379 lines
10 KiB
Lua
379 lines
10 KiB
Lua
--[[
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FlexLove - UI Library for LÖVE Framework 'based' on flexbox
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VERSION: 1.0.0
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LICENSE: MIT
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For full documentation, see README.md
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]]
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-- ====================
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-- Module Imports (using relative paths)
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-- ====================
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local modulePath = (...):match("(.-)[^%.]+$") -- Get the module path prefix (e.g., "libs." or "")
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local function req(name)
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return require(modulePath .. name)
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end
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local Blur = req("flexlove.Blur")
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local Color = req("flexlove.Color")
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local ImageDataReader = req("flexlove.ImageDataReader")
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local NinePatchParser = req("flexlove.NinePatchParser")
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local ImageScaler = req("flexlove.ImageScaler")
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local ImageCache = req("flexlove.ImageCache")
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local ImageRenderer = req("flexlove.ImageRenderer")
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local Theme = req("flexlove.Theme")
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local RoundedRect = req("flexlove.RoundedRect")
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local NineSlice = req("flexlove.NineSlice")
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local utils = req("flexlove.utils")
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local constants = req("flexlove.constants")
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local Units = req("flexlove.Units")
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local Animation = req("flexlove.Animation")
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local GuiState = req("flexlove.GuiState")
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local Grid = req("flexlove.Grid")
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local InputEvent = req("flexlove.InputEvent")
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local Element = req("flexlove.Element")
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-- Extract from utils
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local enums = utils.enums
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local getModifiers = utils.getModifiers
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local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, TextAlign, AlignSelf, JustifySelf, FlexWrap =
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enums.Positioning,
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enums.FlexDirection,
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enums.JustifyContent,
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enums.AlignContent,
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enums.AlignItems,
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enums.TextAlign,
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enums.AlignSelf,
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enums.JustifySelf,
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enums.FlexWrap
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-- ====================
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-- Top level GUI manager
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-- ====================
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---@class Gui
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local Gui = GuiState
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--- Initialize FlexLove with configuration
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---@param config {baseScale?: {width?:number, height?:number}, theme?: string|ThemeDefinition}
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function Gui.init(config)
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if config.baseScale then
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Gui.baseScale = {
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width = config.baseScale.width or 1920,
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height = config.baseScale.height or 1080,
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}
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local currentWidth, currentHeight = Units.getViewport()
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Gui.scaleFactors.x = currentWidth / Gui.baseScale.width
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Gui.scaleFactors.y = currentHeight / Gui.baseScale.height
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end
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if config.theme then
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local success, err = pcall(function()
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if type(config.theme) == "string" then
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Theme.load(config.theme)
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Theme.setActive(config.theme)
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Gui.defaultTheme = config.theme
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elseif type(config.theme) == "table" then
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local theme = Theme.new(config.theme)
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Theme.setActive(theme)
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Gui.defaultTheme = theme.name
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end
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end)
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if not success then
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print("[FlexLove] Failed to load theme: " .. tostring(err))
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end
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end
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end
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--- Check for Z-index coverage (occlusion)
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---@param elem Element
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---@param clickX number
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---@param clickY number
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---@return boolean
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function Gui.isOccluded(elem, clickX, clickY)
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for _, element in ipairs(Gui.topElements) do
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if element.z > elem.z and element:contains(clickX, clickY) then
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return true
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end
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for _, child in ipairs(element.children) do
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if child.positioning == "absolute" then
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if child.z > elem.z and child:contains(clickX, clickY) then
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return true
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end
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end
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end
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end
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return false
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end
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function Gui.resize()
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local newWidth, newHeight = love.window.getMode()
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if Gui.baseScale then
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Gui.scaleFactors.x = newWidth / Gui.baseScale.width
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Gui.scaleFactors.y = newHeight / Gui.baseScale.height
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end
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Blur.clearCache()
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Gui._gameCanvas = nil
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Gui._backdropCanvas = nil
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Gui._canvasDimensions = { width = 0, height = 0 }
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for _, win in ipairs(Gui.topElements) do
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win:resize(newWidth, newHeight)
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end
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end
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-- Canvas cache for game rendering
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Gui._gameCanvas = nil
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Gui._backdropCanvas = nil
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Gui._canvasDimensions = { width = 0, height = 0 }
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---@param gameDrawFunc function|nil
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---@param postDrawFunc function|nil
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function Gui.draw(gameDrawFunc, postDrawFunc)
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local outerCanvas = love.graphics.getCanvas()
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local gameCanvas = nil
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if type(gameDrawFunc) == "function" then
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local width, height = love.graphics.getDimensions()
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if not Gui._gameCanvas or Gui._canvasDimensions.width ~= width or Gui._canvasDimensions.height ~= height then
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Gui._gameCanvas = love.graphics.newCanvas(width, height)
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Gui._backdropCanvas = love.graphics.newCanvas(width, height)
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Gui._canvasDimensions.width = width
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Gui._canvasDimensions.height = height
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end
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gameCanvas = Gui._gameCanvas
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love.graphics.setCanvas(gameCanvas)
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love.graphics.clear()
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gameDrawFunc()
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love.graphics.setCanvas(outerCanvas)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(gameCanvas, 0, 0)
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end
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table.sort(Gui.topElements, function(a, b)
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return a.z < b.z
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end)
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local function hasBackdropBlur(element)
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if element.backdropBlur and element.backdropBlur.intensity > 0 then
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return true
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end
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for _, child in ipairs(element.children) do
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if hasBackdropBlur(child) then
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return true
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end
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end
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return false
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end
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local needsBackdropCanvas = false
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for _, win in ipairs(Gui.topElements) do
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if hasBackdropBlur(win) then
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needsBackdropCanvas = true
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break
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end
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end
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if needsBackdropCanvas and gameCanvas then
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local backdropCanvas = Gui._backdropCanvas
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local prevColor = { love.graphics.getColor() }
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love.graphics.setCanvas(backdropCanvas)
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love.graphics.clear()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(gameCanvas, 0, 0)
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love.graphics.setCanvas(outerCanvas)
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love.graphics.setColor(unpack(prevColor))
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for _, win in ipairs(Gui.topElements) do
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win:draw(backdropCanvas)
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love.graphics.setCanvas(backdropCanvas)
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love.graphics.setColor(1, 1, 1, 1)
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win:draw(nil)
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love.graphics.setCanvas(outerCanvas)
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end
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else
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for _, win in ipairs(Gui.topElements) do
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win:draw(nil)
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end
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end
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if type(postDrawFunc) == "function" then
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postDrawFunc()
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end
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love.graphics.setCanvas(outerCanvas)
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end
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--- Find the topmost element at given coordinates
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---@param x number
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---@param y number
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---@return Element?
