Files
FlexLove/FlexLove.lua
2025-10-12 17:12:12 -04:00

2312 lines
80 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? -- Default: 0
---@param g number? -- Default: 0
---@param b number? -- Default: 0
---@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
---@return number r, number g, number b, number a
function Color:toRGBA()
return self.r, self.g, self.b, self.a
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)) or 0
local g = tonumber("0x" .. hex:sub(3, 4)) or 0
local b = tonumber("0x" .. hex:sub(5, 6)) or 0
return Color.new(r, g, b, 1)
elseif #hex == 8 then
local r = tonumber("0x" .. hex:sub(1, 2)) or 0
local g = tonumber("0x" .. hex:sub(3, 4)) or 0
local b = tonumber("0x" .. hex:sub(5, 6)) or 0
local a = tonumber("0x" .. hex:sub(7, 8)) / 255
return Color.new(r, g, b, a)
else
error("Invalid hex string")
end
end
local enums = {
---@enum TextAlign
TextAlign = { START = "start", CENTER = "center", END = "end", JUSTIFY = "justify" },
---@enum Positioning
Positioning = { ABSOLUTE = "absolute", RELATIVE = "relative", FLEX = "flex", GRID = "grid" },
---@enum FlexDirection
FlexDirection = { HORIZONTAL = "horizontal", VERTICAL = "vertical" },
---@enum JustifyContent
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
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
AlignItems = {
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
BASELINE = "baseline",
},
---@enum AlignSelf
AlignSelf = {
AUTO = "auto",
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
BASELINE = "baseline",
},
---@enum AlignContent
AlignContent = {
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
SPACE_BETWEEN = "space-between",
SPACE_AROUND = "space-around",
},
---@enum FlexWrap
FlexWrap = { NOWRAP = "nowrap", WRAP = "wrap", WRAP_REVERSE = "wrap-reverse" },
---@enum TextSize
TextSize = {
XXS = "xxs",
XS = "xs",
SM = "sm",
MD = "md",
LG = "lg",
XL = "xl",
XXL = "xxl",
XL3 = "3xl",
XL4 = "4xl",
},
}
-- Text size preset mappings (in vh units for auto-scaling)
local TEXT_SIZE_PRESETS = {
xxs = 0.75, -- 0.75vh
xs = 1.25, -- 1.25vh
sm = 1.75, -- 1.75vh
md = 2.25, -- 2.25vh (default)
lg = 2.75, -- 2.75vh
xl = 3.5, -- 3.5vh
xxl = 4.5, -- 4.5vh
["3xl"] = 5.0, -- 5vh
["4xl"] = 7.0, -- 7vh
}
local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, TextAlign, AlignSelf, JustifySelf, FlexWrap, TextSize =
enums.Positioning,
enums.FlexDirection,
enums.JustifyContent,
enums.AlignContent,
enums.AlignItems,
enums.TextAlign,
enums.AlignSelf,
enums.JustifySelf,
enums.FlexWrap,
enums.TextSize
-- ====================
-- Units System
-- ====================
--- Unit parsing and viewport calculations
local Units = {}
--- Parse a unit value (string or number) into value and unit type
---@param value string|number
---@return number, string -- Returns numeric value and unit type ("px", "%", "vw", "vh")
function Units.parse(value)
if type(value) == "number" then
return value, "px"
end
if type(value) ~= "string" then
-- Fallback to 0px for invalid types
return 0, "px"
end
-- Match number followed by optional unit
local numStr, unit = value:match("^([%-]?[%d%.]+)(.*)$")
if not numStr then
-- Fallback to 0px for invalid format
return 0, "px"
end
local num = tonumber(numStr)
if not num then
-- Fallback to 0px for invalid numeric value
return 0, "px"
end
-- Default to pixels if no unit specified
if unit == "" then
unit = "px"
end
local validUnits = { px = true, ["%"] = true, vw = true, vh = true, ew = true, eh = true }
if not validUnits[unit] then
return num, "px"
end
return num, unit
end
--- Convert relative units to pixels based on viewport and parent dimensions
---@param value number
---@param unit string
---@param viewportWidth number
---@param viewportHeight number
---@param parentSize number? -- Required for percentage units
---@return number -- Pixel value
function Units.resolve(value, unit, viewportWidth, viewportHeight, parentSize)
if unit == "px" then
return value
elseif unit == "%" then
if not parentSize then
error("Percentage units require parent dimension")
end
return (value / 100) * parentSize
elseif unit == "vw" then
return (value / 100) * viewportWidth
elseif unit == "vh" then
return (value / 100) * viewportHeight
else
error("Unknown unit type: " .. unit)
end
end
---@return number, number -- width, height
function Units.getViewport()
-- Try both functions to be compatible with different love versions and test environments
if love.graphics and love.graphics.getDimensions then
return love.graphics.getDimensions()
else
local w, h = love.window.getMode()
return w, h
end
end
--- Apply base scaling to a value
---@param value number
---@param axis "x"|"y" -- Which axis to scale on
---@param scaleFactors {x:number, y:number}
---@return number
function Units.applyBaseScale(value, axis, scaleFactors)
if axis == "x" then
return value * scaleFactors.x
else
return value * scaleFactors.y
end
end
--- Resolve units for spacing properties (padding, margin)
---@param spacingProps table?
---@param parentWidth number
---@param parentHeight number
---@return table -- Resolved spacing with top, right, bottom, left in pixels
function Units.resolveSpacing(spacingProps, parentWidth, parentHeight)
if not spacingProps then
return { top = 0, right = 0, bottom = 0, left = 0 }
end
local viewportWidth, viewportHeight = Units.getViewport()
local result = {}
-- Handle shorthand properties first
local vertical = spacingProps.vertical
local horizontal = spacingProps.horizontal
if vertical then
if type(vertical) == "string" then
local value, unit = Units.parse(vertical)
vertical = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
end
end
if horizontal then
if type(horizontal) == "string" then
local value, unit = Units.parse(horizontal)
horizontal = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
end
end
-- Handle individual sides
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
local value = spacingProps[side]
if value then
if type(value) == "string" then
local numValue, unit = Units.parse(value)
local parentSize = (side == "top" or side == "bottom") and parentHeight or parentWidth
result[side] = Units.resolve(numValue, unit, viewportWidth, viewportHeight, parentSize)
else
result[side] = value
end
else
-- Use fallbacks
if side == "top" or side == "bottom" then
result[side] = vertical or 0
else
result[side] = horizontal or 0
end
end
end
return result
end
-- ====================
-- Grid System
-- ====================
--- 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 available space
local availableWidth = element.width - element.padding.left - element.padding.right
local availableHeight = element.height - element.padding.top - element.padding.bottom
-- 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
local cellX = element.x + element.padding.left + (col * (cellWidth + columnGap))
local cellY = element.y + element.padding.top + (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
if effectiveAlignItems == AlignItems.STRETCH or effectiveAlignItems == "stretch" then
child.x = cellX
child.y = cellY
child.width = cellWidth - child.padding.left - child.padding.right
child.height = 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 childTotalWidth = child.width + child.padding.left + child.padding.right
local childTotalHeight = child.height + child.padding.top + child.padding.bottom
child.x = cellX + (cellWidth - childTotalWidth) / 2
child.y = cellY + (cellHeight - childTotalHeight) / 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 childTotalWidth = child.width + child.padding.left + child.padding.right
local childTotalHeight = child.height + child.padding.top + child.padding.bottom
child.x = cellX + cellWidth - childTotalWidth
child.y = cellY + cellHeight - childTotalHeight
else
-- Default to stretch
child.x = cellX
child.y = cellY
child.width = cellWidth - child.padding.left - child.padding.right
child.height = 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
--- Top level GUI manager
---@class Gui
---@field topElements table<integer, Element>
---@field baseScale {width:number, height:number}?
