Files
FlexLove/FlexLove.lua
Michael Freno 806aeb36d2 fix top
2025-09-16 20:13:08 -04:00

976 lines
29 KiB
Lua

-- Utility class for color handling
---@class Color
---@field r number -- Red component (0-1)
---@field g number -- Green component (0-1)
---@field b number -- Blue component (0-1)
---@field a number -- Alpha component (0-1)
local Color = {}
Color.__index = Color
--- Create a new color instance
---@param r number
---@param g number
---@param b number
---@param a number? -- default 1
---@return Color
function Color.new(r, g, b, a)
local self = setmetatable({}, Color)
self.r = r or 0
self.g = g or 0
self.b = b or 0
self.a = a or 1
return self
end
--- Convert hex string to color
---@param hexWithTag string -- e.g. "#RRGGBB" or "#RRGGBBAA"
---@return Color
function Color.fromHex(hexWithTag)
local hex = hexWithTag:gsub("#", "")
if #hex == 6 then
local r = tonumber("0x" .. hex:sub(1, 2))
local g = tonumber("0x" .. hex:sub(3, 4))
local b = tonumber("0x" .. hex:sub(5, 6))
return Color.new(r, g, b, 1)
elseif #hex == 8 then
local r = tonumber("0x" .. hex:sub(1, 2))
local g = tonumber("0x" .. hex:sub(3, 4))
local b = tonumber("0x" .. hex:sub(5, 6))
local a = tonumber("0x" .. hex:sub(7, 8)) / 255
return Color.new(r, g, b, a)
else
error("Invalid hex string")
end
end
--- Convert color to hex string
---@return string
function Color:toHex()
local r = math.floor(self.r * 255)
local g = math.floor(self.g * 255)
local b = math.floor(self.b * 255)
local a = math.floor(self.a * 255)
if self.a ~= 1 then
return string.format("#%02X%02X%02X%02X", r, g, b, a)
else
return string.format("#%02X%02X%02X", r, g, b)
end
end
---@return number r, number g, number b, number a
function Color:toRGBA()
return self.r, self.g, self.b, self.a
end
local enums = {}
--- @enum TextAlign
enums.TextAlign = {
START = "start",
CENTER = "center",
END = "end",
JUSTIFY = "justify",
}
--- @enum Positioning
enums.Positioning = {
ABSOLUTE = "absolute",
FLEX = "flex",
}
--- @enum FlexDirection
enums.FlexDirection = {
HORIZONTAL = "horizontal",
VERTICAL = "vertical",
}
--- @enum JustifyContent
enums.JustifyContent = {
FLEX_START = "flex-start",
CENTER = "center",
SPACE_AROUND = "space-around",
FLEX_END = "flex-end",
SPACE_EVENLY = "space-evenly",
SPACE_BETWEEN = "space-between",
}
--- @enum JustifySelf
enums.JustifySelf = {
AUTO = "auto",
FLEX_START = "flex-start",
CENTER = "center",
FLEX_END = "flex-end",
SPACE_AROUND = "space-around",
SPACE_EVENLY = "space-evenly",
SPACE_BETWEEN = "space-between",
}
--- @enum AlignItems
enums.AlignItems = {
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
BASELINE = "baseline",
}
--- @enum AlignSelf
enums.AlignSelf = {
AUTO = "auto",
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
BASELINE = "baseline",
}
--- @enum AlignContent
enums.AlignContent = {
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
SPACE_BETWEEN = "space-between",
SPACE_AROUND = "space-around",
}
local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, TextAlign, AlignSelf, JustifySelf =
enums.Positioning,
enums.FlexDirection,
enums.JustifyContent,
enums.AlignContent,
enums.AlignItems,
enums.TextAlign,
enums.AlignSelf,
enums.JustifySelf
--- Top level GUI manager
---@class Gui
---@field topElements table<integer, Element>
---@field resize fun(): nil
---@field draw fun(): nil
---@field update fun(dt:number): nil
---@field destroy fun(): nil
local Gui = { topElements = {} }
function Gui.resize()
local newWidth, newHeight = love.window.getMode()
for _, win in ipairs(Gui.topElements) do
win:resize(newWidth, newHeight)
end
end
function Gui.draw()
-- Sort elements by z-index before drawing
table.sort(Gui.topElements, function(a, b)
return a.z < b.z
end)
for _, win in ipairs(Gui.topElements) do
win:draw()
end
end
function Gui.update(dt)
for _, win in ipairs(Gui.topElements) do
win:update(dt)
end
end
--- Destroy all elements and their children
function Gui.destroy()
for _, win in ipairs(Gui.topElements) do
win:destroy()
end
Gui.topElements = {}
end
-- Simple GUI library for LOVE2D
-- Provides element and button creation, drawing, and click handling.
