Files
FlexLove/modules/Element.lua
2025-11-10 14:19:32 -05:00

5600 lines
201 KiB
Lua

-- ====================
-- Element Object
-- ====================
-- Setup module path for relative requires
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- Module dependencies
local GuiState = req("GuiState")
local Theme = req("Theme")
local Color = req("Color")
local Units = req("Units")
local Blur = req("Blur")
local ImageRenderer = req("ImageRenderer")
local NinePatch = req("NinePatch")
local RoundedRect = req("RoundedRect")
--local Animation = req("Animation")
local ImageCache = req("ImageCache")
local utils = req("utils")
local Grid = req("Grid")
local InputEvent = req("InputEvent")
local StateManager = req("StateManager")
-- Extract utilities
local enums = utils.enums
local FONT_CACHE = utils.FONT_CACHE
local resolveTextSizePreset = utils.resolveTextSizePreset
local getModifiers = utils.getModifiers
-- Extract enum values
local Positioning = enums.Positioning
local FlexDirection = enums.FlexDirection
local JustifyContent = enums.JustifyContent
local AlignContent = enums.AlignContent
local AlignItems = enums.AlignItems
local TextAlign = enums.TextAlign
local AlignSelf = enums.AlignSelf
local JustifySelf = enums.JustifySelf
local FlexWrap = enums.FlexWrap
-- Reference to Gui (via GuiState)
local Gui = GuiState
-- UTF-8 support (available in LÖVE/Lua 5.3+)
local utf8 = utf8 or require("utf8")
--[[
INTERNAL FIELD NAMING CONVENTIONS:
---------------------------------
Fields prefixed with underscore (_) are internal/private and should not be accessed directly:
- _pressed: Internal state tracking for mouse button presses
- _lastClickTime: Internal timestamp for double-click detection
- _lastClickButton: Internal button tracking for click events
- _clickCount: Internal counter for multi-click detection
- _touchPressed: Internal touch state tracking
- _themeState: Internal current theme state (managed automatically)
- _borderBoxWidth: Internal cached border-box width (optimization)
- _borderBoxHeight: Internal cached border-box height (optimization)
- _explicitlyAbsolute: Internal flag for positioning logic
- _originalPositioning: Internal original positioning value
- _cachedResult: Internal animation cache (Animation class)
- _resultDirty: Internal animation dirty flag (Animation class)
- _loadedAtlas: Internal cached atlas image (ThemeComponent)
- _cachedViewport: Internal viewport cache (Gui class)
Public API methods to access internal state:
- Element:getBorderBoxWidth() - Get border-box width
- Element:getBorderBoxHeight() - Get border-box height
- Element:getBounds() - Get element bounds
]]
---@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 backgroundColor Color -- Background color of the element
---@field cornerRadius number|{topLeft:number?, topRight:number?, bottomLeft:number?, bottomRight:number?}? -- Corner radius for rounded corners (default: 0)
---@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: RELATIVE)
---@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 minTextSize number?
---@field maxTextSize number?
---@field fontFamily string? -- Font family name from theme or path to font file
---@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 _dragStartX table<number, number>? -- Track drag start X position per mouse button
---@field _dragStartY table<number, number>? -- Track drag start Y position per mouse button
---@field _lastMouseX table<number, number>? -- Last known mouse X position per button for drag tracking
---@field _lastMouseY table<number, number>? -- Last known mouse Y position per button for drag tracking
---@field _explicitlyAbsolute boolean?
---@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
---@field theme string? -- Theme component to use for rendering
---@field themeComponent string?