---@field scaleFactors {x:number, y:number}
---@field init fun(config: {baseScale: {width:number, height:number}}): nil
---@field resize fun(): nil
---@field draw fun(): nil
---@field update fun(dt:number): nil
---@field destroy fun(): nil
local Gui = {
topElements = {},
baseScale = nil,
scaleFactors = { x = 1.0, y = 1.0 },
}
--- Initialize FlexLove with configuration
---@param config {baseScale?: {width?:number, height?:number}} --Default: {width: 1920, height: 1080}
function Gui.init(config)
if config.baseScale then
Gui.baseScale = {
width = config.baseScale.width or 1920,
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
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
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 = {}
-- Reset base scale and scale factors
Gui.baseScale = nil
Gui.scaleFactors = { x = 1.0, y = 1.0 }
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"
---@field button number -- Mouse button: 1 (left), 2 (right), 3 (middle)
---@field x number -- Mouse X position
---@field y number -- Mouse Y position
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, cmd: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"
---@field button number
---@field x number
---@field y number
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, cmd: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.modifiers = props.modifiers
self.clickCount = props.clickCount or 1
self.timestamp = props.timestamp or love.timer.getTime()
return self
end
--- Get current keyboard modifiers state
---@return {shift:boolean, ctrl:boolean, alt:boolean, cmd:boolean}
local function getModifiers()
return {
shift = love.keyboard.isDown("lshift", "rshift"),
ctrl = love.keyboard.isDown("lctrl", "rctrl"),
alt = love.keyboard.isDown("lalt", "ralt"),
cmd = love.keyboard.isDown("lgui", "rgui") -- Mac Command key
}
end
---@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
-- ====================
-- Text Size Utilities
-- ====================
--- Resolve text size preset to viewport units
---@param sizeValue string|number
---@return number, string -- Returns value and unit ("vh" for presets, original unit otherwise)
local function resolveTextSizePreset(sizeValue)
if type(sizeValue) == "string" then
-- Check if it's a preset
local preset = TEXT_SIZE_PRESETS[sizeValue]
if preset then
return preset, "vh"
end
end
-- Not a preset, return nil to indicate normal parsing should occur
return nil, nil
end
---@class Border
---@field top boolean?
---@field right boolean?
---@field bottom boolean?
---@field left boolean?
-- ====================
-- Element Object
-- ====================
---@class Element
---@field id string
---@field autosizing {width:boolean, height:boolean} -- Whether the element should automatically size to fit its children
---@field x number|string -- X coordinate of the element
---@field y number|string -- Y coordinate of the element
---@field z number -- Z-index for layering (default: 0)
---@field width number|string -- Width of the element
---@field height number|string -- Height of the element
---@field top number? -- Offset from top edge (CSS-style positioning)
---@field right number? -- Offset from right edge (CSS-style positioning)
---@field bottom number? -- Offset from bottom edge (CSS-style positioning)
---@field left number? -- Offset from left edge (CSS-style positioning)
---@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 opacity number
---@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|string -- 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 flexWrap FlexWrap -- Whether children wrap to multiple lines (default: NOWRAP)
---@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? -- Resolved font size for text content in pixels
---@field autoScaleText boolean -- Whether text should auto-scale with window size (default: true)
---@field transform TransformProps -- Transform properties for animations and styling
---@field transition TransitionProps -- Transition settings for animations
---@field callback fun(element:Element, event:InputEvent)? -- Callback function for interaction events
---@field units table -- Original unit specifications for responsive behavior
---@field _pressed table<number, boolean> -- Track pressed state per mouse button
---@field _lastClickTime number? -- Timestamp of last click for double-click detection
---@field _lastClickButton number? -- Button of last click
---@field _clickCount number -- Current click count for multi-click detection
---@field _touchPressed table<any, boolean> -- Track touch pressed state
---@field gridRows number? -- Number of rows in the grid
---@field gridColumns number? -- Number of columns in the grid
---@field columnGap number|string? -- Gap between grid columns
---@field rowGap number|string? -- Gap between grid rows
local Element = {}
Element.__index = Element
---@class ElementProps
---@field id string?
---@field parent Element? -- Parent element for hierarchical structure
---@field x number|string? -- X coordinate of the element (default: 0)
---@field y number|string? -- Y coordinate of the element (default: 0)
---@field z number? -- Z-index for layering (default: 0)
---@field width number|string? -- Width of the element (default: calculated automatically)
---@field height number|string? -- Height of the element (default: calculated automatically)
---@field top number|string? -- Offset from top edge (CSS-style positioning)
---@field right number|string? -- Offset from right edge (CSS-style positioning)
---@field bottom number|string? -- Offset from bottom edge (CSS-style positioning)
---@field left number|string? -- Offset from left edge (CSS-style positioning)
---@field border Border? -- Border configuration for the element
---@field borderColor Color? -- Color of the border (default: black)
---@field opacity number?