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function Gui.getElementAtPosition(x, y)
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local candidates = {}
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local function collectHits(element)
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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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if x >= bx and x <= bx + bw and y >= by and y <= by + bh then
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if element.callback and not element.disabled then
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table.insert(candidates, element)
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end
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for _, child in ipairs(element.children) do
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collectHits(child)
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end
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end
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end
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for _, element in ipairs(Gui.topElements) do
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collectHits(element)
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end
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table.sort(candidates, function(a, b)
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return a.z > b.z
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end)
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return candidates[1]
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end
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function Gui.update(dt)
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local mx, my = love.mouse.getPosition()
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local topElement = Gui.getElementAtPosition(mx, my)
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Gui._activeEventElement = topElement
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for _, win in ipairs(Gui.topElements) do
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win:update(dt)
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end
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Gui._activeEventElement = nil
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end
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--- Forward text input to focused element
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---@param text string
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function Gui.textinput(text)
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if Gui._focusedElement then
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Gui._focusedElement:textinput(text)
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end
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end
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--- Forward key press to focused element
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---@param key string
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---@param scancode string
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---@param isrepeat boolean
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function Gui.keypressed(key, scancode, isrepeat)
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if Gui._focusedElement then
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Gui._focusedElement:keypressed(key, scancode, isrepeat)
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end
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end
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--- Handle mouse wheel scrolling
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function Gui.wheelmoved(x, y)
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local mx, my = love.mouse.getPosition()
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local function findScrollableAtPosition(elements, mx, my)
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for i = #elements, 1, -1 do
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local element = elements[i]
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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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if mx >= bx and mx <= bx + bw and my >= by and my <= by + bh then
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if #element.children > 0 then
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local childResult = findScrollableAtPosition(element.children, mx, my)
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if childResult then
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return childResult
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end
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end
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local overflowX = element.overflowX or element.overflow
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local overflowY = element.overflowY or element.overflow
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if (overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto") and (element._overflowX or element._overflowY) then
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return element
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end
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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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local scrollableElement = findScrollableAtPosition(Gui.topElements, mx, my)
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if scrollableElement then
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scrollableElement:_handleWheelScroll(x, y)
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end
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end
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--- Destroy all elements and their children
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function Gui.destroy()
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for _, win in ipairs(Gui.topElements) do
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win:destroy()
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end
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Gui.topElements = {}
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Gui.baseScale = nil
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Gui.scaleFactors = { x = 1.0, y = 1.0 }
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Gui._cachedViewport = { width = 0, height = 0 }
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Gui._gameCanvas = nil
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Gui._backdropCanvas = nil
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Gui._canvasDimensions = { width = 0, height = 0 }
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Gui._focusedElement = nil
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end
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Gui.new = Element.new
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Gui.Element = Element
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Gui.Animation = Animation
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Gui.Theme = Theme
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Gui.ImageDataReader = ImageDataReader
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Gui.NinePatchParser = NinePatchParser
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return {
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-- Core
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Gui = Gui,
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GUI = Gui, -- Backward compatibility alias
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Element = Element,
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-- Submodules (exposed for direct access)
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Blur = Blur,
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Color = Color,
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ImageDataReader = ImageDataReader,
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NinePatchParser = NinePatchParser,
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ImageScaler = ImageScaler,
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ImageCache = ImageCache,
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ImageRenderer = ImageRenderer,
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Theme = Theme,
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RoundedRect = RoundedRect,
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NineSlice = NineSlice,
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Grid = Grid,
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InputEvent = InputEvent,
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-- Enums (individual)
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Positioning = Positioning,
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FlexDirection = FlexDirection,
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JustifyContent = JustifyContent,
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AlignContent = AlignContent,
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AlignItems = AlignItems,
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TextAlign = TextAlign,
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AlignSelf = AlignSelf,
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JustifySelf = JustifySelf,
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FlexWrap = FlexWrap,
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-- Enums (backward compatibility - grouped)
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enums = enums,
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}
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