---@field _themeState string? -- Current theme state (normal, hover, pressed, active, disabled)
---@field _stateId string? -- State manager ID for this element
---@field disabled boolean? -- Whether the element is disabled (default: false)
---@field active boolean? -- Whether the element is active/focused (for inputs, default: false)
---@field disableHighlight boolean? -- Whether to disable the pressed state highlight overlay (default: false)
---@field contentAutoSizingMultiplier {width:number?, height:number?}? -- Multiplier for auto-sized content dimensions
---@field scaleCorners number? -- Scale multiplier for 9-patch corners/edges. E.g., 2 = 2x size (overrides theme setting)
---@field scalingAlgorithm "nearest"|"bilinear"? -- Scaling algorithm for 9-patch corners: "nearest" (sharp/pixelated) or "bilinear" (smooth) (overrides theme setting)
---@field contentBlur {intensity:number, quality:number}? -- Blur the element's content including children (intensity: 0-100, quality: 1-10)
---@field backdropBlur {intensity:number, quality:number}? -- Blur content behind the element (intensity: 0-100, quality: 1-10)
---@field _blurInstance table? -- Internal: cached blur effect instance
---@field editable boolean -- Whether the element is editable (default: false)
---@field multiline boolean -- Whether the element supports multiple lines (default: false)
---@field textWrap boolean|"word"|"char" -- Text wrapping mode (default: false for single-line, "word" for multi-line)
---@field maxLines number? -- Maximum number of lines (default: nil)
---@field maxLength number? -- Maximum text length in characters (default: nil)
---@field placeholder string? -- Placeholder text when empty (default: nil)
---@field passwordMode boolean -- Whether to display text as password (default: false)
---@field inputType "text"|"number"|"email"|"url" -- Input type for validation (default: "text")
---@field textOverflow "clip"|"ellipsis"|"scroll" -- Text overflow behavior (default: "clip")
---@field scrollable boolean -- Whether text is scrollable (default: false for single-line, true for multi-line)
---@field autoGrow boolean -- Whether element auto-grows with text (default: false)
---@field selectOnFocus boolean -- Whether to select all text on focus (default: false)
---@field cursorColor Color? -- Cursor color (default: nil, uses textColor)
---@field selectionColor Color? -- Selection background color (default: nil, uses theme or default)
---@field cursorBlinkRate number -- Cursor blink rate in seconds (default: 0.5)
---@field _cursorPosition number? -- Internal: cursor character position (0-based)
---@field _cursorLine number? -- Internal: cursor line number (1-based)
---@field _cursorColumn number? -- Internal: cursor column within line
---@field _cursorBlinkTimer number? -- Internal: cursor blink timer
---@field _cursorVisible boolean? -- Internal: cursor visibility state
---@field _selectionStart number? -- Internal: selection start position
---@field _selectionEnd number? -- Internal: selection end position
---@field _selectionAnchor number? -- Internal: selection anchor point
---@field _focused boolean? -- Internal: focus state
---@field _textBuffer string? -- Internal: text buffer for editable elements
---@field _lines table? -- Internal: split lines for multi-line text
---@field _wrappedLines table? -- Internal: wrapped line data
---@field _textDirty boolean? -- Internal: flag to recalculate lines/wrapping
---@field imagePath string? -- Path to image file (auto-loads via ImageCache)
---@field image love.Image? -- Image object to display
---@field objectFit "fill"|"contain"|"cover"|"scale-down"|"none"? -- Image fit mode (default: "fill")
---@field objectPosition string? -- Image position like "center center", "top left", "50% 50%" (default: "center center")
---@field imageOpacity number? -- Image opacity 0-1 (default: 1, combines with element opacity)
---@field _loadedImage love.Image? -- Internal: cached loaded image
---@field hideScrollbars boolean|{vertical:boolean, horizontal:boolean}? -- Hide scrollbars (boolean for both, or table for individual control)
---@field userdata table?
local Element = {}
Element.__index = Element
---@param props ElementProps
---@return Element
function Element.new(props)
local self = setmetatable({}, Element)
self.children = {}
self.callback = props.callback
-- Auto-generate ID in immediate mode if not provided
if Gui._immediateMode and (not props.id or props.id == "") then
self.id = StateManager.generateID(props, props.parent)
else
self.id = props.id or ""
end
self.userdata = props.userdata
-- Input event callbacks
self.onFocus = props.onFocus
self.onBlur = props.onBlur
self.onTextInput = props.onTextInput
self.onTextChange = props.onTextChange
self.onEnter = props.onEnter
-- 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 = {}
-- Initialize drag tracking for event system
self._dragStartX = {} -- Track drag start X position per mouse button
self._dragStartY = {} -- Track drag start Y position per mouse button