---@field background Color? -- Background color (default: transparent)
---@field gap number|string? -- Space between children elements (default: 10)
---@field padding {top:number|string?, right:number|string?, bottom:number|string?, left:number|string?, horizontal: number|string?, vertical:number|string?}? -- Padding around children (default: {top=0, right=0, bottom=0, left=0})
---@field margin {top:number|string?, right:number|string?, bottom:number|string?, left:number|string?, horizontal: number|string?, vertical:number|string?}? -- 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|string? -- Font size: number (px), string with units ("2vh", "10%"), or preset ("xxs"|"xs"|"sm"|"md"|"lg"|"xl"|"xxl"|"3xl"|"4xl") (default: "md")
---@field autoScaleText boolean? -- Whether text should auto-scale with window size (default: true)
---@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 flexWrap FlexWrap? -- Whether children wrap to multiple lines (default: NOWRAP)
---@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 fun(element:Element, event:InputEvent)? -- Callback function for interaction events
---@field transform table? -- Transform properties for animations and styling
---@field transition table? -- Transition settings for animations
---@field gridRows number? -- Number of rows in the grid (default: 1)
---@field gridColumns number? -- Number of columns in the grid (default: 1)
---@field columnGap number|string? -- Gap between grid columns
---@field rowGap number|string? -- Gap between grid rows
local ElementProps = {}
---@param props ElementProps
---@return Element
function Element.new(props)
local self = setmetatable({}, Element)
self.children = {}
self.callback = props.callback
self.id = props.id or ""
-- Initialize click tracking for event system
self._pressed = {} -- Track pressed state per mouse button
self._lastClickTime = nil
self._lastClickButton = nil
self._clickCount = 0
self._touchPressed = {}
-- Set parent first so it's available for size calculations
self.parent = props.parent
------ add non-hereditary ------
--- self drawing---
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.borderColor = props.borderColor or Color.new(0, 0, 0, 1)
self.background = props.background or Color.new(0, 0, 0, 0)
self.opacity = props.opacity or 1
self.text = props.text
self.textAlign = props.textAlign or TextAlign.START
--- self positioning ---
local viewportWidth, viewportHeight = Units.getViewport()
---- Sizing ----
local gw, gh = love.window.getMode()
self.prevGameSize = { width = gw, height = gh }
self.autosizing = { width = false, height = false }
-- Store unit specifications for responsive behavior
self.units = {
width = { value = nil, unit = "px" },
height = { value = nil, unit = "px" },
x = { value = nil, unit = "px" },
y = { value = nil, unit = "px" },
textSize = { value = nil, unit = "px" },
gap = { value = nil, unit = "px" },
padding = {
top = { value = nil, unit = "px" },
right = { value = nil, unit = "px" },
bottom = { value = nil, unit = "px" },
left = { value = nil, unit = "px" },
},
margin = {
top = { value = nil, unit = "px" },
right = { value = nil, unit = "px" },
bottom = { value = nil, unit = "px" },
left = { value = nil, unit = "px" },
},
}
-- Get scale factors from Gui (will be used later)
local scaleX, scaleY = Gui.getScaleFactors()
-- Store original textSize units and constraints
self.minTextSize = props.minTextSize
self.maxTextSize = props.maxTextSize
-- Set autoScaleText BEFORE textSize processing (needed for correct initialization)
if props.autoScaleText == nil then
self.autoScaleText = true
else
self.autoScaleText = props.autoScaleText
end
-- Handle textSize BEFORE width/height calculation (needed for auto-sizing)
if props.textSize then
if type(props.textSize) == "string" then
-- Check if it's a preset first
local presetValue, presetUnit = resolveTextSizePreset(props.textSize)
local value, unit
if presetValue then
-- It's a preset, use the preset value and unit
value, unit = presetValue, presetUnit
self.units.textSize = { value = value, unit = unit }
else
-- Not a preset, parse normally
value, unit = Units.parse(props.textSize)
self.units.textSize = { value = value, unit = unit }
end
-- Resolve textSize based on unit type
if unit == "%" or unit == "vh" then
-- Percentage and vh are relative to viewport height
self.textSize = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportHeight)
elseif unit == "vw" then
-- vw is relative to viewport width
self.textSize = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportWidth)
elseif unit == "ew" then
-- ew is relative to element width (use viewport width as fallback during initialization)
-- Will be re-resolved after width is set
self.textSize = (value / 100) * viewportWidth
elseif unit == "eh" then
-- eh is relative to element height (use viewport height as fallback during initialization)
-- Will be re-resolved after height is set
self.textSize = (value / 100) * viewportHeight
elseif unit == "px" then
-- Pixel units
self.textSize = value
else
error("Unknown textSize unit: " .. unit)
end
else
-- Validate pixel textSize value
if props.textSize <= 0 then
error("textSize must be greater than 0, got: " .. tostring(props.textSize))
end
-- Pixel textSize value
if self.autoScaleText and Gui.baseScale then
-- With base scaling: store original pixel value and scale relative to base resolution
self.units.textSize = { value = props.textSize, unit = "px" }
self.textSize = props.textSize * scaleY
elseif self.autoScaleText then
-- Without base scaling: convert to viewport units for auto-scaling
-- Calculate what percentage of viewport height this represents
local vhValue = (props.textSize / viewportHeight) * 100
self.units.textSize = { value = vhValue, unit = "vh" }
self.textSize = props.textSize -- Initial size is the specified pixel value
else
-- No auto-scaling: apply base scaling if set, otherwise use raw value
self.textSize = Gui.baseScale and (props.textSize * scaleY) or props.textSize
self.units.textSize = { value = props.textSize, unit = "px" }
end
end
else
-- No textSize specified - use auto-scaling default
if self.autoScaleText and Gui.baseScale then
-- With base scaling: use 12px as default and scale
self.units.textSize = { value = 12, unit = "px" }
self.textSize = 12 * scaleY
elseif self.autoScaleText then
-- Without base scaling: default to 1.5vh (1.5% of viewport height)
self.units.textSize = { value = 1.5, unit = "vh" }
self.textSize = (1.5 / 100) * viewportHeight
else
-- No auto-scaling: use 12px with optional base scaling
self.textSize = Gui.baseScale and (12 * scaleY) or 12
self.units.textSize = { value = nil, unit = "px" }
end
end
-- Handle width (both w and width properties, prefer w if both exist)
local widthProp = props.width
if widthProp then
if type(widthProp) == "string" then
local value, unit = Units.parse(widthProp)
self.units.width = { value = value, unit = unit }
local parentWidth = self.parent and self.parent.width or viewportWidth
self.width = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
else
-- Apply base scaling to pixel values
self.width = Gui.baseScale and (widthProp * scaleX) or widthProp
self.units.width = { value = widthProp, unit = "px" }
end
else
self.autosizing.width = true
self.width = self:calculateAutoWidth()
self.units.width = { value = nil, unit = "auto" } -- Mark as auto-sized
end
-- Handle height (both h and height properties, prefer h if both exist)
local heightProp = props.height
if heightProp then
if type(heightProp) == "string" then
local value, unit = Units.parse(heightProp)
self.units.height = { value = value, unit = unit }