---@class Animation
---@field duration number
---@field start {width?:number, height?:number, opacity?:number}
---@field final {width?:number, height?:number, opacity?:number}
---@field elapsed number
---@field transform table?
---@field transition table?
local Animation = {}
Animation.__index = Animation
---@class AnimationProps
---@field duration number
---@field start {width?:number, height?:number, opacity?:number}
---@field final {width?:number, height?:number, opacity?:number}
---@field transform table?
---@field transition table?
local AnimationProps = {}
---@class TransformProps
---@field scale {x?:number, y?:number}?
---@field rotate number?
---@field translate {x?:number, y?:number}?
---@field skew {x?:number, y?:number}?
---@class TransitionProps
---@field duration number?
---@field easing string?
---@param props AnimationProps
---@return Animation
function Animation.new(props)
local self = setmetatable({}, Animation)
self.duration = props.duration
self.start = props.start
self.final = props.final
self.transform = props.transform
self.transition = props.transition
self.elapsed = 0
return self
end
---@param dt number
---@return boolean
function Animation:update(dt)
self.elapsed = self.elapsed + dt
if self.elapsed >= self.duration then
return true -- finished
else
return false
end
end
---@return table
function Animation:interpolate()
local t = math.min(self.elapsed / self.duration, 1)
local result = {}
-- Handle width and height if present
if self.start.width and self.final.width then
result.width = self.start.width * (1 - t) + self.final.width * t
end
if self.start.height and self.final.height then
result.height = self.start.height * (1 - t) + self.final.height * t
end
-- Handle other properties like opacity
if self.start.opacity and self.final.opacity then
result.opacity = self.start.opacity * (1 - t) + self.final.opacity * t
end
-- Apply transform if present
if self.transform then
for key, value in pairs(self.transform) do
result[key] = value
end
end
return result
end
--- Apply animation to a GUI element
---@param element Element
function Animation:apply(element)
if element.animation then
-- If there's an existing animation, we should probably stop it or replace it
element.animation = self
else
element.animation = self
end
end
--- Create a simple fade animation
---@param duration number
---@param fromOpacity number
---@param toOpacity number
---@return Animation
function Animation.fade(duration, fromOpacity, toOpacity)
return Animation.new({
duration = duration,
start = { opacity = fromOpacity },
final = { opacity = toOpacity },
transform = {},
transition = {},
})
end
--- Create a simple scale animation
---@param duration number
---@param fromScale table{width:number,height:number}
---@param toScale table{width:number,height:number}
---@return Animation
function Animation.scale(duration, fromScale, toScale)
return Animation.new({
duration = duration,
start = { width = fromScale.width, height = fromScale.height },
final = { width = toScale.width, height = toScale.height },
transform = {},
transition = {},
})
end
local FONT_CACHE = {}
--- Create or get a font from cache
---@param size number
---@return love.Font
function FONT_CACHE.get(size)
if not FONT_CACHE[size] then
FONT_CACHE[size] = love.graphics.newFont(size)
end
return FONT_CACHE[size]
end
--- Get font for text size (cached)
---@param textSize number?
