module refactor completion

This commit is contained in:
Michael Freno
2025-10-31 21:01:39 -04:00
parent d947bc04e4
commit 87526c34ec
9 changed files with 393 additions and 435 deletions

View File

@@ -6,51 +6,35 @@ For full documentation, see README.md
]]
-- ====================
-- Module Imports
-- Module Imports (using relative paths)
-- ====================
local Blur = require("flexlove.Blur")
local Color = require("flexlove.Color")
local ImageDataReader = require("flexlove.ImageDataReader")
local NinePatchParser = require("flexlove.NinePatchParser")
local ImageScaler = require("flexlove.ImageScaler")
local ImageCache = require("flexlove.ImageCache")
local ImageRenderer = require("flexlove.ImageRenderer")
local Theme = require("flexlove.Theme")
local RoundedRect = require("flexlove.RoundedRect")
local NineSlice = require("flexlove.NineSlice")
local enums = require("flexlove.types")
local constants = require("flexlove.constants")
-- ====================
-- Error Handling Utilities
-- ====================
--- Standardized error message formatter
---@param module string -- Module name (e.g., "Color", "Theme", "Units")
---@param message string -- Error message
---@return string -- Formatted error message
local function formatError(module, message)
return string.format("[FlexLove.%s] %s", module, message)
local modulePath = (...):match("(.-)[^%.]+$") -- Get the module path prefix (e.g., "libs." or "")
local function req(name)
return require(modulePath .. name)
end
-- ====================
-- Top level GUI manager
-- ====================
local Blur = req("flexlove.Blur")
local Color = req("flexlove.Color")
local ImageDataReader = req("flexlove.ImageDataReader")
local NinePatchParser = req("flexlove.NinePatchParser")
local ImageScaler = req("flexlove.ImageScaler")
local ImageCache = req("flexlove.ImageCache")
local ImageRenderer = req("flexlove.ImageRenderer")
local Theme = req("flexlove.Theme")
local RoundedRect = req("flexlove.RoundedRect")
local NineSlice = req("flexlove.NineSlice")
local utils = req("flexlove.utils")
local constants = req("flexlove.constants")
local Units = req("flexlove.Units")
local Animation = req("flexlove.Animation")
local GuiState = req("flexlove.GuiState")
local Grid = req("flexlove.Grid")
local InputEvent = req("flexlove.InputEvent")
local Element = req("flexlove.Element")
---
---@class Gui
---@field topElements table<integer, Element>
---@field baseScale {width:number, height:number}?
---@field scaleFactors {x:number, y:number}
---@field defaultTheme string? -- Default theme name to use for elements
local Gui = {
topElements = {},
baseScale = nil,
scaleFactors = { x = 1.0, y = 1.0 },
defaultTheme = nil,
_cachedViewport = { width = 0, height = 0 }, -- Cached viewport dimensions
_focusedElement = nil, -- Currently focused element for keyboard input
}
-- Extract from utils
local enums = utils.enums
local getModifiers = utils.getModifiers
local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, TextAlign, AlignSelf, JustifySelf, FlexWrap =
enums.Positioning,
@@ -64,135 +48,14 @@ local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, Text
enums.FlexWrap
-- ====================
-- Grid System
-- Top level GUI manager
-- ====================
--- Simple grid layout calculations
local Grid = {}
--- Layout grid items within a grid container using simple row/column counts
---@param element Element -- Grid container element
function Grid.layoutGridItems(element)
local rows = element.gridRows or 1
local columns = element.gridColumns or 1
-- Calculate space reserved by absolutely positioned siblings
local reservedLeft = 0
local reservedRight = 0
local reservedTop = 0
local reservedBottom = 0
for _, child in ipairs(element.children) do
-- Only consider absolutely positioned children with explicit positioning
if child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute then
-- BORDER-BOX MODEL: Use border-box dimensions for space calculations
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
if child.left then
reservedLeft = math.max(reservedLeft, child.left + childBorderBoxWidth)
end
if child.right then
reservedRight = math.max(reservedRight, child.right + childBorderBoxWidth)
end
if child.top then
reservedTop = math.max(reservedTop, child.top + childBorderBoxHeight)
end
if child.bottom then
reservedBottom = math.max(reservedBottom, child.bottom + childBorderBoxHeight)
end
end
end
-- Calculate available space (accounting for padding and reserved space)
-- BORDER-BOX MODEL: element.width and element.height are already content dimensions
local availableWidth = element.width - reservedLeft - reservedRight
