# FlexLöve **A comprehensive UI library providing flexbox/grid layouts, theming, animations, and event handling for LÖVE2D games.** **[Documentation](https://mikefreno.github.io/FlexLove/) • [Quick Start](#quick-start) • [Releases](https://github.com/mikefreno/FlexLove/releases) • [Examples](https://mikefreno.github.io/FlexLove/examples.html) • [API Reference](https://mikefreno.github.io/FlexLove/api.html)** FlexLöve is a flexible GUI library for Löve2D that implements a flexbox-based layout system. The goals of this project are two-fold, first, to make a UI library that anyone with basic CSS knowledge can run with a minimal learning curve, and second, to have a single library take you from early prototyping to production easily and gradually. ## Features - **Flexbox Layout**: Modern flexbox layouts for UI elements with full flex properties - **Grid Layout**: CSS-like (but simplified) grid system for structured layouts - **Element Management**: Hierarchical element structures with automatic sizing - **Interactive Elements**: Buttons with click detection, event system, and callbacks - **Theme System**: 9-patch (NinePatch) theming with state support (normal, hover, pressed, disabled) - **Android 9-Patch Auto-Parsing**: Automatic parsing of *.9.png files with multi-region support - **Animations**: Built-in animation support for transitions and effects - **Image Support**: CSS-like object-fit, object-position, tiling/repeat modes, tinting, and opacity control - **Responsive Design**: Automatic resizing with viewport units (vw, vh, %) - **Color Handling**: Utility classes for managing colors in various formats - **Text Rendering**: Flexible text display with alignment and auto-scaling - **Corner Radius**: Rounded corners with individual corner control - **Advanced Positioning**: Absolute, relative, flex, and grid positioning modes - **(Warning - Alpha-stages - Not yet tested) Multi-Touch & Gestures**: Touch event tracking, gesture recognition (tap, double-tap, long-press, swipe, pan, pinch, rotate), and touch scrolling with momentum/bounce ## Quick Start [Recommended] Go to the [releases](https://github.com/mikefreno/FlexLove/releases) page and download the latest release, there are a few different options for different build profiles, I recommend the "default" build. Then add the `modules` directory and `FlexLove.lua` into your project. Or, you can also install with luarocks: ```bash luarocks install flexlove ``` Going this route, you will need to link the luarocks path to your project: (for mac/linux) ```lua package.path = package.path .. ";/Users//.luarocks/share/lua//?.lua" package.path = package.path .. ";/Users//.luarocks/share/lua//?/init.lua" package.cpath = package.cpath .. ";/Users//.luarocks/lib/lua//?.so" ``` ```lua local FlexLove = require("FlexLove") function love.load() -- (Optional) Initialize with a theme and immediate mode FlexLove.init({ theme = "space", immediateMode = true }) end function love.update(dt) FlexLove.update(dt) end function love.draw() FlexLove.draw(function() -- Game content (will be blurred by backdrop blur) local button = FlexLove.new({ width = "20vw", height = "10vh", backgroundColor = Color.new(0.2, 0.2, 0.8, 1), text = "Click Me", textSize = "md", themeComponent = "button", onEvent = function(element, event) print("Button clicked!") end }) end, function() -- This is drawn AFTER all GUI elements - no backdrop blur SomeMetaComponent:draw() end) end ``` ## Quick Demos All of the following use the [metal theme](./themes/metal.lua) ![Basic Layout](./resources/basic.png) https://github.com/user-attachments/assets/39d958ce-f9e6-4ac6-9920-ac512f4612e9 https://github.com/user-attachments/assets/00984a74-c59b-4030-b6eb-65d08b9655e6 https://github.com/user-attachments/assets/922b38eb-a186-4a1a-b748-aa7815203f1a https://github.com/user-attachments/assets/9840f61b-4f60-4f63-ab3b-912c7da7ad14 