local parentHeight = self.parent and self.parent.height or viewportHeight
self.height = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
else
-- Apply base scaling to pixel values
self.height = Gui.baseScale and (heightProp * scaleY) or heightProp
self.units.height = { value = heightProp, unit = "px" }
end
else
self.autosizing.height = true
self.height = self:calculateAutoHeight()
self.units.height = { value = nil, unit = "auto" } -- Mark as auto-sized
end
--- child positioning ---
if props.gap then
if type(props.gap) == "string" then
local value, unit = Units.parse(props.gap)
self.units.gap = { value = value, unit = unit }
-- Gap percentages should be relative to the element's own size, not parent
-- For horizontal flex, gap is based on width; for vertical flex, based on height
local flexDir = props.flexDirection or FlexDirection.HORIZONTAL
local containerSize = (flexDir == FlexDirection.HORIZONTAL) and self.width or self.height
self.gap = Units.resolve(value, unit, viewportWidth, viewportHeight, containerSize)
else
self.gap = props.gap
self.units.gap = { value = props.gap, unit = "px" }
end
else
self.gap = 10
self.units.gap = { value = 10, unit = "px" }
end
-- Resolve padding and margin based on element's own size (after width/height are set)
self.padding = Units.resolveSpacing(props.padding, self.width, self.height)
self.margin = Units.resolveSpacing(props.margin, self.width, self.height)
-- Re-resolve ew/eh textSize units now that width/height are set
if props.textSize and type(props.textSize) == "string" then
local value, unit = Units.parse(props.textSize)
if unit == "ew" then
-- Element width relative (now that width is set)
self.textSize = (value / 100) * self.width
elseif unit == "eh" then
-- Element height relative (now that height is set)
self.textSize = (value / 100) * self.height
end
end
-- Apply min/max constraints (also scaled)
local minSize = self.minTextSize and (Gui.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Gui.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
if minSize and self.textSize < minSize then
self.textSize = minSize
end
if maxSize and self.textSize > maxSize then
self.textSize = maxSize
end
-- Protect against too-small text sizes (minimum 1px)
if self.textSize < 1 then
self.textSize = 1 -- Minimum 1px
end
-- Store original spacing values for proper resize handling
-- Initialize all padding sides
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
if props.padding and props.padding[side] then
if type(props.padding[side]) == "string" then
local value, unit = Units.parse(props.padding[side])
self.units.padding[side] = { value = value, unit = unit }
else
self.units.padding[side] = { value = props.padding[side], unit = "px" }
end
else
-- Use resolved padding values from Units.resolveSpacing
self.units.padding[side] = { value = self.padding[side], unit = "px" }
end
end
-- Initialize all margin sides
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
if props.margin and props.margin[side] then
if type(props.margin[side]) == "string" then
local value, unit = Units.parse(props.margin[side])
self.units.margin[side] = { value = value, unit = unit }
else
self.units.margin[side] = { value = props.margin[side], unit = "px" }
end
else
-- Use resolved margin values from Units.resolveSpacing
self.units.margin[side] = { value = self.margin[side], unit = "px" }
end
end
-- Grid properties are set later in the constructor
------ add hereditary ------
if props.parent == nil then
table.insert(Gui.topElements, self)
-- Handle x position with units
if props.x then
if type(props.x) == "string" then
local value, unit = Units.parse(props.x)
self.units.x = { value = value, unit = unit }
self.x = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportWidth)
else
-- Apply base scaling to pixel positions
self.x = Gui.baseScale and (props.x * scaleX) or props.x
self.units.x = { value = props.x, unit = "px" }
end
else
self.x = 0
self.units.x = { value = 0, unit = "px" }
end
-- Handle y position with units
if props.y then
if type(props.y) == "string" then
local value, unit = Units.parse(props.y)
self.units.y = { value = value, unit = unit }
self.y = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportHeight)
else
-- Apply base scaling to pixel positions
self.y = Gui.baseScale and (props.y * scaleY) or props.y
self.units.y = { value = props.y, unit = "px" }
end
else
self.y = 0
self.units.y = { value = 0, unit = "px" }
end
self.z = props.z or 0
self.textColor = props.textColor or Color.new(0, 0, 0, 1)
-- Track if positioning was explicitly set
if props.positioning then
self.positioning = props.positioning
self._originalPositioning = props.positioning
self._explicitlyAbsolute = (props.positioning == Positioning.ABSOLUTE)
else
self.positioning = Positioning.ABSOLUTE
self._originalPositioning = nil -- No explicit positioning
self._explicitlyAbsolute = false
end
else
-- Set positioning first and track if explicitly set
self._originalPositioning = props.positioning -- Track original intent
if props.positioning == Positioning.ABSOLUTE then
self.positioning = Positioning.ABSOLUTE
self._explicitlyAbsolute = true -- Explicitly set to absolute by user
elseif props.positioning == Positioning.FLEX then
self.positioning = Positioning.FLEX
self._explicitlyAbsolute = false
elseif props.positioning == Positioning.GRID then
self.positioning = Positioning.GRID
self._explicitlyAbsolute = false
else
-- Default: children in flex/grid containers participate in parent's layout
-- children in absolute containers default to absolute
if self.parent.positioning == Positioning.FLEX or self.parent.positioning == Positioning.GRID then
self.positioning = Positioning.ABSOLUTE -- They are positioned BY flex/grid, not AS flex/grid
self._explicitlyAbsolute = false -- Participate in parent's layout
else
self.positioning = Positioning.ABSOLUTE
self._explicitlyAbsolute = false -- Default for absolute containers
end
end
-- Set initial position
if self.positioning == Positioning.ABSOLUTE then
-- Handle x position with units
if props.x then
if type(props.x) == "string" then
local value, unit = Units.parse(props.x)
self.units.x = { value = value, unit = unit }
local parentWidth = self.parent.width
self.x = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
else
-- Apply base scaling to pixel positions
self.x = Gui.baseScale and (props.x * scaleX) or props.x
self.units.x = { value = props.x, unit = "px" }
end
else
self.x = 0
self.units.x = { value = 0, unit = "px" }
end
-- Handle y position with units
if props.y then
if type(props.y) == "string" then
local value, unit = Units.parse(props.y)
self.units.y = { value = value, unit = unit }
local parentHeight = self.parent.height
self.y = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
else
-- Apply base scaling to pixel positions
self.y = Gui.baseScale and (props.y * scaleY) or props.y
self.units.y = { value = props.y, unit = "px" }
end
else
self.y = 0
self.units.y = { value = 0, unit = "px" }
end
self.z = props.z or 0
else
-- Children in flex containers start at parent position but will be repositioned by layoutChildren
local baseX = self.parent.x
local baseY = self.parent.y
if props.x then
if type(props.x) == "string" then
local value, unit = Units.parse(props.x)
self.units.x = { value = value, unit = unit }
local parentWidth = self.parent.width
local offsetX = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
self.x = baseX + offsetX
else
-- Apply base scaling to pixel offsets
local scaledOffset = Gui.baseScale and (props.x * scaleX) or props.x
self.x = baseX + scaledOffset
self.units.x = { value = props.x, unit = "px" }
end
else
self.x = baseX
self.units.x = { value = 0, unit = "px" }