local availableHeight = element.height - reservedTop - reservedBottom
-- Get gaps
local columnGap = element.columnGap or 0
local rowGap = element.rowGap or 0
-- Calculate cell sizes (equal distribution)
local totalColumnGaps = (columns - 1) * columnGap
local totalRowGaps = (rows - 1) * rowGap
local cellWidth = (availableWidth - totalColumnGaps) / columns
local cellHeight = (availableHeight - totalRowGaps) / rows
-- Get children that participate in grid layout
local gridChildren = {}
for _, child in ipairs(element.children) do
if not (child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute) then
table.insert(gridChildren, child)
end
end
-- Place children in grid cells
for i, child in ipairs(gridChildren) do
-- Calculate row and column (0-indexed for calculation)
local index = i - 1
local col = index % columns
local row = math.floor(index / columns)
-- Skip if we've exceeded the grid
if row >= rows then
break
end
-- Calculate cell position (accounting for reserved space)
local cellX = element.x + element.padding.left + reservedLeft + (col * (cellWidth + columnGap))
local cellY = element.y + element.padding.top + reservedTop + (row * (cellHeight + rowGap))
-- Apply alignment within grid cell (default to stretch)
local effectiveAlignItems = element.alignItems or AlignItems.STRETCH
-- Stretch child to fill cell by default
-- BORDER-BOX MODEL: Set border-box dimensions, content area adjusts automatically
if effectiveAlignItems == AlignItems.STRETCH or effectiveAlignItems == "stretch" then
child.x = cellX
child.y = cellY
child._borderBoxWidth = cellWidth
child._borderBoxHeight = cellHeight
child.width = math.max(0, cellWidth - child.padding.left - child.padding.right)
child.height = math.max(0, cellHeight - child.padding.top - child.padding.bottom)
-- Disable auto-sizing when stretched by grid
child.autosizing.width = false
child.autosizing.height = false
elseif effectiveAlignItems == AlignItems.CENTER or effectiveAlignItems == "center" then
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
child.x = cellX + (cellWidth - childBorderBoxWidth) / 2
child.y = cellY + (cellHeight - childBorderBoxHeight) / 2
elseif effectiveAlignItems == AlignItems.FLEX_START or effectiveAlignItems == "flex-start" or effectiveAlignItems == "start" then
child.x = cellX
child.y = cellY
elseif effectiveAlignItems == AlignItems.FLEX_END or effectiveAlignItems == "flex-end" or effectiveAlignItems == "end" then
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
child.x = cellX + cellWidth - childBorderBoxWidth
child.y = cellY + cellHeight - childBorderBoxHeight
else
-- Default to stretch
child.x = cellX
child.y = cellY
child._borderBoxWidth = cellWidth
child._borderBoxHeight = cellHeight
child.width = math.max(0, cellWidth - child.padding.left - child.padding.right)
child.height = math.max(0, cellHeight - child.padding.top - child.padding.bottom)
-- Disable auto-sizing when stretched by grid
child.autosizing.width = false
child.autosizing.height = false
end
-- Layout child's children if it has any
if #child.children > 0 then
child:layoutChildren()
end
end
end
---@class Gui
local Gui = GuiState
--- Initialize FlexLove with configuration
---@param config {baseScale?: {width?:number, height?:number}, theme?: string|ThemeDefinition} --Default: {width: 1920, height: 1080}
---@param config {baseScale?: {width?:number, height?:number}, theme?: string|ThemeDefinition}
function Gui.init(config)
if config.baseScale then
Gui.baseScale = {
@@ -200,22 +63,18 @@ function Gui.init(config)
height = config.baseScale.height or 1080,
}
-- Calculate initial scale factors
local currentWidth, currentHeight = Units.getViewport()
Gui.scaleFactors.x = currentWidth / Gui.baseScale.width
Gui.scaleFactors.y = currentHeight / Gui.baseScale.height
end
-- Load and set theme if specified
if config.theme then
local success, err = pcall(function()
if type(config.theme) == "string" then
-- Load theme by name
Theme.load(config.theme)
Theme.setActive(config.theme)
Gui.defaultTheme = config.theme
elseif type(config.theme) == "table" then
-- Load theme from definition
local theme = Theme.new(config.theme)
Theme.setActive(theme)
Gui.defaultTheme = theme.name
@@ -238,8 +97,6 @@ function Gui.isOccluded(elem, clickX, clickY)
if element.z > elem.z and element:contains(clickX, clickY) then
return true
end
--TODO: check if walking the children tree is necessary here - might only need to check for absolute positioned
--children
for _, child in ipairs(element.children) do
if child.positioning == "absolute" then
if child.z > elem.z and child:contains(clickX, clickY) then