---@return love.Font
function FONT_CACHE.getFont(textSize)
if textSize then
return FONT_CACHE.get(textSize)
else
return love.graphics.getFont()
end
end
---@class Border
---@field top boolean?
---@field right boolean?
---@field bottom boolean?
---@field left boolean?
-- ====================
-- Element Object
-- ====================
---@class Element
---@field autosizing {width:boolean, height:boolean} -- Whether the element should automatically size to fit its children
---@field x number -- X coordinate of the element
---@field y number -- Y coordinate of the element
---@field z number -- Z-index for layering (default: 0)
---@field width number -- Width of the element
---@field height number -- Height of the element
---@field children table<integer, Element> -- Children of this element
---@field parent Element? -- Parent element (nil if top-level)
---@field border Border -- Border configuration for the element
---@field borderColor Color -- Color of the border
---@field background Color -- Background color of the element
---@field prevGameSize {width:number, height:number} -- Previous game size for resize calculations
---@field text string? -- Text content to display in the element
---@field textColor Color -- Color of the text content
---@field textAlign TextAlign -- Alignment of the text content
---@field gap number -- Space between children elements (default: 10)
---@field padding {top?:number, right?:number, bottom?:number, left?:number}? -- Padding around children (default: {top=0, right=0, bottom=0, left=0})
---@field margin {top?:number, right?:number, bottom?:number, left?:number} -- Margin around children (default: {top=0, right=0, bottom=0, left=0})
---@field positioning Positioning -- Layout positioning mode (default: ABSOLUTE)
---@field flexDirection FlexDirection -- Direction of flex layout (default: HORIZONTAL)
---@field justifyContent JustifyContent -- Alignment of items along main axis (default: FLEX_START)
---@field alignItems AlignItems -- Alignment of items along cross axis (default: STRETCH)
---@field alignContent AlignContent -- Alignment of lines in multi-line flex containers (default: STRETCH)
---@field justifySelf JustifySelf -- Alignment of the item itself along main axis (default: AUTO)
---@field alignSelf AlignSelf -- Alignment of the item itself along cross axis (default: AUTO)
---@field textSize number? -- Font size for text content
---@field transform TransformProps -- Transform properties for animations and styling
---@field transition TransitionProps -- Transition settings for animations
---@field callback function? -- Callback function for click events
local Element = {}
Element.__index = Element
---@class ElementProps
---@field parent Element? -- Parent element for hierarchical structure
---@field x number? -- X coordinate of the element (default: 0)
---@field y number? -- Y coordinate of the element (default: 0)
---@field z number? -- Z-index for layering (default: 0)
---@field w number? -- Width of the element (default: calculated automatically)
---@field h number? -- Height of the element (default: calculated automatically)
---@field border Border? -- Border configuration for the element
---@field borderColor Color? -- Color of the border (default: black)
---@field background Color? -- Background color (default: transparent)
---@field gap number? -- Space between children elements (default: 10)
---@field padding {top:number?, right:number?, bottom:number?, left:number?, horizontal: number?, vertical:number?}? -- Padding around children (default: {top=0, right=0, bottom=0, left=0})
---@field margin {top:number?, right:number?, bottom:number?, left:number?, horizontal: number?, vertical:number?}? -- Margin around children (default: {top=0, right=0, bottom=0, left=0})
---@field text string? -- Text content to display (default: nil)
---@field titleColor Color? -- Color of the text content (default: black)