end
if props.y then
if type(props.y) == "string" then
local value, unit = Units.parse(props.y)
self.units.y = { value = value, unit = unit }
local parentHeight = self.parent.height
local offsetY = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
self.y = baseY + offsetY
else
-- Apply base scaling to pixel offsets
local scaledOffset = Gui.baseScale and (props.y * scaleY) or props.y
self.y = baseY + scaledOffset
self.units.y = { value = props.y, unit = "px" }
end
else
self.y = baseY
self.units.y = { value = 0, unit = "px" }
end
self.z = props.z or self.parent.z or 0
end
self.textColor = props.textColor or self.parent.textColor
props.parent:addChild(self)
end
-- Handle positioning properties for ALL elements (with or without parent)
-- Handle top positioning with units
if props.top then
if type(props.top) == "string" then
local value, unit = Units.parse(props.top)
self.units.top = { value = value, unit = unit }
self.top = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportHeight)
else
self.top = props.top
self.units.top = { value = props.top, unit = "px" }
end
else
self.top = nil
self.units.top = nil
end
-- Handle right positioning with units
if props.right then
if type(props.right) == "string" then
local value, unit = Units.parse(props.right)
self.units.right = { value = value, unit = unit }
self.right = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportWidth)
else
self.right = props.right
self.units.right = { value = props.right, unit = "px" }
end
else
self.right = nil
self.units.right = nil
end
-- Handle bottom positioning with units
if props.bottom then
if type(props.bottom) == "string" then
local value, unit = Units.parse(props.bottom)
self.units.bottom = { value = value, unit = unit }
self.bottom = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportHeight)
else
self.bottom = props.bottom
self.units.bottom = { value = props.bottom, unit = "px" }
end
else
self.bottom = nil
self.units.bottom = nil
end
-- Handle left positioning with units
if props.left then
if type(props.left) == "string" then
local value, unit = Units.parse(props.left)
self.units.left = { value = value, unit = unit }
self.left = Units.resolve(value, unit, viewportWidth, viewportHeight, viewportWidth)
else
self.left = props.left
self.units.left = { value = props.left, unit = "px" }
end
else
self.left = nil
self.units.left = nil
end
if self.positioning == Positioning.FLEX then
self.flexDirection = props.flexDirection or FlexDirection.HORIZONTAL
self.flexWrap = props.flexWrap or FlexWrap.NOWRAP
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 JustifySelf.AUTO
end
-- Grid container properties
if self.positioning == Positioning.GRID then
self.gridRows = props.gridRows or 1
self.gridColumns = props.gridColumns or 1
self.alignItems = props.alignItems or AlignItems.STRETCH
-- Handle columnGap and rowGap
if props.columnGap then
if type(props.columnGap) == "string" then
local value, unit = Units.parse(props.columnGap)
self.columnGap = Units.resolve(value, unit, viewportWidth, viewportHeight, self.width)
else
self.columnGap = props.columnGap
end
else
self.columnGap = 0
end
if props.rowGap then
if type(props.rowGap) == "string" then
local value, unit = Units.parse(props.rowGap)
self.rowGap = Units.resolve(value, unit, viewportWidth, viewportHeight, self.height)
else
self.rowGap = props.rowGap
end
else
self.rowGap = 0
end
end
self.alignSelf = props.alignSelf or AlignSelf.AUTO
---animation
self.transform = props.transform or {}
self.transition = props.transition or {}
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
-- Re-evaluate positioning now that we have a parent
-- If child was created without explicit positioning, inherit from parent
if child._originalPositioning == nil then
-- No explicit positioning was set during construction
if self.positioning == Positioning.FLEX or self.positioning == Positioning.GRID then
child.positioning = Positioning.ABSOLUTE -- They are positioned BY flex/grid, not AS flex/grid
child._explicitlyAbsolute = false -- Participate in parent's layout
else
child.positioning = Positioning.ABSOLUTE
child._explicitlyAbsolute = false -- Default for absolute containers
end
end
-- If child._originalPositioning is set, it means explicit positioning was provided
-- and _explicitlyAbsolute was already set correctly during construction
table.insert(self.children, child)
-- Only recalculate auto-sizing if the child participates in layout
-- (CSS: absolutely positioned children don't affect parent auto-sizing)
if not child._explicitlyAbsolute then
if self.autosizing.height then
self.height = self:calculateAutoHeight()
end
if self.autosizing.width then
self.width = self:calculateAutoWidth()
end
end
self:layoutChildren()
end
--- Apply positioning offsets (top, right, bottom, left) to an element
-- @param element The element to apply offsets to
function Element:applyPositioningOffsets(element)
if not element then
return
end
-- For CSS-style positioning, we need the parent's bounds
local parent = element.parent
if not parent then
return
end
-- Apply top offset (distance from parent's content box top edge)
if element.top then
element.y = parent.y + parent.padding.top + element.top
end
-- Apply bottom offset (distance from parent's content box bottom edge)
-- Element's total height includes its padding
if element.bottom then
local elementTotalHeight = element.height + element.padding.top + element.padding.bottom
element.y = parent.y + parent.height + parent.padding.top - element.bottom - elementTotalHeight
end
-- Apply left offset (distance from parent's content box left edge)
if element.left then
element.x = parent.x + parent.padding.left + element.left
end
-- Apply right offset (distance from parent's content box right edge)
-- Element's total width includes its padding
if element.right then
local elementTotalWidth = element.width + element.padding.left + element.padding.right
element.x = parent.x + parent.width + parent.padding.left - element.right - elementTotalWidth
end
end
function Element:layoutChildren()
if self.positioning == Positioning.ABSOLUTE then
-- Absolute positioned containers don't layout their children according to flex rules,
-- but they should still apply CSS positioning offsets to their children
for _, child in ipairs(self.children) do
if child.top or child.right or child.bottom or child.left then
self:applyPositioningOffsets(child)
end
end
return
end
-- Handle grid layout
if self.positioning == Positioning.GRID then
Grid.layoutGridItems(self)
return
end
local childCount = #self.children
if childCount == 0 then
return
end
-- Get flex children (children that participate in flex layout)
local flexChildren = {}
for _, child in ipairs(self.children) do
local isFlexChild = not (child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute)
if isFlexChild then
table.insert(flexChildren, child)
end
end
if #flexChildren == 0 then
return
end
-- Calculate available space (accounting for padding)
local availableMainSize = 0
local availableCrossSize = 0
if self.flexDirection == FlexDirection.HORIZONTAL then
availableMainSize = self.width - self.padding.left - self.padding.right
availableCrossSize = self.height - self.padding.top - self.padding.bottom
else
availableMainSize = self.height - self.padding.top - self.padding.bottom
availableCrossSize = self.width - self.padding.left - self.padding.right
end
-- Handle flex wrap: create lines of children
local lines = {}
if self.flexWrap == FlexWrap.NOWRAP then
-- All children go on one line
lines[1] = flexChildren
else
-- Wrap children into multiple lines
local currentLine = {}
local currentLineSize = 0
for _, child in ipairs(flexChildren) do