self._lastMouseX = {} -- Track last mouse X position per button
self._lastMouseY = {} -- Track last mouse Y position per button
-- Initialize theme state (will be managed by StateManager in immediate mode)
self._themeState = "normal"
-- Initialize state manager ID for immediate mode (use self.id which may be auto-generated)
self._stateId = self.id
-- Handle theme property:
-- - theme: which theme to use (defaults to Gui.defaultTheme if not specified)
-- - themeComponent: which component from the theme (e.g., "panel", "button", "input")
-- If themeComponent is nil, no theme is applied (manual styling)
self.theme = props.theme or Gui.defaultTheme
self.themeComponent = props.themeComponent or nil
-- Initialize state properties
self.disabled = props.disabled or false
self.active = props.active or false
-- disableHighlight defaults to true when using themeComponent (themes handle their own visual feedback)
-- Can be explicitly overridden by setting props.disableHighlight
if props.disableHighlight ~= nil then
self.disableHighlight = props.disableHighlight
else
self.disableHighlight = self.themeComponent ~= nil
end
-- Initialize contentAutoSizingMultiplier after theme is set
-- Priority: element props > theme component > theme default
if props.contentAutoSizingMultiplier then
-- Explicitly set on element
self.contentAutoSizingMultiplier = props.contentAutoSizingMultiplier
else
-- Try to source from theme
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse then
-- First check if themeComponent has a multiplier
if self.themeComponent then
local component = themeToUse.components[self.themeComponent]
if component and component.contentAutoSizingMultiplier then
self.contentAutoSizingMultiplier = component.contentAutoSizingMultiplier
elseif themeToUse.contentAutoSizingMultiplier then
-- Fall back to theme default
self.contentAutoSizingMultiplier = themeToUse.contentAutoSizingMultiplier
else
self.contentAutoSizingMultiplier = { 1, 1 }
end
elseif themeToUse.contentAutoSizingMultiplier then
self.contentAutoSizingMultiplier = themeToUse.contentAutoSizingMultiplier
else
self.contentAutoSizingMultiplier = { 1, 1 }
end
else
self.contentAutoSizingMultiplier = { 1, 1 }
end
end
-- Initialize 9-patch corner scaling properties
-- These override theme component settings when specified
self.scaleCorners = props.scaleCorners
self.scalingAlgorithm = props.scalingAlgorithm
-- Initialize blur properties
self.contentBlur = props.contentBlur
self.backdropBlur = props.backdropBlur
self._blurInstance = nil
-- Initialize input control properties
self.editable = props.editable or false
self.multiline = props.multiline or false
self.passwordMode = props.passwordMode or false
-- Validate property combinations: passwordMode disables multiline
if self.passwordMode then
self.multiline = false
end
self.textWrap = props.textWrap
if self.textWrap == nil then
self.textWrap = self.multiline and "word" or false
end
self.maxLines = props.maxLines
self.maxLength = props.maxLength
self.placeholder = props.placeholder
self.inputType = props.inputType or "text"
-- Text behavior properties
self.textOverflow = props.textOverflow or "clip"
self.scrollable = props.scrollable
if self.scrollable == nil then
self.scrollable = self.multiline
end
-- autoGrow defaults to true for multiline, false for single-line
if props.autoGrow ~= nil then
self.autoGrow = props.autoGrow
else
self.autoGrow = self.multiline
end
self.selectOnFocus = props.selectOnFocus or false
-- Cursor and selection properties
self.cursorColor = props.cursorColor
self.selectionColor = props.selectionColor
self.cursorBlinkRate = props.cursorBlinkRate or 0.5
-- Initialize cursor and selection state (only if editable)
if self.editable then
self._cursorPosition = 0 -- Character index (0 = before first char)
self._cursorLine = 1 -- Current line number (1-based)
self._cursorColumn = 0 -- Column within current line
self._cursorBlinkTimer = 0
self._cursorVisible = true
-- Selection state
self._selectionStart = nil -- nil = no selection
self._selectionEnd = nil
self._selectionAnchor = nil -- Anchor point for shift+arrow selection
-- Focus state
self._focused = false
-- Text buffer state (initialized after self.text is set below)
self._textBuffer = props.text or "" -- Actual text content
self._lines = nil -- Split lines (for multiline)
self._wrappedLines = nil -- Wrapped line data
self._textDirty = true -- Flag to recalculate lines/wrapping
-- Scroll state for text overflow
self._textScrollX = 0 -- Horizontal scroll offset in pixels
-- Restore state from StateManager in immediate mode
if Gui._immediateMode and self._stateId then
local state = StateManager.getState(self._stateId)
if state then
-- Restore focus state
if state._focused then
self._focused = true
Gui._focusedElement = self
end
-- Restore text buffer (prefer state over props for immediate mode)
if state._textBuffer and state._textBuffer ~= "" then
self._textBuffer = state._textBuffer
end
-- Restore cursor position
if state._cursorPosition then