---@field textAlign TextAlign? -- Alignment of the text content (default: START)
---@field textColor Color? -- Color of the text content (default: black)
---@field textSize number? -- Font size for text content (default: nil)
---@field positioning Positioning? -- Layout positioning mode (default: ABSOLUTE)
---@field flexDirection FlexDirection? -- Direction of flex layout (default: HORIZONTAL)
---@field justifyContent JustifyContent? -- Alignment of items along main axis (default: FLEX_START)
---@field alignItems AlignItems? -- Alignment of items along cross axis (default: STRETCH)
---@field alignContent AlignContent? -- Alignment of lines in multi-line flex containers (default: STRETCH)
---@field justifySelf JustifySelf? -- Alignment of the item itself along main axis (default: AUTO)
---@field alignSelf AlignSelf? -- Alignment of the item itself along cross axis (default: AUTO)
---@field callback function? -- Callback function for click events
---@field transform table? -- Transform properties for animations and styling
---@field transition table? -- Transition settings for animations
local ElementProps = {}
---@param props ElementProps
---@return Element
function Element.new(props)
local self = setmetatable({}, Element)
self.x = props.x or 0
self.y = props.y or 0
self.border = props.border
and {
top = props.border.top or false,
right = props.border.right or false,
bottom = props.border.bottom or false,
left = props.border.left or false,
}
or {
top = false,
right = false,
bottom = false,
left = false,
}
self.background = props.background or Color.new(0, 0, 0, 0)
self.borderColor = props.borderColor or Color.new(0, 0, 0, 1)
if props.textColor then
self.textColor = props.textColor
elseif props.parent then
self.textColor = props.parent.textColor
else
self.textColor = Color.new(0, 0, 0, 1)
end
self.gap = props.gap or 10
self.padding = props.padding
and {
top = props.padding.top or props.padding.vertical or 0,
right = props.padding.right or props.padding.horizontal or 0,
bottom = props.padding.bottom or props.padding.vertical or 0,
left = props.padding.left or props.padding.horizontal or 0,
}
or {
top = 0,
right = 0,
bottom = 0,
left = 0,
}
self.margin = props.margin
and {
top = props.margin.top or props.margin.vertical or 0,
right = props.margin.right or props.margin.horizontal or 0,
bottom = props.margin.bottom or props.margin.vertical or 0,
left = props.margin.left or props.margin.horizontal or 0,
}
or {
top = 0,
right = 0,
bottom = 0,
left = 0,
}
self.text = props.text
self.textColor = props.textColor
if self.textColor == nil then
if props.parent then
self.textColor = props.parent.textColor
else
self.textColor = Color.new(0, 0, 0, 1)
end
end
self.textAlign = props.textAlign or TextAlign.START
self.textSize = props.textSize
self.positioning = props.positioning
if props.positioning == nil then
if props.parent then
self.positioning = props.parent.positioning
else
self.positioning = Positioning.ABSOLUTE
end
end
if self.positioning == Positioning.FLEX then
self.positioning = props.positioning
self.justifyContent = props.justifyContent or JustifyContent.FLEX_START
self.alignItems = props.alignItems or AlignItems.STRETCH
self.alignContent = props.alignContent or AlignContent.STRETCH
self.justifySelf = props.justifySelf or AlignSelf.AUTO
self.alignSelf = props.alignSelf or AlignSelf.AUTO
end
self.autosizing = { width = false, height = false }
if props.w then
self.width = props.w
else
self.autosizing.width = true
self.width = self:calculateAutoWidth()
end
if props.h then
self.height = props.h
else
self.autosizing.height = true
self.height = self:calculateAutoHeight()
end
self.parent = props.parent
if self.parent then
self.x = self.x + self.parent.x
self.y = self.y + self.parent.y
end
self.children = {}
if props.parent then
props.parent:addChild(self)
end
local gw, gh = love.window.getMode()
self.prevGameSize = { width = gw, height = gh }
self.z = props.z or 0
-- Add transform and transition properties