local childMainSize = 0
if self.flexDirection == FlexDirection.HORIZONTAL then
childMainSize = (child.width or 0) + child.padding.left + child.padding.right
else
childMainSize = (child.height or 0) + child.padding.top + child.padding.bottom
end
-- Check if adding this child would exceed the available space
local lineSpacing = #currentLine > 0 and self.gap or 0
if #currentLine > 0 and currentLineSize + lineSpacing + childMainSize > availableMainSize then
-- Start a new line
if #currentLine > 0 then
table.insert(lines, currentLine)
end
currentLine = { child }
currentLineSize = childMainSize
else
-- Add to current line
table.insert(currentLine, child)
currentLineSize = currentLineSize + lineSpacing + childMainSize
end
end
-- Add the last line if it has children
if #currentLine > 0 then
table.insert(lines, currentLine)
end
-- Handle wrap-reverse: reverse the order of lines
if self.flexWrap == FlexWrap.WRAP_REVERSE then
local reversedLines = {}
for i = #lines, 1, -1 do
table.insert(reversedLines, lines[i])
end
lines = reversedLines
end
end
-- Calculate line positions and heights (including child padding)
local lineHeights = {}
local totalLinesHeight = 0
for lineIndex, line in ipairs(lines) do
local maxCrossSize = 0
for _, child in ipairs(line) do
local childCrossSize = 0
if self.flexDirection == FlexDirection.HORIZONTAL then
childCrossSize = (child.height or 0) + child.padding.top + child.padding.bottom
else
childCrossSize = (child.width or 0) + child.padding.left + child.padding.right
end
maxCrossSize = math.max(maxCrossSize, childCrossSize)
end
lineHeights[lineIndex] = maxCrossSize
totalLinesHeight = totalLinesHeight + maxCrossSize
end
-- Account for gaps between lines
local lineGaps = math.max(0, #lines - 1) * self.gap
totalLinesHeight = totalLinesHeight + lineGaps
-- For single line layouts, CENTER, FLEX_END and STRETCH should use full cross size
if #lines == 1 then
if
self.alignItems == AlignItems.STRETCH
or self.alignItems == AlignItems.CENTER
or self.alignItems == AlignItems.FLEX_END
then
-- STRETCH, CENTER, and FLEX_END should use full available cross size
lineHeights[1] = availableCrossSize
totalLinesHeight = availableCrossSize
end
-- CENTER and FLEX_END should preserve natural child dimensions
-- and only affect positioning within the available space
end
-- Calculate starting position for lines based on alignContent
local lineStartPos = 0
local lineSpacing = self.gap
local freeLineSpace = availableCrossSize - totalLinesHeight
-- Apply AlignContent logic for both single and multiple lines
if self.alignContent == AlignContent.FLEX_START then
lineStartPos = 0
elseif self.alignContent == AlignContent.CENTER then
lineStartPos = freeLineSpace / 2
elseif self.alignContent == AlignContent.FLEX_END then
lineStartPos = freeLineSpace
elseif self.alignContent == AlignContent.SPACE_BETWEEN then
lineStartPos = 0
if #lines > 1 then
lineSpacing = self.gap + (freeLineSpace / (#lines - 1))
end
elseif self.alignContent == AlignContent.SPACE_AROUND then
local spaceAroundEach = freeLineSpace / #lines
lineStartPos = spaceAroundEach / 2
lineSpacing = self.gap + spaceAroundEach
elseif self.alignContent == AlignContent.STRETCH then
lineStartPos = 0
if #lines > 1 and freeLineSpace > 0 then
lineSpacing = self.gap + (freeLineSpace / #lines)
-- Distribute extra space to line heights (only if positive)
local extraPerLine = freeLineSpace / #lines
for i = 1, #lineHeights do
lineHeights[i] = lineHeights[i] + extraPerLine
end
end
end
-- Position children within each line
local currentCrossPos = lineStartPos
for lineIndex, line in ipairs(lines) do
local lineHeight = lineHeights[lineIndex]
-- Calculate total size of children in this line (including padding)
local totalChildrenSize = 0
for _, child in ipairs(line) do
if self.flexDirection == FlexDirection.HORIZONTAL then
local childTotalWidth = (child.width or 0) + child.padding.left + child.padding.right
totalChildrenSize = totalChildrenSize + childTotalWidth
else
local childTotalHeight = (child.height or 0) + child.padding.top + child.padding.bottom
totalChildrenSize = totalChildrenSize + childTotalHeight
end
end
local totalGapSize = math.max(0, #line - 1) * self.gap
local totalContentSize = totalChildrenSize + totalGapSize
local freeSpace = availableMainSize - totalContentSize
-- Calculate initial position and spacing based on justifyContent
local startPos = 0
local itemSpacing = self.gap
if self.justifyContent == JustifyContent.FLEX_START then
startPos = 0
elseif self.justifyContent == JustifyContent.CENTER then
startPos = freeSpace / 2
elseif self.justifyContent == JustifyContent.FLEX_END then
startPos = freeSpace
elseif self.justifyContent == JustifyContent.SPACE_BETWEEN then
startPos = 0
if #line > 1 then
itemSpacing = self.gap + (freeSpace / (#line - 1))
end
elseif self.justifyContent == JustifyContent.SPACE_AROUND then
local spaceAroundEach = freeSpace / #line
startPos = spaceAroundEach / 2
itemSpacing = self.gap + spaceAroundEach
elseif self.justifyContent == JustifyContent.SPACE_EVENLY then
local spaceBetween = freeSpace / (#line + 1)
startPos = spaceBetween
itemSpacing = self.gap + spaceBetween
end
-- Position children in this line
local currentMainPos = startPos
for _, child in ipairs(line) do
-- Determine effective cross-axis alignment
local effectiveAlign = child.alignSelf
if effectiveAlign == nil or effectiveAlign == AlignSelf.AUTO then
effectiveAlign = self.alignItems
end
if self.flexDirection == FlexDirection.HORIZONTAL then
-- Horizontal layout: main axis is X, cross axis is Y
-- Position child at border box (x, y represents top-left including padding)
child.x = self.x + self.padding.left + currentMainPos
if effectiveAlign == AlignItems.FLEX_START then
child.y = self.y + self.padding.top + currentCrossPos
elseif effectiveAlign == AlignItems.CENTER then
local childTotalHeight = (child.height or 0) + child.padding.top + child.padding.bottom
child.y = self.y + self.padding.top + currentCrossPos + ((lineHeight - childTotalHeight) / 2)
elseif effectiveAlign == AlignItems.FLEX_END then
local childTotalHeight = (child.height or 0) + child.padding.top + child.padding.bottom
child.y = self.y + self.padding.top + currentCrossPos + lineHeight - childTotalHeight
elseif effectiveAlign == AlignItems.STRETCH then
-- STRETCH always stretches children in cross-axis direction
child.height = lineHeight - child.padding.top - child.padding.bottom
child.y = self.y + self.padding.top + currentCrossPos
end
-- Apply positioning offsets (top, right, bottom, left)
self:applyPositioningOffsets(child)
-- Final position DEBUG for elements with debugId
if child.debugId then
print(string.format("DEBUG [%s]: Final Y position: %.2f", child.debugId, child.y))
end
-- If child has children, re-layout them after position change
if #child.children > 0 then
child:layoutChildren()
end
-- Advance position by child's total width (width + padding)
local childTotalWidth = (child.width or 0) + child.padding.left + child.padding.right
currentMainPos = currentMainPos + childTotalWidth + itemSpacing
else
-- Vertical layout: main axis is Y, cross axis is X
-- Position child at border box (x, y represents top-left including padding)
child.y = self.y + self.padding.top + currentMainPos
if effectiveAlign == AlignItems.FLEX_START then
child.x = self.x + self.padding.left + currentCrossPos
elseif effectiveAlign == AlignItems.CENTER then
local childTotalWidth = (child.width or 0) + child.padding.left + child.padding.right
child.x = self.x + self.padding.left + currentCrossPos + ((lineHeight - childTotalWidth) / 2)
elseif effectiveAlign == AlignItems.FLEX_END then
