible = true
end
element._cursorBlinkPaused = state._cursorBlinkPaused or false
element._cursorBlinkPauseTimer = state._cursorBlinkPauseTimer or 0
-- Bind element to StateManager for interactive states
-- Use the same ID for StateManager so state persists across frames