self.transform = props.transform or {}
self.transition = props.transition or {}
-- Initialize opacity for animations to work properly
self.opacity = self.background.a
-- Store callback function for click events
self.callback = props.callback or nil
if not props.parent then
table.insert(Gui.topElements, self)
end
return self
end
--- Get element bounds
---@return { x:number, y:number, width:number, height:number }
function Element:getBounds()
return { x = self.x, y = self.y, width = self.width, height = self.height }
end
--- Add child to element
---@param child Element
function Element:addChild(child)
child.parent = self
table.insert(self.children, child)
if self.autosizing.height then
self.height = self:calculateAutoHeight()
end
if self.autosizing.width then
self.width = self:calculateAutoWidth()
end
self:layoutChildren()
end
function Element:layoutChildren()
if self.positioning == Positioning.ABSOLUTE then
return
end
local totalSize = 0
local childCount = #self.children
if childCount == 0 then
return
end
for _, child in ipairs(self.children) do
if self.flexDirection == FlexDirection.HORIZONTAL then
totalSize = totalSize + (child.width or 0)
else
totalSize = totalSize + (child.height or 0)
end
end
-- Add gaps between children
totalSize = totalSize + (childCount - 1) * self.gap
-- Calculate available space
local availableSpace = self.flexDirection == FlexDirection.HORIZONTAL and self.width or self.height
local freeSpace = availableSpace - totalSize
-- Calculate spacing based on self.justifyContent
local spacing = 0
if self.justifyContent == JustifyContent.FLEX_START then
spacing = 0
elseif self.justifyContent == JustifyContent.CENTER then
spacing = freeSpace / 2
elseif self.justifyContent == JustifyContent.FLEX_END then
spacing = freeSpace
elseif self.justifyContent == JustifyContent.SPACE_AROUND then
spacing = freeSpace / (childCount + 1)
elseif self.justifyContent == JustifyContent.SPACE_EVENLY then
spacing = freeSpace / (childCount + 1)
elseif self.justifyContent == JustifyContent.SPACE_BETWEEN then
if childCount > 1 then
spacing = freeSpace / (childCount - 1)
else
spacing = 0
end
end
-- Position children
local currentPos = spacing
for _, child in ipairs(self.children) do
if child.positioning == Positioning.ABSOLUTE then
goto continue
end
if self.flexDirection == FlexDirection.VERTICAL then
child.x = currentPos + (self.margin.left or 0)
child.y = 0
-- Apply alignment to vertical axis (alignItems)
if self.alignItems == AlignItems.FLEX_START then
--nothing, currentPos is all
elseif self.alignItems == AlignItems.CENTER then
child.y = (self.height - (child.height or 0)) / 2
elseif self.alignItems == AlignItems.FLEX_END then
child.y = self.height - (child.height or 0)
elseif self.alignItems == AlignItems.STRETCH then
child.height = self.height
end
-- Apply self alignment to vertical axis (alignSelf)
if child.alignSelf == AlignSelf.FLEX_START then
--nothing, currentPos is all
elseif child.alignSelf == AlignSelf.CENTER then
child.y = (self.height - (child.height or 0)) / 2
elseif child.alignSelf == AlignSelf.FLEX_END then
child.y = self.height - (child.height or 0)
elseif child.alignSelf == AlignSelf.STRETCH then
child.height = self.height
end
currentPos = currentPos + (child.width or 0) + self.gap + (self.margin.left or 0) + (self.margin.right or 0)
else
child.y = currentPos + (self.margin.top or 0)
-- Apply alignment to horizontal axis (alignItems)
if self.alignItems == AlignItems.FLEX_START then
--nothing, currentPos is all
elseif self.alignItems == AlignItems.CENTER then
child.x = (self.width - (child.width or 0)) / 2
elseif self.alignItems == AlignItems.FLEX_END then
child.x = self.width - (child.width or 0)
elseif self.alignItems == AlignItems.STRETCH then
child.width = self.width
end
-- Apply self alignment to horizontal axis (alignSelf)
if child.alignSelf == AlignSelf.FLEX_START then
--nothing, currentPos is all
elseif child.alignSelf == AlignSelf.CENTER then