local childTotalWidth = (child.width or 0) + child.padding.left + child.padding.right
child.x = self.x + self.padding.left + currentCrossPos + lineHeight - childTotalWidth
elseif effectiveAlign == AlignItems.STRETCH then
-- STRETCH always stretches children in cross-axis direction
child.width = lineHeight - child.padding.left - child.padding.right
child.x = self.x + self.padding.left + currentCrossPos
end
-- Apply positioning offsets (top, right, bottom, left)
self:applyPositioningOffsets(child)
-- If child has children, re-layout them after position change
if #child.children > 0 then
child:layoutChildren()
end
-- Advance position by child's total height (height + padding)
local childTotalHeight = (child.height or 0) + child.padding.top + child.padding.bottom
currentMainPos = currentMainPos + childTotalHeight + itemSpacing
end
end
-- Move to next line position
currentCrossPos = currentCrossPos + lineHeight + lineSpacing
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
-- Apply opacity to all drawing operations
-- (x, y) represents border box, so draw background from (x, y)
local backgroundWithOpacity =
Color.new(drawBackground.r, drawBackground.g, drawBackground.b, drawBackground.a * self.opacity)
love.graphics.setColor(backgroundWithOpacity:toRGBA())
love.graphics.rectangle(
"fill",
self.x,
self.y,
self.width + self.padding.left + self.padding.right,
self.height + self.padding.top + self.padding.bottom
)
-- Draw borders based on border property
local borderColorWithOpacity =
Color.new(self.borderColor.r, self.borderColor.g, self.borderColor.b, self.borderColor.a * self.opacity)
love.graphics.setColor(borderColorWithOpacity:toRGBA())
if self.border.top then
love.graphics.line(self.x, self.y, self.x + self.width + self.padding.left + self.padding.right, self.y)
end
if self.border.bottom then
love.graphics.line(
self.x,
self.y + self.height + self.padding.top + self.padding.bottom,
self.x + self.width + self.padding.left + self.padding.right,
self.y + self.height + self.padding.top + self.padding.bottom
)
end
if self.border.left then
love.graphics.line(self.x, self.y, self.x, self.y + self.height + self.padding.top + self.padding.bottom)
end
if self.border.right then
love.graphics.line(
self.x + self.width + self.padding.left + self.padding.right,
self.y,
self.x + self.width + self.padding.left + self.padding.right,
self.y + self.height + self.padding.top + self.padding.bottom
)
end
-- Draw element text if present
if self.text then
local textColorWithOpacity =
Color.new(self.textColor.r, self.textColor.g, self.textColor.b, self.textColor.a * self.opacity)
love.graphics.setColor(textColorWithOpacity:toRGBA())
local origFont = love.graphics.getFont()
if self.textSize then
-- Use cached font instead of creating new one every frame
local font = FONT_CACHE.get(self.textSize)
love.graphics.setFont(font)
end
local font = love.graphics.getFont()
local textWidth = font:getWidth(self.text)
local textHeight = font:getHeight()
local tx, ty
-- Text is drawn in the content box (inside padding)
local contentX = self.x + self.padding.left
local contentY = self.y + self.padding.top
if self.textAlign == TextAlign.START then
tx = contentX
ty = contentY
elseif self.textAlign == TextAlign.CENTER then
tx = contentX + (self.width - textWidth) / 2
ty = contentY + (self.height - textHeight) / 2
elseif self.textAlign == TextAlign.END then
tx = contentX + self.width - textWidth - 10
ty = contentY + self.height - textHeight - 10
elseif self.textAlign == TextAlign.JUSTIFY then
--- need to figure out spreading
tx = contentX
ty = contentY
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 then
-- Check if any button is pressed
local anyPressed = false
for _, pressed in pairs(self._pressed) do
if pressed then
anyPressed = true
break
end
end
if anyPressed then
love.graphics.setColor(0.5, 0.5, 0.5, 0.3 * self.opacity) -- Semi-transparent gray for pressed state with opacity
love.graphics.rectangle(
"fill",
self.x,
self.y,
self.width + self.padding.left + self.padding.right,
self.height + self.padding.top + self.padding.bottom
)
end
end
-- Sort children by z-index before drawing
local sortedChildren = {}
for _, child in ipairs(self.children) do
table.insert(sortedChildren, child)
end
table.sort(sortedChildren, function(a, b)
return a.z < b.z
end)
for _, child in ipairs(sortedChildren) 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 with enhanced event system
if self.callback then
local mx, my = love.mouse.getPosition()
-- Clickable area is the border box (x, y already includes padding)
local bx = self.x
local by = self.y
local bw = self.width + self.padding.left + self.padding.right
local bh = self.height + self.padding.top + self.padding.bottom
local isHovering = mx >= bx and mx <= bx + bw and my >= by and my <= by + bh
-- Check all three mouse buttons
local buttons = {1, 2, 3} -- left, right, middle
for _, button in ipairs(buttons) do
if isHovering then
if love.mouse.isDown(button) then
-- Button is pressed down
if not self._pressed[button] then
-- Just pressed - fire press event
local modifiers = getModifiers()
local pressEvent = InputEvent.new({
type = "press",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 1,
})
self.callback(self, pressEvent)
self._pressed[button] = true
end
elseif self._pressed[button] then
-- Button was just released - fire click event
local currentTime = love.timer.getTime()
local modifiers = getModifiers()
-- Determine click count (double-click detection)
local clickCount = 1
local doubleClickThreshold = 0.3 -- 300ms for double-click
if self._lastClickTime
and self._lastClickButton == button
and (currentTime - self._lastClickTime) < doubleClickThreshold then
clickCount = self._clickCount + 1
else
clickCount = 1
end
self._clickCount = clickCount
self._lastClickTime = currentTime
self._lastClickButton = button
-- Determine event type based on button
local eventType = "click"
if button == 2 then
eventType = "rightclick"
elseif button == 3 then
eventType = "middleclick"
end
local clickEvent = InputEvent.new({
type = eventType,
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self.callback(self, clickEvent)
self._pressed[button] = false
-- Fire release event
local releaseEvent = InputEvent.new({
type = "release",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self.callback(self, releaseEvent)
end
else
-- Mouse left the element - reset pressed state
self._pressed[button] = false
end
end
-- Handle touch events (maintain backward compatibility)
local touches = love.touch.getTouches()
for _, id in ipairs(touches) do
local tx, ty = love.touch.getPosition(id)
if tx >= bx and tx <= bx + bw and ty >= by and ty <= by + bh then
self._touchPressed[id] = true
elseif self._touchPressed[id] then
-- Create touch event (treat as left click)
local touchEvent = InputEvent.new({
type = "click",
button = 1,
x = tx,
y = ty,
modifiers = getModifiers(),
clickCount = 1,
})
self.callback(self, touchEvent)
self._touchPressed[id] = false
end
end
end
end
--- Recalculate units based on new viewport dimensions (for vw, vh, % units)
---@param newViewportWidth number
---@param newViewportHeight number
function Element:recalculateUnits(newViewportWidth, newViewportHeight)
-- Get updated scale factors
local scaleX, scaleY = Gui.getScaleFactors()
-- Recalculate width if using viewport or percentage units (skip auto-sized)
if self.units.width.unit ~= "px" and self.units.width.unit ~= "auto" then
local parentWidth = self.parent and self.parent.width or newViewportWidth
self.width =
Units.resolve(self.units.width.value, self.units.width.unit, newViewportWidth, newViewportHeight, parentWidth)
elseif self.units.width.unit == "px" and self.units.width.value and Gui.baseScale then
