164 lines
5.3 KiB
Lua
164 lines
5.3 KiB
Lua
-- ====================
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-- GUI State Module
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-- ====================
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-- Shared state between Gui and Element to avoid circular dependencies
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---@class GuiState
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local GuiState = {
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-- Top-level elements
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topElements = {},
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-- Base scale configuration
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baseScale = nil, -- {width: number, height: number}
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-- Current scale factors
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scaleFactors = { x = 1.0, y = 1.0 },
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-- Default theme name
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defaultTheme = nil,
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-- Currently focused element (for keyboard input)
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_focusedElement = nil,
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-- Active event element (for current frame)
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_activeEventElement = nil,
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-- Cached viewport dimensions
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_cachedViewport = { width = 0, height = 0 },
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-- Immediate mode state
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_immediateMode = false,
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_frameNumber = 0,
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_currentFrameElements = {},
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_immediateModeState = nil, -- Will be initialized if immediate mode is enabled
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_frameStarted = false,
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_autoBeganFrame = false,
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-- Z-index ordered element tracking for immediate mode
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_zIndexOrderedElements = {}, -- Array of elements sorted by z-index (lowest to highest)
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}
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--- Get current scale factors
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---@return number, number -- scaleX, scaleY
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function GuiState.getScaleFactors()
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return GuiState.scaleFactors.x, GuiState.scaleFactors.y
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end
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--- Register an element in the z-index ordered tree (for immediate mode)
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---@param element Element The element to register
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function GuiState.registerElement(element)
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if not GuiState._immediateMode then
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return
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end
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-- Add element to the z-index ordered list
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table.insert(GuiState._zIndexOrderedElements, element)
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end
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--- Clear frame elements (called at start of each immediate mode frame)
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function GuiState.clearFrameElements()
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GuiState._zIndexOrderedElements = {}
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end
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--- Sort elements by z-index (called after all elements are registered)
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function GuiState.sortElementsByZIndex()
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-- Sort elements by z-index (lowest to highest)
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-- We need to consider parent-child relationships and z-index
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table.sort(GuiState._zIndexOrderedElements, function(a, b)
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-- Calculate effective z-index considering parent hierarchy
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local function getEffectiveZIndex(elem)
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local z = elem.z or 0
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local parent = elem.parent
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while parent do
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z = z + (parent.z or 0) * 1000 -- Parent z-index has much higher weight
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parent = parent.parent
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end
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return z
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end
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return getEffectiveZIndex(a) < getEffectiveZIndex(b)
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end)
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end
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--- Check if a point is inside an element's bounds, respecting scroll and clipping
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---@param element Element The element to check
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---@param x number Screen X coordinate
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---@param y number Screen Y coordinate
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---@return boolean True if point is inside element bounds
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local function isPointInElement(element, x, y)
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-- Get element bounds
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local bx = element.x
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local by = element.y
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local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
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local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
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-- Walk up parent chain to check clipping and apply scroll offsets
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local current = element.parent
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while current do
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local overflowX = current.overflowX or current.overflow
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local overflowY = current.overflowY or current.overflow
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-- Check if parent clips content (overflow: hidden, scroll, auto)
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if overflowX == "hidden" or overflowX == "scroll" or overflowX == "auto" or overflowY == "hidden" or overflowY == "scroll" or overflowY == "auto" then
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-- Check if point is outside parent's clipping region
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local parentX = current.x + current.padding.left
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local parentY = current.y + current.padding.top
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local parentW = current.width
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local parentH = current.height
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if x < parentX or x > parentX + parentW or y < parentY or y > parentY + parentH then
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return false -- Point is clipped by parent
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end
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end
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current = current.parent
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end
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-- Check if point is inside element bounds
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return x >= bx and x <= bx + bw and y >= by and y <= by + bh
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end
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--- Get the topmost element at a screen position
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---@param x number Screen X coordinate
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---@param y number Screen Y coordinate
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---@return Element|nil The topmost element at the position, or nil if none
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function GuiState.getTopElementAt(x, y)
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if not GuiState._immediateMode then
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return nil
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end
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-- Helper function to find the first interactive ancestor (including self)
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local function findInteractiveAncestor(elem)
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local current = elem
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while current do
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-- An element is interactive if it has an onEvent handler, themeComponent, or is editable
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if current.onEvent or current.themeComponent or current.editable then
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return current
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end
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current = current.parent
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end
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return nil
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end
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-- Traverse from highest to lowest z-index (reverse order)
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for i = #GuiState._zIndexOrderedElements, 1, -1 do
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local element = GuiState._zIndexOrderedElements[i]
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-- Check if point is inside this element
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if isPointInElement(element, x, y) then
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-- Return the first interactive ancestor (or the element itself if interactive)
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local interactive = findInteractiveAncestor(element)
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if interactive then
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return interactive
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end
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-- If no interactive ancestor, return the element itself
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-- This preserves backward compatibility for non-interactive overlays
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return element
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end
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end
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return nil
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end
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return GuiState
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