self._cursorPosition = state._cursorPosition
end
-- Restore selection
if state._selectionStart then
self._selectionStart = state._selectionStart
end
if state._selectionEnd then
self._selectionEnd = state._selectionEnd
end
end
end
end
-- 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.backgroundColor = props.backgroundColor or Color.new(0, 0, 0, 0)
self.opacity = props.opacity or 1
-- Handle cornerRadius (can be number or table)
if props.cornerRadius then
if type(props.cornerRadius) == "number" then
self.cornerRadius = {
topLeft = props.cornerRadius,
topRight = props.cornerRadius,
bottomLeft = props.cornerRadius,
bottomRight = props.cornerRadius,
}
else
self.cornerRadius = {
topLeft = props.cornerRadius.topLeft or 0,
topRight = props.cornerRadius.topRight or 0,
bottomLeft = props.cornerRadius.bottomLeft or 0,
bottomRight = props.cornerRadius.bottomRight or 0,
}
end
else
self.cornerRadius = {
topLeft = 0,
topRight = 0,
bottomLeft = 0,
bottomRight = 0,
}
end
-- For editable elements, default text to empty string if not provided
if self.editable and props.text == nil then
self.text = ""
else
self.text = props.text
end
-- Sync self.text with restored _textBuffer for editable elements in immediate mode
if self.editable and Gui._immediateMode and self._textBuffer then
self.text = self._textBuffer
end
self.textAlign = props.textAlign or TextAlign.START
-- Image properties
self.imagePath = props.imagePath
self.image = props.image
self.objectFit = props.objectFit or "fill"
self.objectPosition = props.objectPosition or "center center"
self.imageOpacity = props.imageOpacity or 1
-- Auto-load image if imagePath is provided
if self.imagePath and not self.image then
local loadedImage, err = ImageCache.load(self.imagePath)
if loadedImage then
self._loadedImage = loadedImage
else
-- Silently fail - image will just not render
self._loadedImage = nil
end
elseif self.image then
self._loadedImage = self.image
else
self._loadedImage = nil
end
--- 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" },
horizontal = { value = nil, unit = "px" }, -- Shorthand for left/right
vertical = { value = nil, unit = "px" }, -- Shorthand for top/bottom
},
margin = {
top = { value = nil, unit = "px" },
right = { value = nil, unit = "px" },
bottom = { value = nil, unit = "px" },
left = { value = nil, unit = "px" },
horizontal = { value = nil, unit = "px" }, -- Shorthand for left/right
vertical = { value = nil, unit = "px" }, -- Shorthand for top/bottom
},
}
-- 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 fontFamily (can be font name from theme or direct path to font file)
-- Priority: explicit props.fontFamily > parent fontFamily > theme default
if props.fontFamily then
-- Explicitly set fontFamily takes highest priority
self.fontFamily = props.fontFamily
elseif self.parent and self.parent.fontFamily then
-- Inherit from parent if parent has fontFamily set
self.fontFamily = self.parent.fontFamily
elseif props.themeComponent then
-- If using themeComponent, try to get default from theme
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts["default"] then
self.fontFamily = "default"
else
self.fontFamily = nil
end
else
self.fontFamily = nil
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
local tempWidth = 0 -- Temporary width for padding resolution
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
tempWidth = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
else
-- Apply base scaling to pixel values
tempWidth = Gui.baseScale and (widthProp * scaleX) or widthProp
self.units.width = { value = widthProp, unit = "px" }
end
self.width = tempWidth
else
self.autosizing.width = true
-- Calculate auto-width without padding first
tempWidth = self:calculateAutoWidth()
self.width = tempWidth
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
local tempHeight = 0 -- Temporary height for padding resolution
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
tempHeight = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
else
-- Apply base scaling to pixel values
tempHeight = Gui.baseScale and (heightProp * scaleY) or heightProp
self.units.height = { value = heightProp, unit = "px" }
end
self.height = tempHeight
else
self.autosizing.height = true
-- Calculate auto-height without padding first
tempHeight = self:calculateAutoHeight()
self.height = tempHeight
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 = 0
self.units.gap = { value = 0, unit = "px" }
end
-- BORDER-BOX MODEL: For auto-sizing, we need to add padding to content dimensions
-- For explicit sizing, width/height already include padding (border-box)
-- Check if we should use 9-patch content padding for auto-sizing
local use9PatchPadding = false
local ninePatchContentPadding = nil
if self.themeComponent then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.components[self.themeComponent] then
local component = themeToUse.components[self.themeComponent]
if component._ninePatchData and component._ninePatchData.contentPadding then