https://github.com/user-attachments/assets/388e0f59-8f93-420a-8b4c-efb9bccab251 ![Backdrop Blur](./resources/backdropblur.png) ## Build Profiles FlexLöve supports optional modules to reduce bundle size for different use cases. Simply exclude module files you don't need - the library handles missing modules gracefully with null-object stubs. ### Available Profiles - **Minimal (~60%)** - Core functionality only (layouts, basic elements, text) - **Slim (~80%)** - Adds animations and image support - **Default (~95%)** - Adds themes, blur effects, and gestures - **Full (100%)** - Everything including performance monitoring ## Documentation 📚 **[View Full API Documentation](https://mikefreno.github.io/FlexLove/api.html)** Complete API reference with all classes, methods, and properties is available on GitHub Pages. The documentation includes: - Searchable sidebar navigation - Syntax-highlighted code examples - Version selector (access docs for previous versions) - Detailed parameter and return value descriptions ### Documentation Versions Access documentation for specific versions: - **Latest:** [https://mikefreno.github.io/FlexLove/api.html](https://mikefreno.github.io/FlexLove/api.html) - **Specific version:** `https://mikefreno.github.io/FlexLove/versions/v0.2.0/api.html` ## Core Concepts ### The Most Basic There are no "prebuilt" components - there is just an `Element`. Think of it as everything being a `
` in html. The `Element` can be anything you need - a container window, a button, an input field. It can also be combined to make more complex fields, like a sliders. The way to make these are just by setting the properties needed. `onEvent` can be used to make buttons, `editable` can be used to create input fields. You can check out the `examples/` to see complex utilization. ### Immediate Mode vs Retained Mode FlexLöve supports both **immediate mode** and **retained mode** UI paradigms, giving you flexibility in how you structure your UI code: #### Retained Mode (Default) In retained mode, you create elements once and they persist across frames. The library manages the element hierarchy, but you must manage changes in element state by . ```lua local someGameState = true -- Create elements once (e.g., in love.load) local button1 = FlexLove.new({ text = "Button 1", disabled = someGameState, onEvent = function() print("Clicked!") end }) -- ... other things ... -- local someGameState = false -- button1 will not change its disabled state, you need a way to update the element local button2 = FlexLove.new({ text = "Click to activate button 1", onEvent = function(_, event) if event.type == "release" then -- only fire on mouse release button1.disabled = false -- this will actual update the element end end }) -- ... other things ... -- local someGameState = false -- button1 will not change its disabled state, you need a way to update the element local button2 = FlexLove.new({ text = "Click to activate button 1", onEvent = function(_, event) if event.type == "release" then -- only fire on mouse release button1.disabled = false -- this will actual update the element end end }) ``` #### Immediate Mode In immediate mode, you recreate UI elements every frame based on your application state. This approach can be simpler for dynamic UIs that change frequently. There is of course some overhead for this, which is why it is not the default behavior. ```lua -- Recreate UI every frame local someGameState = true -- Create elements once (e.g., in love.load) local button1 = FlexLove.new({ text = "Button 1", disabled = someGameState, onEvent = function() print("Clicked!") end }) -- ... other things ... -- local someGameState = false -- button1 in immediate mode will have its state updated local button2 = FlexLove.new({ text = "Click to activate button 1", onEvent = function(_, event) if event.type == "release" then -- only fire on mouse release button1.disabled = false -- this will also update the element end end }) ``` #### Per-Element Mode Override You can override the rendering mode on a per-element basis using the `mode` property. This allows you to mix immediate and retained mode elements in the same application: ```lua -- Initialize in immediate mode globally FlexLove.init({ immediateMode = true }) function love.draw() FlexLove.beginFrame() -- This button uses immediate mode (follows global setting) local dynamicButton = FlexLove.new({ text = "Frame: " .. love.timer.getTime(), onEvent = function() print("Dynamic!") end }) -- This panel uses retained mode (override with mode prop) -- It will persist and won't be recreated each frame local staticPanel = FlexLove.new({ mode = "retained", -- Explicit override width = "30vw", height = "40vh", backgroundColor = Color.new(0.2, 0.2, 0.2, 1), }) FlexLove.endFrame() end ``` ### Element Properties Common properties for all elements: ```lua { -- Positioning & Size x = 0, -- X position (number or string with units) y = 0, -- Y position width = 100, -- Width (number, string, or "auto") height = 100, -- Height z = 0, -- Z-index for layering -- Visual Styling backgroundColor = Color.new(0, 0, 0, 0), -- Background color cornerRadius = 0, -- Uniform radius or {topLeft, topRight, bottomLeft, bottomRight} border = {}, -- {top, right, bottom, left} boolean flags borderColor = Color.new(0, 0, 0, 1), opacity = 1, -- 0 to 1 -- Layout positioning = "flex", -- "absolute", "relative", "flex", or "grid" padding = {}, -- {top, right, bottom, left} or shortcuts margin = {}, -- {top, right, bottom, left} or shortcuts gap = 10, -- Space between children -- Flexbox Properties flexDirection = "horizontal", -- "horizontal" or "vertical" justifyContent = "flex-start", -- Main axis alignment alignItems = "stretch", -- Cross axis alignment flexWrap = "nowrap", -- "nowrap" or "wrap" -- Grid Properties gridRows = 1, gridColumns = 1, rowGap = 10, columnGap = 10, -- Text text = "Hello", textColor = Color.new(1, 1, 1, 1), textAlign = "start", -- "start", "center", "end" textSize = "md", -- Number or preset ("xs", "sm", "md", "lg", "xl", etc.) -- Images imagePath = "path/to/image.png", -- Path to image file (auto-loads) image = imageObject, -- Or provide love.Image directly objectFit = "fill", -- "fill", "contain", "cover", "scale-down", "none" objectPosition = "center center", -- Image positioning (keywords or percentages) imageRepeat = "no-repeat", -- "no-repeat", "repeat", "repeat-x", "repeat-y", "space", "round" imageTint = Color.new(1, 1, 1, 1), -- Color tint overlay (default: white/no tint) imageOpacity = 1, -- Image opacity 0-1 (combines with element opacity) -- Theming theme = "space", -- Theme name themeComponent = "button", -- Component type from theme -- Interaction onEvent = function(element, event) end, disabled = false, disableHighlight = false, -- Disable pressed overlay (auto-true for themed elements) -- Rendering Mode mode = nil, -- "immediate", "retained", or nil (uses global setting) -- Element Identity id = nil, -- Element ID (auto-generated if not provided) -- Hierarchy parent = nil, -- Parent element } ``` ### Layout Modes #### Absolute Positioning ```lua local element = FlexLove.new({ positioning = "absolute", x = 100, y = 50, width = 200, height = 100 }) ``` #### Flexbox Layout ```lua local container = FlexLove.new({ positioning = "flex", flexDirection = "horizontal", justifyContent = "center", alignItems = "center", gap = 10 }) ``` #### Grid Layout ```lua local grid = FlexLove.new({ positioning = "grid", gridRows = 3, gridColumns = 3, rowGap = 10, columnGap = 10 }) ``` ### Theme System To create a theme explore themes/space.lua as a reference Load and apply themes for consistent styling: ```lua FlexLove.init({ theme = "space" -- will use this as the initial theme }) -- and if you need dynamic themes local Theme = FlexLove.Theme