child.x = (self.width - (child.width or 0)) / 2
elseif child.alignSelf == AlignSelf.FLEX_END then
child.x = self.width - (child.width or 0)
elseif child.alignSelf == AlignSelf.STRETCH then
child.width = self.width
end
currentPos = currentPos + (child.height or 0) + self.gap + (self.margin.top or 0) + (self.margin.bottom or 0)
end
::continue::
end
end
--- Destroy element and its children
function Element:destroy()
-- Remove from global elements list
for i, win in ipairs(Gui.topElements) do
if win == self then
table.remove(Gui.topElements, i)
break
end
end
if self.parent then
for i, child in ipairs(self.parent.children) do
if child == self then
table.remove(self.parent.children, i)
break
end
end
self.parent = nil
end
-- Destroy all children
for _, child in ipairs(self.children) do
child:destroy()
end
-- Clear children table
self.children = {}
-- Clear parent reference
if self.parent then
self.parent = nil
end
-- Clear animation reference
self.animation = nil
end
--- Draw element and its children
function Element:draw()
-- Handle opacity during animation
local drawBackground = self.background
if self.animation then
local anim = self.animation:interpolate()
if anim.opacity then
drawBackground = Color.new(self.background.r, self.background.g, self.background.b, anim.opacity)
end
end
love.graphics.setColor(drawBackground:toRGBA())
love.graphics.rectangle(
"fill",
self.x - self.padding.left,
self.y - self.padding.top,
self.width + self.padding.left + self.padding.right,
self.height + self.padding.top + self.padding.bottom
)
-- Draw borders based on border property
love.graphics.setColor(self.borderColor:toRGBA())
if self.border.top then
love.graphics.line(
self.x - self.padding.left,
self.y - self.padding.top,
self.x + self.width + (self.padding.right or 0),
self.y - self.padding.top
)
end
if self.border.bottom then
love.graphics.line(
self.x - self.padding.left,
self.y + self.height + self.padding.bottom,
self.x + self.width + self.padding.right,
self.y + self.height + self.padding.bottom
)
end
if self.border.left then
love.graphics.line(
self.x - self.padding.left,
self.y - self.padding.top,
self.x - self.padding.left,
self.y + self.height + self.padding.bottom
)
end
if self.border.right then
love.graphics.line(
self.x + self.width + self.padding.right,
self.y - self.padding.top,
self.x + self.width + self.padding.right,
self.y + self.height + self.padding.bottom
)
end
-- Draw element text if present
if self.text then
love.graphics.setColor(self.textColor:toRGBA())
local origFont = love.graphics.getFont()
local tempFont
if self.textSize then
tempFont = love.graphics.newFont(self.textSize)
love.graphics.setFont(tempFont)
end
local font = love.graphics.getFont()
local textWidth = font:getWidth(self.text)
local textHeight = font:getHeight()
local tx, ty
if self.textAlign == TextAlign.START then
tx = self.x
ty = self.y
elseif self.textAlign == TextAlign.CENTER then
tx = self.x + (self.width - textWidth) / 2
ty = self.y + (self.height - textHeight) / 2
elseif self.textAlign == TextAlign.END then
tx = self.x + self.width - textWidth - 10
ty = self.y + self.height - textHeight - 10
elseif self.textAlign == TextAlign.JUSTIFY then
--- need to figure out spreading
tx = self.x
ty = self.y
end
love.graphics.print(self.text, tx, ty)
if self.textSize then
love.graphics.setFont(origFont)
end
end
-- Draw visual feedback when element is pressed (if it has a callback)
if self.callback and self._pressed then
love.graphics.setColor(0.5, 0.5, 0.5, 0.3) -- Semi-transparent gray for pressed state
love.graphics.rectangle(
"fill",
self.x - self.padding.left,
self.y - self.padding.top,
self.width + self.padding.left + self.padding.right,
self.height + self.padding.top + self.padding.bottom
)
end
for _, child in ipairs(self.children) do
child:draw()
end
end
--- Update element (propagate to children)
---@param dt number
function Element:update(dt)
for _, child in ipairs(self.children) do
child:update(dt)
end