-- Only use 9-patch padding if no explicit padding was provided
if
not props.padding
or (
not props.padding.top
and not props.padding.right
and not props.padding.bottom
and not props.padding.left
and not props.padding.horizontal
and not props.padding.vertical
)
then
use9PatchPadding = true
ninePatchContentPadding = component._ninePatchData.contentPadding
end
end
end
end
-- First, resolve padding using temporary dimensions
-- For auto-sized elements, this is content width; for explicit sizing, this is border-box width
local tempPadding
if use9PatchPadding then
-- Scale 9-patch content padding to match the actual rendered size
-- The contentPadding values are in the original image's pixel coordinates,
-- but we need to scale them proportionally to the element's actual size
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.components[self.themeComponent] then
local component = themeToUse.components[self.themeComponent]
local atlasImage = component._loadedAtlas or themeToUse.atlas
if atlasImage and type(atlasImage) ~= "string" then
local originalWidth, originalHeight = atlasImage:getDimensions()
-- Calculate the scale factor based on the element's border-box size vs original image size
-- For explicit sizing, tempWidth/tempHeight represent the border-box dimensions
local scaleX = tempWidth / originalWidth
local scaleY = tempHeight / originalHeight
tempPadding = {
left = ninePatchContentPadding.left * scaleX,
top = ninePatchContentPadding.top * scaleY,
right = ninePatchContentPadding.right * scaleX,
bottom = ninePatchContentPadding.bottom * scaleY,
}
else
-- Fallback if atlas image not available
tempPadding = {
left = ninePatchContentPadding.left,
top = ninePatchContentPadding.top,
right = ninePatchContentPadding.right,
bottom = ninePatchContentPadding.bottom,
}
end
else
-- Fallback if theme not found
tempPadding = {
left = ninePatchContentPadding.left,
top = ninePatchContentPadding.top,
right = ninePatchContentPadding.right,
bottom = ninePatchContentPadding.bottom,
}
end
else
tempPadding = Units.resolveSpacing(props.padding, self.width, self.height)
end
-- Margin percentages are relative to parent's dimensions (CSS spec)
local parentWidth = self.parent and self.parent.width or viewportWidth
local parentHeight = self.parent and self.parent.height or viewportHeight
self.margin = Units.resolveSpacing(props.margin, parentWidth, parentHeight)
-- For auto-sized elements, add padding to get border-box dimensions
if self.autosizing.width then
self._borderBoxWidth = self.width + tempPadding.left + tempPadding.right
else
-- For explicit sizing, width is already border-box
self._borderBoxWidth = self.width
end
if self.autosizing.height then
self._borderBoxHeight = self.height + tempPadding.top + tempPadding.bottom
else
-- For explicit sizing, height is already border-box
self._borderBoxHeight = self.height
end
-- Set final padding
if use9PatchPadding then
-- Use 9-patch content padding
self.padding = {
left = ninePatchContentPadding.left,
top = ninePatchContentPadding.top,
right = ninePatchContentPadding.right,
bottom = ninePatchContentPadding.bottom,
}
else
-- Re-resolve padding based on final border-box dimensions (important for percentage padding)
self.padding = Units.resolveSpacing(props.padding, self._borderBoxWidth, self._borderBoxHeight)
end
-- Calculate final content dimensions by subtracting padding from border-box
self.width = math.max(0, self._borderBoxWidth - self.padding.left - self.padding.right)
self.height = math.max(0, self._borderBoxHeight - self.padding.top - self.padding.bottom)
-- 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
-- Store shorthand properties first (horizontal/vertical)
if props.padding then
if props.padding.horizontal then
if type(props.padding.horizontal) == "string" then
local value, unit = Units.parse(props.padding.horizontal)
self.units.padding.horizontal = { value = value, unit = unit }
else
self.units.padding.horizontal = { value = props.padding.horizontal, unit = "px" }
end
end
if props.padding.vertical then
if type(props.padding.vertical) == "string" then
local value, unit = Units.parse(props.padding.vertical)
self.units.padding.vertical = { value = value, unit = unit }
else
self.units.padding.vertical = { value = props.padding.vertical, unit = "px" }
end
end
end
-- 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, explicit = true }
else
self.units.padding[side] = { value = props.padding[side], unit = "px", explicit = true }
end
else
-- Mark as derived from shorthand (will use shorthand during resize if available)
self.units.padding[side] = { value = self.padding[side], unit = "px", explicit = false }
end
end
-- Store margin shorthand properties
if props.margin then
if props.margin.horizontal then
if type(props.margin.horizontal) == "string" then
local value, unit = Units.parse(props.margin.horizontal)
self.units.margin.horizontal = { value = value, unit = unit }
else
self.units.margin.horizontal = { value = props.margin.horizontal, unit = "px" }
end
end
if props.margin.vertical then