Theme.load("metal") Theme.setActive("metal") -- Use theme on elements local button = Flexlove.new({ width = 200, height = 60, text = "Themed Button", themeComponent = "button", -- Uses "button" component from active theme backgroundColor = Color.new(0.5, 0.5, 1, 0.3) -- Renders behind theme }) ``` #### Android 9-Patch Support FlexLove automatically parses Android 9-patch (*.9.png) files: ```lua -- Theme definition with auto-parsed 9-patch { name = "My Theme", components = { button = { atlas = "themes/mytheme/button.9.png" -- insets automatically extracted from 9-patch borders -- supports multiple stretch regions for complex scaling }, panel = { atlas = "themes/mytheme/panel.png", insets = { left = 20, top = 20, right = 20, bottom = 20 } -- manual insets still supported (overrides auto-parsing) } } } ``` **9-Patch Format:** - Files ending in `.9.png` are automatically detected and parsed - **Guide pixels are automatically removed** - the 1px border is stripped during loading - Top/left borders define stretchable regions (black pixels) - Bottom/right borders define content padding (optional) - **automatically applied to child positioning** - Supports multiple non-contiguous stretch regions - Manual insets override auto-parsing when specified **Scaling Corners:** ```lua { button = { atlas = "themes/mytheme/button.9.png", scaleCorners = 2 -- Scale corners by 2x (number = direct multiplier) } } ``` - `scaleCorners` accepts a number (e.g., 2 = 2x size, 0.5 = half size) - Default: `nil` (no scaling, 1:1 pixel perfect) - Corners scale uniformly while edges stretch as defined by guides Themes support state-based rendering: - `normal` - Default state - `hover` - Mouse over element - `pressed` - Element being clicked - `disabled` - Element is disabled - `active` - Element is active/focused ### Event System Enhanced event handling with detailed event information: ```lua onEvent = function(element, event) -- Mouse events: -- event.type: "click", "press", "release", "rightclick", "middleclick" -- event.button: 1 (left), 2 (right), 3 (middle) -- event.x, event.y: Mouse position -- event.clickCount: Number of clicks (for double-click detection) -- event.modifiers: { shift, ctrl, alt, gui } -- Touch events: -- event.type: "touchpress", "touchmove", "touchrelease", "touchcancel" -- event.touchId: Unique identifier for this touch -- event.pressure: Touch pressure (0.0-1.0) -- event.phase: "began", "moved", "ended", or "cancelled" if event.type == "click" and event.modifiers.shift then print("Shift-clicked!") elseif event.type == "touchpress" then print("Touch began at:", event.x, event.y) end end ``` **Multi-Touch Support:** FlexLöve provides comprehensive multi-touch event tracking and gesture recognition. See the [Multi-Touch Documentation](docs/MULTI_TOUCH.md) for: - Touch event handling - 7 gesture types (tap, double-tap, long-press, swipe, pan, pinch, rotate) - Touch scrolling with momentum and bounce effects - Complete API reference and examples ### Deferred Callbacks Some LÖVE operations (like `love.window.setMode`) cannot be called while a Canvas is active. FlexLöve provides a deferred callback system to handle these operations safely: ```lua -- In your event handler, queue the callback: onEvent = function(element, event) if event.type == "click" then FlexLove.deferCallback(function() love.window.setMode(1920, 1080, { fullscreen = true }) end) end end -- In your love.draw(), execute callbacks after ALL canvases are released: function love.draw() love.graphics.setCanvas(myCanvas) FlexLove.draw() love.graphics.setCanvas() -- Release ALL canvases -- Execute deferred callbacks now that no canvas is active FlexLove.executeDeferredCallbacks() end ``` **IMPORTANT:** You must call `FlexLove.executeDeferredCallbacks()` at the very end of your `love.draw()` function after releasing all canvases. This ensures callbacks execute in a safe context. #### Automatic