-- Reapply base scaling to pixel widths
self.width = self.units.width.value * scaleX
end
-- Recalculate height if using viewport or percentage units (skip auto-sized)
if self.units.height.unit ~= "px" and self.units.height.unit ~= "auto" then
local parentHeight = self.parent and self.parent.height or newViewportHeight
self.height =
Units.resolve(self.units.height.value, self.units.height.unit, newViewportWidth, newViewportHeight, parentHeight)
elseif self.units.height.unit == "px" and self.units.height.value and Gui.baseScale then
-- Reapply base scaling to pixel heights
self.height = self.units.height.value * scaleY
end
-- Recalculate position if using viewport or percentage units
if self.units.x.unit ~= "px" then
local parentWidth = self.parent and self.parent.width or newViewportWidth
local baseX = self.parent and self.parent.x or 0
local offsetX =
Units.resolve(self.units.x.value, self.units.x.unit, newViewportWidth, newViewportHeight, parentWidth)
self.x = baseX + offsetX
else
-- For pixel units, update position relative to parent's new position (with base scaling)
if self.parent then
local baseX = self.parent.x
local scaledOffset = Gui.baseScale and (self.units.x.value * scaleX) or self.units.x.value
self.x = baseX + scaledOffset
elseif Gui.baseScale then
-- Top-level element with pixel position - apply base scaling
self.x = self.units.x.value * scaleX
end
end
if self.units.y.unit ~= "px" then
local parentHeight = self.parent and self.parent.height or newViewportHeight
local baseY = self.parent and self.parent.y or 0
local offsetY =
Units.resolve(self.units.y.value, self.units.y.unit, newViewportWidth, newViewportHeight, parentHeight)
self.y = baseY + offsetY
else
-- For pixel units, update position relative to parent's new position (with base scaling)
if self.parent then
local baseY = self.parent.y
local scaledOffset = Gui.baseScale and (self.units.y.value * scaleY) or self.units.y.value
self.y = baseY + scaledOffset
elseif Gui.baseScale then
-- Top-level element with pixel position - apply base scaling
self.y = self.units.y.value * scaleY
end
end
-- Recalculate textSize if auto-scaling is enabled or using viewport/element-relative units
if self.autoScaleText and self.units.textSize.value then
local unit = self.units.textSize.unit
local value = self.units.textSize.value
if unit == "px" and Gui.baseScale then
-- With base scaling: scale pixel values relative to base resolution
self.textSize = value * scaleY
elseif unit == "px" then
-- Without base scaling but auto-scaling enabled: text doesn't scale
self.textSize = value
elseif unit == "%" or unit == "vh" then
-- Percentage and vh are relative to viewport height
self.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, newViewportHeight)
elseif unit == "vw" then
-- vw is relative to viewport width
self.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, newViewportWidth)
elseif unit == "ew" then
-- Element width relative
self.textSize = (value / 100) * self.width
elseif unit == "eh" then
-- Element height relative
self.textSize = (value / 100) * self.height
else
self.textSize = Units.resolve(value, unit, newViewportWidth, newViewportHeight, nil)
end
-- Apply min/max constraints (with base scaling)
local minSize = self.minTextSize and (Gui.baseScale and (self.minTextSize * scaleY) or self.minTextSize)
local maxSize = self.maxTextSize and (Gui.baseScale and (self.maxTextSize * scaleY) or self.maxTextSize)
if minSize and self.textSize < minSize then
self.textSize = minSize
end
if maxSize and self.textSize > maxSize then
self.textSize = maxSize
end
-- Protect against too-small text sizes (minimum 1px)
if self.textSize < 1 then
self.textSize = 1 -- Minimum 1px
end
elseif self.units.textSize.unit == "px" and self.units.textSize.value and Gui.baseScale then
-- No auto-scaling but base scaling is set: reapply base scaling to pixel text sizes
self.textSize = self.units.textSize.value * scaleY
-- Protect against too-small text sizes (minimum 1px)
if self.textSize < 1 then
self.textSize = 1 -- Minimum 1px
end
end
-- Final protection: ensure textSize is always at least 1px (catches all edge cases)
if self.text and self.textSize and self.textSize < 1 then
self.textSize = 1 -- Minimum 1px
end
-- Recalculate gap if using viewport or percentage units
if self.units.gap.unit ~= "px" then
local containerSize = (self.flexDirection == FlexDirection.HORIZONTAL)
and (self.parent and self.parent.width or newViewportWidth)
or (self.parent and self.parent.height or newViewportHeight)
self.gap =
Units.resolve(self.units.gap.value, self.units.gap.unit, newViewportWidth, newViewportHeight, containerSize)
end
-- Recalculate spacing (padding/margin) if using viewport or percentage units
local containerWidth = self.parent and self.parent.width or newViewportWidth
local containerHeight = self.parent and self.parent.height or newViewportHeight
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
if self.units.padding[side].unit ~= "px" then
local parentSize = (side == "top" or side == "bottom") and containerHeight or containerWidth
self.padding[side] = Units.resolve(
self.units.padding[side].value,
self.units.padding[side].unit,
newViewportWidth,
newViewportHeight,
parentSize
)
end
if self.units.margin[side].unit ~= "px" then
local parentSize = (side == "top" or side == "bottom") and containerHeight or containerWidth
self.margin[side] = Units.resolve(
self.units.margin[side].value,
self.units.margin[side].unit,
newViewportWidth,
newViewportHeight,
parentSize
)
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)
self:recalculateUnits(newGameWidth, newGameHeight)
-- Update children
for _, child in ipairs(self.children) do
child:resize(newGameWidth, newGameHeight)
end
-- Recalculate auto-sized dimensions after children are resized
if self.autosizing.width then
self.width = self:calculateAutoWidth()
end
if self.autosizing.height then
self.height = self:calculateAutoHeight()
end
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.text == nil then
return 0
end
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
local participatingChildren = 0
for _, child in ipairs(self.children) do
-- Skip explicitly absolute positioned children as they don't affect parent auto-sizing
if not child._explicitlyAbsolute then
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
participatingChildren = participatingChildren + 1
end
end
return totalWidth + (self.gap * participatingChildren)
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
local participatingChildren = 0
for _, child in ipairs(self.children) do
-- Skip explicitly absolute positioned children as they don't affect parent auto-sizing
if not child._explicitlyAbsolute then
local paddingAdjustment = (child.padding.top or 0) + (child.padding.bottom or 0)
local childHeight = child.height or child:calculateAutoHeight()
local childOffset = childHeight + paddingAdjustment
totalHeight = totalHeight + childOffset
participatingChildren = participatingChildren + 1
end
end
return totalHeight + (self.gap * participatingChildren)
end
---@param newText string
---@param autoresize boolean? --default: false
function Element:updateText(newText, autoresize)
self.text = newText or self.text
if autoresize then
self.width = self:calculateTextWidth()
self.height = self:calculateTextHeight()
end
end
---@param newOpacity number
function Element:updateOpacity(newOpacity)
self.opacity = newOpacity
for _, child in ipairs(self.children) do
child:updateOpacity(newOpacity)
end
end
Gui.new = Element.new
Gui.Element = Element
Gui.Animation = Animation
return { GUI = Gui, Color = Color, enums = enums }