@@ -251,36 +108,16 @@ function Gui.isOccluded(elem, clickX, clickY)
return false
end
--- Get current scale factors
---@return number, number -- scaleX, scaleY
function Gui.getScaleFactors()
return Gui.scaleFactors.x, Gui.scaleFactors.y
end
function Gui.resize()
local newWidth, newHeight = love.window.getMode()
-- Update scale factors if base scale is set
if Gui.baseScale then
Gui.scaleFactors.x = newWidth / Gui.baseScale.width
Gui.scaleFactors.y = newHeight / Gui.baseScale.height
end
-- Clear scaled region caches for all themes
for _, theme in pairs(themes) do
if theme.components then
for _, component in pairs(theme.components) do
if component._scaledRegionCache then
component._scaledRegionCache = {}
end
end
end
end
-- Clear blur canvas cache on resize
Blur.clearCache()
-- Clear game/backdrop canvas cache on resize (will be recreated with new dimensions)
Gui._gameCanvas = nil
Gui._backdropCanvas = nil
Gui._canvasDimensions = { width = 0, height = 0 }
@@ -290,33 +127,20 @@ function Gui.resize()
end
end
-- Canvas cache for game rendering (reused across frames)
-- Canvas cache for game rendering
Gui._gameCanvas = nil
Gui._backdropCanvas = nil
Gui._canvasDimensions = { width = 0, height = 0 }
---@param gameDrawFunc function|nil -- Function to draw game content, needed for backdrop blur
---@param postDrawFunc function|nil -- Optional function to draw after GUI (for top-level shaders/effects)
---function love.draw()
--- FlexLove.Gui.draw(function()
--- --Game rendering logic
--- RenderSystem:update()
--- end, function()
--- -- Layers on top of GUI - blurs will not extend to this
--- overlayStats.draw()
--- end)
---end
---@param gameDrawFunc function|nil
---@param postDrawFunc function|nil
function Gui.draw(gameDrawFunc, postDrawFunc)
-- Save the current canvas state to support nested rendering
local outerCanvas = love.graphics.getCanvas()
local gameCanvas = nil
-- Render game content to a canvas if function provided
if type(gameDrawFunc) == "function" then
local width, height = love.graphics.getDimensions()
-- Recreate canvases only if dimensions changed or canvas doesn't exist
if not Gui._gameCanvas or Gui._canvasDimensions.width ~= width or Gui._canvasDimensions.height ~= height then
Gui._gameCanvas = love.graphics.newCanvas(width, height)
Gui._backdropCanvas = love.graphics.newCanvas(width, height)
@@ -328,20 +152,17 @@ function Gui.draw(gameDrawFunc, postDrawFunc)
love.graphics.setCanvas(gameCanvas)
love.graphics.clear()
gameDrawFunc() -- Call the drawing function
gameDrawFunc()
love.graphics.setCanvas(outerCanvas)
-- Draw game canvas to the outer canvas (or screen if none)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(gameCanvas, 0, 0)
end
-- Sort elements by z-index before drawing
table.sort(Gui.topElements, function(a, b)
return a.z < b.z
end)
-- Check if any element (recursively) needs backdrop blur
local function hasBackdropBlur(element)
if element.backdropBlur and element.backdropBlur.intensity > 0 then
return true
@@ -362,109 +183,89 @@ function Gui.draw(gameDrawFunc, postDrawFunc)
end
end
-- If backdrop blur is needed, render to a progressive canvas
if needsBackdropCanvas and gameCanvas then
local backdropCanvas = Gui._backdropCanvas
local prevColor = { love.graphics.getColor() }
-- Initialize backdrop canvas with game content
love.graphics.setCanvas(backdropCanvas)
love.graphics.clear()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(gameCanvas, 0, 0)
-- Reset to outer canvas (screen or parent canvas)
love.graphics.setCanvas(outerCanvas)
love.graphics.setColor(unpack(prevColor))
-- Draw each element, updating backdrop canvas progressively
for _, win in ipairs(Gui.topElements) do
-- Draw element with current backdrop state to outer canvas
win:draw(backdropCanvas)
-- Update backdrop canvas to include this element (for next elements)
love.graphics.setCanvas(backdropCanvas)
love.graphics.setColor(1, 1, 1, 1)
win:draw(nil) -- Draw without backdrop blur to the backdrop canvas
love.graphics.setCanvas(outerCanvas) -- Reset to outer canvas
win:draw(nil)
love.graphics.setCanvas(outerCanvas)
end
else
-- No backdrop blur needed, draw normally
for _, win in ipairs(Gui.topElements) do
win:draw(nil)
end
end
-- Call post-draw function if provided (for top-level shaders/effects)
if type(postDrawFunc) == "function" then
postDrawFunc()
end
-- Restore the original canvas state
love.graphics.setCanvas(outerCanvas)
end
--- Find the topmost element at given coordinates (considering z-index)
--- Find the topmost element at given coordinates
---@param x number
---@param y number
---@return Element? -- Returns the topmost element or nil
---@return Element?