Deferral with `onEventDeferred` Instead of manually wrapping callbacks with `FlexLove.deferCallback()`, you can set the `onEventDeferred` flag to automatically defer all callbacks for that handler: ```lua FlexLove.Element.new({ width = 200, height = 50, text = "Change Resolution", onEvent = function(element, event) if event.type == "click" then -- This will be automatically deferred! love.window.setMode(1920, 1080, { fullscreen = true }) end end, onEventDeferred = true -- Automatically defer all onEvent callbacks }) ``` This flag is available for all event callbacks: - `onEventDeferred` - Defers `onEvent` callback - `onFocusDeferred` - Defers `onFocus` callback - `onBlurDeferred` - Defers `onBlur` callback - `onTextInputDeferred` - Defers `onTextInput` callback - `onTextChangeDeferred` - Defers `onTextChange` callback - `onEnterDeferred` - Defers `onEnter` callback Deferred callbacks are useful for: - Changing window mode/resolution - Loading resources that modify graphics state - Any operation that conflicts with active canvas rendering ### Input Fields FlexLöve provides text input support with single-line (and multi-line coming soon) fields: ```lua -- Create a text input field local input = FlexLove.new({ x = 10, y = 10, width = 200, height = 30, editable = true, text = "Type here...", placeholder = "Enter text", textColor = Color.new(1, 1, 1, 1), onTextChange = function(element, newText, oldText) print("Text changed:", newText) end }) local textArea = FlexLove.new({ x = 10, y = 50, width = 300, height = 150, editable = true, multiline = true, text = "", placeholder = "Enter multiple lines..." }) ``` **Important**: To enable key repeat for navigation keys (arrows, backspace, delete), add this to your `love.load()`: ```lua function love.load() love.keyboard.setKeyRepeat(true) end ``` **Input Properties:** - `editable` - Enable text input (default: false) - `multiline` - Allow multiple lines (default: false) - `placeholder` - Placeholder text when empty - `maxLength` - Maximum character count - `passwordMode` - Hide text with bullets - `selectOnFocus` - Select all text when focused **Input Callbacks:** - `onTextChange(element, newText, oldText)` - Called when text changes - `onTextInput(element, text)` - Called for each character input - `onEnter(element)` - Called when Enter is pressed (single-line only) - `onFocus(element)` - Called when input gains focus - `onBlur(element)` - Called when input loses focus **Features:** - Cursor positioning and blinking - Text selection (mouse and keyboard) - Copy/Cut/Paste (Ctrl+C/X/V) - Word navigation (Ctrl+Arrow keys) - Select all (Ctrl+A) - Automatic text scrolling to keep cursor visible - UTF-8 support ### Responsive Units Support for viewport-relative units: ```lua local element = FlexLove.new({ width = "50vw", -- 50% of viewport width height = "30vh", -- 30% of viewport height x = "25%", -- 25% of parent width textSize = "3vh" -- 3% of viewport height }) ``` #### Dynamic Calculations with calc() Use `calc()` for CSS-like dynamic calculations in layout properties: ```lua -- Center a button horizontally (accounting for its width) local button = FlexLove.new({ x = FlexLove.calc("50% - 10vw"), -- Centers a 20vw wide button y = "50vh", width = "20vw", height = "10vh", text = "Centered Button" }) -- Complex calculations with multiple operations local sidebar = FlexLove.new({ width = FlexLove.calc("100vw - 300px"), -- Full width minus fixed sidebar height = FlexLove.calc("100vh - 50px"), -- Full height minus header x = "300px", y = "50px" }) -- Using parentheses for order of operations local panel = FlexLove.new({ width = FlexLove.calc("(100vw - 40px) / 3"), -- Three equal columns with 40px total padding padding = { left = "10px", right = "10px" } }) ``` **Supported operations:** `+`, `-`, `*`, `/` **Supported units:** `px`, `%`, `vw`, `vh`, `ew`, `eh` **Note:** Element width/height