if type(props.margin.vertical) == "string" then
local value, unit = Units.parse(props.margin.vertical)
self.units.margin.vertical = { value = value, unit = unit }
else
self.units.margin.vertical = { value = props.margin.vertical, unit = "px" }
end
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, explicit = true }
else
self.units.margin[side] = { value = props.margin[side], unit = "px", explicit = true }
end
else
-- Mark as derived from shorthand (will use shorthand during resize if available)
self.units.margin[side] = { value = self.margin[side], unit = "px", explicit = false }
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
-- Set textColor with priority: props > theme text color > black
if props.textColor then
self.textColor = props.textColor
else
-- Try to get text color from theme
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.colors and themeToUse.colors.text then
self.textColor = themeToUse.colors.text
else
-- Fallback to black
self.textColor = Color.new(0, 0, 0, 1)
end
end
-- 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.RELATIVE
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 relative/absolute containers default to relative
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.RELATIVE
self._explicitlyAbsolute = false -- Default for relative/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
-- Set textColor with priority: props > parent > theme text color > black
if props.textColor then
self.textColor = props.textColor
elseif self.parent.textColor then
self.textColor = self.parent.textColor
else
-- Try to get text color from theme
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.colors and themeToUse.colors.text then
self.textColor = themeToUse.colors.text
else
-- Fallback to black
self.textColor = Color.new(0, 0, 0, 1)
end
end
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 {}
-- Overflow and scroll properties
self.overflow = props.overflow or "hidden"
self.overflowX = props.overflowX
self.overflowY = props.overflowY
-- Scrollbar configuration
self.scrollbarWidth = props.scrollbarWidth or 12
self.scrollbarColor = props.scrollbarColor or Color.new(0.5, 0.5, 0.5, 0.8)
self.scrollbarTrackColor = props.scrollbarTrackColor or Color.new(0.2, 0.2, 0.2, 0.5)
self.scrollbarRadius = props.scrollbarRadius or 6
self.scrollbarPadding = props.scrollbarPadding or 2
self.scrollSpeed = props.scrollSpeed or 20
-- hideScrollbars can be boolean or table {vertical: boolean, horizontal: boolean}
if props.hideScrollbars ~= nil then
if type(props.hideScrollbars) == "boolean" then
self.hideScrollbars = { vertical = props.hideScrollbars, horizontal = props.hideScrollbars }
elseif type(props.hideScrollbars) == "table" then
self.hideScrollbars = {
vertical = props.hideScrollbars.vertical ~= nil and props.hideScrollbars.vertical or false,
horizontal = props.hideScrollbars.horizontal ~= nil and props.hideScrollbars.horizontal or false,
}
else
self.hideScrollbars = { vertical = false, horizontal = false }
end
else
self.hideScrollbars = { vertical = false, horizontal = false }
end
-- Internal overflow state
self._overflowX = false
self._overflowY = false
self._contentWidth = 0
self._contentHeight = 0
-- Scroll state (can be restored from props in immediate mode)
self._scrollX = props._scrollX or 0
self._scrollY = props._scrollY or 0
self._maxScrollX = 0
self._maxScrollY = 0
-- Scrollbar interaction state
self._scrollbarHoveredVertical = false
self._scrollbarHoveredHorizontal = false
self._scrollbarDragging = false
self._hoveredScrollbar = nil -- "vertical" or "horizontal"
self._scrollbarDragOffset = 0 -- Offset from thumb top when drag started
self._scrollbarPressHandled = false -- Track if scrollbar press was handled this frame
-- Register element in z-index tracking for immediate mode
if Gui._immediateMode then
GuiState.registerElement(self)
end
return self
end
--- Get element bounds (content box)
---@return { x:number, y:number, width:number, height:number }
function Element:getBounds()
return { x = self.x, y = self.y, width = self:getBorderBoxWidth(), height = self:getBorderBoxHeight() }
end
--- Check if point is inside element bounds
--- @param x number
--- @param y number
--- @return boolean
function Element:contains(x, y)
local bounds = self:getBounds()
return bounds.x <= x and bounds.y <= y and bounds.x + bounds.width >= x and bounds.y + bounds.height >= y
end
--- Get border-box width (including padding)
---@return number
function Element:getBorderBoxWidth()
return self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
end
--- Get border-box height (including padding)
---@return number
function Element:getBorderBoxHeight()
return self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
end
--- Detect if content overflows container bounds
function Element:_detectOverflow()
-- Reset overflow state
self._overflowX = false
self._overflowY = false
self._contentWidth = self.width
self._contentHeight = self.height
-- Skip detection if overflow is visible (no clipping needed)
