mostly better, still buggy in scrollable areas

This commit is contained in:
Michael Freno
2025-11-02 18:37:54 -05:00
parent ddc36bd7a6
commit bc7bcc4ae6
3 changed files with 63 additions and 32 deletions

View File

@@ -85,27 +85,6 @@ function Gui.init(config)
end end
end end
--- Check for Z-index coverage (occlusion)
---@param elem Element
---@param clickX number
---@param clickY number
---@return boolean
function Gui.isOccluded(elem, clickX, clickY)
for _, element in ipairs(Gui.topElements) do
if element.z > elem.z and element:contains(clickX, clickY) then
return true
end
for _, child in ipairs(element.children) do
if child.positioning == "absolute" then
if child.z > elem.z and child:contains(clickX, clickY) then
return true
end
end
end
end
return false
end
function Gui.resize() function Gui.resize()
local newWidth, newHeight = love.window.getMode() local newWidth, newHeight = love.window.getMode()
@@ -214,12 +193,28 @@ function Gui.draw(gameDrawFunc, postDrawFunc)
love.graphics.setCanvas(outerCanvas) love.graphics.setCanvas(outerCanvas)
end end
--- Check if element is an ancestor of target
---@param element Element
---@param target Element
---@return boolean
local function isAncestor(element, target)
local current = target.parent
while current do
if current == element then
return true
end
current = current.parent
end
return false
end
--- Find the topmost element at given coordinates --- Find the topmost element at given coordinates
---@param x number ---@param x number
---@param y number ---@param y number
---@return Element? ---@return Element?
function Gui.getElementAtPosition(x, y) function Gui.getElementAtPosition(x, y)
local candidates = {} local candidates = {}
local blockingElements = {}
local function collectHits(element) local function collectHits(element)
local bx = element.x local bx = element.x
@@ -228,10 +223,17 @@ function Gui.getElementAtPosition(x, y)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom) 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 if x >= bx and x <= bx + bw and y >= by and y <= by + bh then
-- Collect interactive elements (those with callbacks)
if element.callback and not element.disabled then if element.callback and not element.disabled then
table.insert(candidates, element) table.insert(candidates, element)
end end
-- Collect all visible elements for input blocking
-- Elements with opacity > 0 block input to elements below them
if element.opacity > 0 then
table.insert(blockingElements, element)
end
for _, child in ipairs(element.children) do for _, child in ipairs(element.children) do
collectHits(child) collectHits(child)
end end
@@ -242,11 +244,37 @@ function Gui.getElementAtPosition(x, y)
collectHits(element) collectHits(element)
end end
-- Sort both lists by z-index (highest first)
table.sort(candidates, function(a, b) table.sort(candidates, function(a, b)
return a.z > b.z return a.z > b.z
end) end)
return candidates[1] table.sort(blockingElements, function(a, b)
return a.z > b.z
end)
-- If we have interactive elements, return the topmost one
-- But only if there's no blocking element with higher z-index (that isn't an ancestor)
if #candidates > 0 then
local topCandidate = candidates[1]
-- Check if any blocking element would prevent this interaction
if #blockingElements > 0 then
local topBlocker = blockingElements[1]
-- If the top blocker has higher z-index than the top candidate,
-- and the blocker is NOT an ancestor of the candidate,
-- return the blocker (even though it has no callback, it blocks input)
if topBlocker.z > topCandidate.z and not isAncestor(topBlocker, topCandidate) then
return topBlocker
end
end
return topCandidate
end
-- No interactive elements, but return topmost blocking element if any
-- This prevents clicks from passing through non-interactive overlays
return blockingElements[1]
end end
function Gui.update(dt) function Gui.update(dt)

View File

@@ -2786,8 +2786,8 @@ function Element:update(dt)
end end
end end
-- Handle scrollbar hover detection
local mx, my = love.mouse.getPosition() local mx, my = love.mouse.getPosition()
local scrollbar = self:_getScrollbarAtPosition(mx, my) local scrollbar = self:_getScrollbarAtPosition(mx, my)
-- Update independent hover states for vertical and horizontal scrollbars -- Update independent hover states for vertical and horizontal scrollbars
@@ -2841,7 +2841,6 @@ function Element:update(dt)
end end
end end
-- Handle click detection for element with enhanced event system
if self.callback or self.themeComponent then if self.callback or self.themeComponent then
-- Clickable area is the border box (x, y already includes padding) -- Clickable area is the border box (x, y already includes padding)
-- BORDER-BOX MODEL: Use stored border-box dimensions for hit detection -- BORDER-BOX MODEL: Use stored border-box dimensions for hit detection
@@ -2851,6 +2850,10 @@ function Element:update(dt)
local bh = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom) local bh = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
local isHovering = mx >= bx and mx <= bx + bw and my >= by and my <= by + bh local isHovering = mx >= bx and mx <= bx + bw and my >= by and my <= by + bh
-- 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 = (Gui._activeEventElement == nil or Gui._activeEventElement == self)
-- Update theme state based on interaction -- Update theme state based on interaction
if self.themeComponent then if self.themeComponent then
-- Disabled state takes priority -- Disabled state takes priority
@@ -2859,7 +2862,8 @@ function Element:update(dt)
-- Active state (for inputs when focused/typing) -- Active state (for inputs when focused/typing)
elseif self.active then elseif self.active then
self._themeState = "active" self._themeState = "active"
elseif isHovering then -- Only show hover/pressed states if this element is active (not blocked)
elseif isHovering and isActiveElement then
-- Check if any button is pressed -- Check if any button is pressed
local anyPressed = false local anyPressed = false
for _, pressed in pairs(self._pressed) do for _, pressed in pairs(self._pressed) do
@@ -2881,7 +2885,6 @@ function Element:update(dt)
-- Only process button events if callback exists, element is not disabled, -- Only process button events if callback exists, element is not disabled,
-- and this is the topmost element at the mouse position (z-index ordering) -- and this is the topmost element at the mouse position (z-index ordering)
local isActiveElement = (Gui._activeEventElement == nil or Gui._activeEventElement == self)
if self.callback and not self.disabled and isActiveElement then if self.callback and not self.disabled and isActiveElement then
-- Check all three mouse buttons -- Check all three mouse buttons
local buttons = { 1, 2, 3 } -- left, right, middle local buttons = { 1, 2, 3 } -- left, right, middle