function Gui.getElementAtPosition(x, y)
local candidates = {}
-- Recursively collect all elements that contain the point
local function collectHits(element)
-- Check if point is within element bounds
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 x >= bx and x <= bx + bw and y >= by and y <= by + bh then
-- Only consider elements with callbacks (interactive elements)
if element.callback and not element.disabled then
table.insert(candidates, element)
end
-- Check children
for _, child in ipairs(element.children) do
collectHits(child)
end
end
end
-- Collect hits from all top-level elements
for _, element in ipairs(Gui.topElements) do
collectHits(element)
end
-- Sort by z-index (highest first)
table.sort(candidates, function(a, b)
return a.z > b.z
end)
-- Return the topmost element (highest z-index)
return candidates[1]
end
function Gui.update(dt)
-- Reset event handling flags for new frame
local mx, my = love.mouse.getPosition()
local topElement = Gui.getElementAtPosition(mx, my)
-- Mark which element should handle events this frame
Gui._activeEventElement = topElement
-- Update all elements
for _, win in ipairs(Gui.topElements) do
win:update(dt)
end
-- Clear active element for next frame
Gui._activeEventElement = nil
end
--- Forward text input to focused element
---@param text string -- Character input
---@param text string
function Gui.textinput(text)
if Gui._focusedElement then
Gui._focusedElement:textinput(text)
@@ -472,9 +273,9 @@ function Gui.textinput(text)
end
--- Forward key press to focused element
---@param key string -- Key name
---@param scancode string -- Scancode
---@param isrepeat boolean -- Whether this is a key repeat
---@param key string
---@param scancode string
---@param isrepeat boolean
function Gui.keypressed(key, scancode, isrepeat)
if Gui._focusedElement then
Gui._focusedElement:keypressed(key, scancode, isrepeat)
@@ -483,23 +284,18 @@ end
--- Handle mouse wheel scrolling
function Gui.wheelmoved(x, y)
-- Get mouse position
local mx, my = love.mouse.getPosition()
-- Find the deepest scrollable element at mouse position
local function findScrollableAtPosition(elements, mx, my)
-- Check in reverse z-order (top to bottom)
for i = #elements, 1, -1 do
local element = elements[i]
-- Check if mouse is over element
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
-- Check children first (depth-first)
if #element.children > 0 then
local childResult = findScrollableAtPosition(element.children, mx, my)
if childResult then
@@ -507,7 +303,6 @@ function Gui.wheelmoved(x, y)
end
end
-- Check if this element is scrollable
local overflowX = element.overflowX or element.overflow
local overflowY = element.overflowY or element.overflow
if (overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto") and (element._overflowX or element._overflowY) then
@@ -531,67 +326,15 @@ function Gui.destroy()
win:destroy()
end
Gui.topElements = {}
-- Reset base scale and scale factors
Gui.baseScale = nil
Gui.scaleFactors = { x = 1.0, y = 1.0 }
-- Reset cached viewport
Gui._cachedViewport = { width = 0, height = 0 }
-- Clear game/backdrop canvas cache
Gui._gameCanvas = nil
Gui._backdropCanvas = nil
Gui._canvasDimensions = { width = 0, height = 0 }
-- Clear focused element
Gui._focusedElement = nil
end
-- Simple GUI library for LOVE2D
-- Provides element and button creation, drawing, and click handling.
-- ====================
-- Event System
-- ====================
---@class InputEvent
---@field type "click"|"press"|"release"|"rightclick"|"middleclick"|"drag"
---@field button number -- Mouse button: 1 (left), 2 (right), 3 (middle)
---@field x number -- Mouse X position
---@field y number -- Mouse Y position
---@field dx number? -- Delta X from drag start (only for drag events)
---@field dy number? -- Delta Y from drag start (only for drag events)
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
---@field clickCount number -- Number of clicks (for double/triple click detection)
---@field timestamp number -- Time when event occurred
local InputEvent = {}
InputEvent.__index = InputEvent
---@class InputEventProps
---@field type "click"|"press"|"release"|"rightclick"|"middleclick"|"drag"
---@field button number
---@field x number
---@field y number
---@field dx number?
---@field dy number?
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
---@field clickCount number?
---@field timestamp number?
--- Create a new input event
---@param props InputEventProps
---@return InputEvent
function InputEvent.new(props)
local self = setmetatable({}, InputEvent)
self.type = props.type
self.button = props.button
self.x = props.x
self.y = props.y
self.dx = props.dx
self.dy = props.dy
self.modifiers = props.modifiers
self.clickCount = props.clickCount or 1
self.timestamp = props.timestamp or love.timer.getTime()
return self
end
Gui.new = Element.new
Gui.Element = Element
Gui.Animation = Animation
@@ -616,6 +359,8 @@ return {
Theme = Theme,
RoundedRect = RoundedRect,
NineSlice = NineSlice,
Grid = Grid,
InputEvent = InputEvent,
-- Enums (individual)
Positioning = Positioning,