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
if overflowX == "visible" and overflowY == "visible" then
return
end
-- Calculate content bounds based on children
if #self.children == 0 then
return -- No children, no overflow
end
local minX, minY = 0, 0
local maxX, maxY = 0, 0
-- Content area starts after padding
local contentX = self.x + self.padding.left
local contentY = self.y + self.padding.top
for _, child in ipairs(self.children) do
-- Skip absolutely positioned children (they don't contribute to overflow)
if not child._explicitlyAbsolute then
-- Calculate child position relative to content area
local childLeft = child.x - contentX
local childTop = child.y - contentY
local childRight = childLeft + child:getBorderBoxWidth() + child.margin.right
local childBottom = childTop + child:getBorderBoxHeight() + child.margin.bottom
maxX = math.max(maxX, childRight)
maxY = math.max(maxY, childBottom)
end
end
-- Calculate content dimensions
self._contentWidth = maxX
self._contentHeight = maxY
-- Detect overflow
local containerWidth = self.width
local containerHeight = self.height
self._overflowX = self._contentWidth > containerWidth
self._overflowY = self._contentHeight > containerHeight
-- Calculate maximum scroll bounds
self._maxScrollX = math.max(0, self._contentWidth - containerWidth)
self._maxScrollY = math.max(0, self._contentHeight - containerHeight)
-- Clamp current scroll position to new bounds
-- Note: Scroll position is already restored in Gui.new() from ImmediateModeState
self._scrollX = math.max(0, math.min(self._scrollX, self._maxScrollX))
self._scrollY = math.max(0, math.min(self._scrollY, self._maxScrollY))
end
--- Set scroll position with bounds clamping
---@param x number? -- X scroll position (nil to keep current)
---@param y number? -- Y scroll position (nil to keep current)
function Element:setScrollPosition(x, y)
if x ~= nil then
self._scrollX = math.max(0, math.min(x, self._maxScrollX))
end
if y ~= nil then
self._scrollY = math.max(0, math.min(y, self._maxScrollY))
end
-- Note: Scroll position is saved to ImmediateModeState in Gui.endFrame()
-- No need to save here
end
--- Calculate scrollbar dimensions and positions
---@return table -- {vertical: {visible, trackHeight, thumbHeight, thumbY}, horizontal: {visible, trackWidth, thumbWidth, thumbX}}
function Element:_calculateScrollbarDimensions()
local result = {
vertical = { visible = false, trackHeight = 0, thumbHeight = 0, thumbY = 0 },
horizontal = { visible = false, trackWidth = 0, thumbWidth = 0, thumbX = 0 },
}
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
-- Vertical scrollbar
-- Note: overflow="scroll" always shows scrollbar; overflow="auto" only when content overflows
if overflowY == "scroll" then
-- Always show scrollbar for "scroll" mode
result.vertical.visible = true
result.vertical.trackHeight = self.height - (self.scrollbarPadding * 2)
if self._overflowY then
-- Content overflows, calculate proper thumb size
local contentRatio = self.height / math.max(self._contentHeight, self.height)
result.vertical.thumbHeight = math.max(20, result.vertical.trackHeight * contentRatio)
-- Calculate thumb position based on scroll ratio
local scrollRatio = self._maxScrollY > 0 and (self._scrollY / self._maxScrollY) or 0
local maxThumbY = result.vertical.trackHeight - result.vertical.thumbHeight
result.vertical.thumbY = maxThumbY * scrollRatio
else
-- No overflow, thumb fills entire track
result.vertical.thumbHeight = result.vertical.trackHeight
result.vertical.thumbY = 0
end
elseif self._overflowY and overflowY == "auto" then
-- Only show scrollbar when content actually overflows
result.vertical.visible = true
result.vertical.trackHeight = self.height - (self.scrollbarPadding * 2)
-- Calculate thumb height based on content ratio
local contentRatio = self.height / math.max(self._contentHeight, self.height)
result.vertical.thumbHeight = math.max(20, result.vertical.trackHeight * contentRatio)
-- Calculate thumb position based on scroll ratio
local scrollRatio = self._maxScrollY > 0 and (self._scrollY / self._maxScrollY) or 0
local maxThumbY = result.vertical.trackHeight - result.vertical.thumbHeight
result.vertical.thumbY = maxThumbY * scrollRatio
end
-- Horizontal scrollbar
-- Note: overflow="scroll" always shows scrollbar; overflow="auto" only when content overflows
if overflowX == "scroll" then
-- Always show scrollbar for "scroll" mode
result.horizontal.visible = true
result.horizontal.trackWidth = self.width - (self.scrollbarPadding * 2)
if self._overflowX then
-- Content overflows, calculate proper thumb size
local contentRatio = self.width / math.max(self._contentWidth, self.width)
result.horizontal.thumbWidth = math.max(20, result.horizontal.trackWidth * contentRatio)
-- Calculate thumb position based on scroll ratio
local scrollRatio = self._maxScrollX > 0 and (self._scrollX / self._maxScrollX) or 0
local maxThumbX = result.horizontal.trackWidth - result.horizontal.thumbWidth
result.horizontal.thumbX = maxThumbX * scrollRatio
else
-- No overflow, thumb fills entire track