-- Update animation if exists
if self.animation then
local finished = self.animation:update(dt)
if finished then
self.animation = nil -- remove finished animation
else
-- Apply animation interpolation during update
local anim = self.animation:interpolate()
self.width = anim.width or self.width
self.height = anim.height or self.height
self.opacity = anim.opacity or self.opacity
-- Update background color with interpolated opacity
if anim.opacity then
self.background.a = anim.opacity
end
end
end
-- Handle click detection for element
if self.callback then
local mx, my = love.mouse.getPosition()
local bx = self.x
local by = self.y
if mx >= bx and mx <= bx + self.width and my >= by and my <= by + self.height then
if love.mouse.isDown(1) then
-- set pressed flag
self._pressed = true
elseif not love.mouse.isDown(1) and self._pressed then
self.callback(self)
self._pressed = false
end
else
self._pressed = false
end
local touches = love.touch.getTouches()
for _, id in ipairs(touches) do
local tx, ty = love.touch.getPosition(id)
if tx >= bx and tx <= bx + self.width and ty >= by and ty <= by + self.height then
self._touchPressed[id] = true
elseif self._touchPressed[id] then
self.callback(self)
self._touchPressed[id] = false
end
end
end
end
--- Resize element and its children based on game window size change
---@param newGameWidth number
---@param newGameHeight number
function Element:resize(newGameWidth, newGameHeight)
local prevW = self.prevGameSize.width
local prevH = self.prevGameSize.height
local ratioW = newGameWidth / prevW
local ratioH = newGameHeight / prevH
-- Update element size
self.width = self.width * ratioW
self.height = self.height * ratioH
self.x = self.x * ratioW
self.y = self.y * ratioH
-- Update children positions and sizes
for _, child in ipairs(self.children) do
child:resize(ratioW, ratioH)
end
-- Re-layout children after resizing
self:layoutChildren()
self.prevGameSize.width = newGameWidth
self.prevGameSize.height = newGameHeight
end
--- Calculate text width for button
---@return number
function Element:calculateTextWidth()
if self.text == nil then
return 0
end
if self.textSize then
local tempFont = FONT_CACHE.get(self.textSize)
local width = tempFont:getWidth(self.text)
return width
end
local font = love.graphics.getFont()
local width = font:getWidth(self.text)
return width
end
---@return number
function Element:calculateTextHeight()
if self.textSize then
local tempFont = FONT_CACHE.get(self.textSize)
local height = tempFont:getHeight()
return height
end
local font = love.graphics.getFont()
local height = font:getHeight()
return height
end
function Element:calculateAutoWidth()
local width = self:calculateTextWidth()
if not self.children or #self.children == 0 then
return width
end
local totalWidth = width
for _, child in ipairs(self.children) do
local paddingAdjustment = (child.padding.left or 0) + (child.padding.right or 0)
local childWidth = child.width or child:calculateAutoWidth()
local childOffset = childWidth + paddingAdjustment
totalWidth = totalWidth + childOffset
end
return totalWidth + (self.gap * #self.children)
end
--- Calculate auto height based on children
function Element:calculateAutoHeight()
local height = self:calculateTextHeight()
if not self.children or #self.children == 0 then
return height
end
local totalHeight = height
for _, child in ipairs(self.children) do
local paddingAdjustment = (child.padding.top or 0) + (child.padding.bottom or 0)
local childOffset = child.height + paddingAdjustment
totalHeight = totalHeight + childOffset
end
return totalHeight + (self.gap * #self.children)
end
---@param newText string
---@param autoresize boolean? --default: false
function Element:updateText(newText, autoresize)
self.text = newText or self.text
if autoresize then
Logger:error("need to implement resize in updateText")
end
end
Gui.new = Element.new
Gui.Element = Element
Gui.Animation = Animation
return { GUI = Gui, Color = Color, enums = enums }