units (`ew`, `eh`) cannot be used in position calculations (`x`, `y`) due to circular dependencies. ### Animations Create smooth transitions: ```lua local Animation = FlexLove.Animation -- Fade animation local fadeIn = Animation.fade(1.0, 0, 1) fadeIn:apply(element) -- Scale animation local scaleUp = Animation.scale(0.5, { width = 100, height = 50 }, { width = 200, height = 100 } ) scaleUp:apply(element) -- Custom animation with easing local customAnim = Animation.new({ duration = 1.0, start = { opacity = 0, width = 100 }, final = { opacity = 1, width = 200 }, easing = "easeInOutCubic" }) customAnim:apply(element) ``` ### Images Display images with CSS-like object-fit and positioning: ```lua local Gui = FlexLove.Gui -- Basic image display local imageBox = Gui.new({ width = 200, height = 200, imagePath = "assets/photo.jpg", objectFit = "cover", -- fill, contain, cover, scale-down, none objectPosition = "center center", -- positioning within bounds imageOpacity = 1.0, imageTint = Color.new(1, 1, 1, 1), -- optional color tint }) ``` **Object-fit modes:** - `fill` - Stretch to fill (may distort) - `contain` - Fit within bounds (preserves aspect ratio) - `cover` - Cover bounds (preserves aspect ratio, may crop) - `scale-down` - Use smaller of none or contain - `none` - Natural size (no scaling) **Object-position examples:** - `"center center"` - Center both axes - `"top left"` - Top-left corner - `"bottom right"` - Bottom-right corner - `"50% 20%"` - Custom percentage positioning **Image tiling:** ```lua { imagePath = "pattern.png", imageRepeat = "repeat", -- repeat, repeat-x, repeat-y, no-repeat, space, round } ``` **Image effects:** ```lua { imageTint = Color.new(1, 0, 0, 1), -- Red tint overlay imageOpacity = 0.8, -- 80% opacity } ``` See `examples/image_showcase.lua` for a comprehensive demonstration of all image features. ### Creating Colors ```lua local Color = FlexLove.Color -- From RGB values (0-1 range) local red = Color.new(1, 0, 0, 1) -- From hex string local blue = Color.fromHex("#0000FF") local semiTransparent = Color.fromHex("#FF000080") ``` ## API Reference ### Flexlove (Main Module) - `Flexlove.init(props)` - Initialize GUI system with base scale - `Flexlove.new(props)` - Create a new element - `Flexlove.update(dt)` - Update all elements - `Flexlove.draw()` - Draw all elements - `Flexlove.resize()` - Handle window resize ### Color - `Color.new(r, g, b, a)` - Create color (values 0-1) - `Color.fromHex(hex)` - Create from hex string - `Color:toHex()` - Convert to hex string - `Color:toRGBA()` - Get RGBA values ### Theme (only needed for dynamic changes) - `Theme.load(name)` - Load theme by name - `Theme.setActive(name)` - Set active theme - `Theme.getActive()` - Get current active theme ### Animation - `Animation.new(props)` - Create custom animation - `Animation.fade(duration, from, to)` - Fade animation - `Animation.scale(duration, from, to)` - Scale animation ## Examples The `examples/` directory contains comprehensive demos: - `EventSystemDemo.lua` - Event handling and callbacks - `CornerRadiusDemo.lua` - Rounded corners showcase - `ThemeLayeringDemo.lua` - Theme system with layering - `DisableHighlightDemo.lua` - Highlight control - `SimpleGrid.lua` - Grid layout examples - `TextSizePresets.lua` - Text sizing options - `OnClickAnimations.lua` - Animation examples - `ZIndexDemo.lua` - Layering demonstration - `touch_demo.lua` - Interactive multi-touch and gesture demo - `image_showcase.lua` - Image display and manipulation features ## Testing Run tests with: ```bash lua testing/runAll.lua # or a specific test: lua testing/__tests__/ ``` ## Compatibility **Compatibility:** - **Lua**: 5.1+ - **LÖVE**: 11.x (tested) - **LuaJIT**: Compatible ## License MIT License - see LICENSE file for details. ## Contributing This library is under active development. Contributions, bug reports, and feature requests are welcome!