result.horizontal.thumbWidth = result.horizontal.trackWidth
result.horizontal.thumbX = 0
end
elseif self._overflowX and overflowX == "auto" then
-- Only show scrollbar when content actually overflows
result.horizontal.visible = true
result.horizontal.trackWidth = self.width - (self.scrollbarPadding * 2)
-- Calculate thumb width based on content ratio
local contentRatio = self.width / math.max(self._contentWidth, self.width)
result.horizontal.thumbWidth = math.max(20, result.horizontal.trackWidth * contentRatio)
-- Calculate thumb position based on scroll ratio
local scrollRatio = self._maxScrollX > 0 and (self._scrollX / self._maxScrollX) or 0
local maxThumbX = result.horizontal.trackWidth - result.horizontal.thumbWidth
result.horizontal.thumbX = maxThumbX * scrollRatio
end
return result
end
--- Draw scrollbars
---@param dims table -- Scrollbar dimensions from _calculateScrollbarDimensions()
function Element:_drawScrollbars(dims)
local x, y = self.x, self.y
local w, h = self.width, self.height
-- Vertical scrollbar
if dims.vertical.visible and not self.hideScrollbars.vertical then
-- Position scrollbar within content area (x, y is border-box origin)
local contentX = x + self.padding.left
local contentY = y + self.padding.top
local trackX = contentX + w - self.scrollbarWidth - self.scrollbarPadding
local trackY = contentY + self.scrollbarPadding
-- Determine thumb color based on state (independent for vertical)
local thumbColor = self.scrollbarColor
if self._scrollbarDragging and self._hoveredScrollbar == "vertical" then
-- Active state: brighter
thumbColor = Color.new(math.min(1, thumbColor.r * 1.4), math.min(1, thumbColor.g * 1.4), math.min(1, thumbColor.b * 1.4), thumbColor.a)
elseif self._scrollbarHoveredVertical then
-- Hover state: slightly brighter
thumbColor = Color.new(math.min(1, thumbColor.r * 1.2), math.min(1, thumbColor.g * 1.2), math.min(1, thumbColor.b * 1.2), thumbColor.a)
end
-- Draw track
love.graphics.setColor(self.scrollbarTrackColor:toRGBA())
love.graphics.rectangle("fill", trackX, trackY, self.scrollbarWidth, dims.vertical.trackHeight, self.scrollbarRadius)
-- Draw thumb with state-based color
love.graphics.setColor(thumbColor:toRGBA())
love.graphics.rectangle("fill", trackX, trackY + dims.vertical.thumbY, self.scrollbarWidth, dims.vertical.thumbHeight, self.scrollbarRadius)
end
-- Horizontal scrollbar
if dims.horizontal.visible and not self.hideScrollbars.horizontal then
-- Position scrollbar within content area (x, y is border-box origin)
local contentX = x + self.padding.left
local contentY = y + self.padding.top
local trackX = contentX + self.scrollbarPadding
local trackY = contentY + h - self.scrollbarWidth - self.scrollbarPadding
-- Determine thumb color based on state (independent for horizontal)
local thumbColor = self.scrollbarColor
if self._scrollbarDragging and self._hoveredScrollbar == "horizontal" then
-- Active state: brighter
thumbColor = Color.new(math.min(1, thumbColor.r * 1.4), math.min(1, thumbColor.g * 1.4), math.min(1, thumbColor.b * 1.4), thumbColor.a)
elseif self._scrollbarHoveredHorizontal then
-- Hover state: slightly brighter
thumbColor = Color.new(math.min(1, thumbColor.r * 1.2), math.min(1, thumbColor.g * 1.2), math.min(1, thumbColor.b * 1.2), thumbColor.a)
end
-- Draw track
love.graphics.setColor(self.scrollbarTrackColor:toRGBA())
love.graphics.rectangle("fill", trackX, trackY, dims.horizontal.trackWidth, self.scrollbarWidth, self.scrollbarRadius)
-- Draw thumb with state-based color
love.graphics.setColor(thumbColor:toRGBA())
love.graphics.rectangle("fill", trackX + dims.horizontal.thumbX, trackY, dims.horizontal.thumbWidth, self.scrollbarWidth, self.scrollbarRadius)
end
-- Reset color
love.graphics.setColor(1, 1, 1, 1)
end
--- Get scrollbar at mouse position
---@param mouseX number
---@param mouseY number
---@return table|nil -- {component: "vertical"|"horizontal", region: "thumb"|"track"}
function Element:_getScrollbarAtPosition(mouseX, mouseY)
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
if not (overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto") then
return nil
end
local dims = self:_calculateScrollbarDimensions()
local x, y = self.x, self.y
local w, h = self.width, self.height
-- Check vertical scrollbar (only if not hidden)
if dims.vertical.visible and not self.hideScrollbars.vertical then
-- Position scrollbar within content area (x, y is border-box origin)
local contentX = x + self.padding.left
local contentY = y + self.padding.top
local trackX = contentX + w - self.scrollbarWidth - self.scrollbarPadding
local trackY = contentY + self.scrollbarPadding
local trackW = self.scrollbarWidth
local trackH = dims.vertical.trackHeight
if mouseX >= trackX and mouseX <= trackX + trackW and mouseY >= trackY and mouseY <= trackY + trackH then
-- Check if over thumb
local thumbY = trackY + dims.vertical.thumbY
local thumbH = dims.vertical.thumbHeight
if mouseY >= thumbY and mouseY <= thumbY + thumbH then
return { component = "vertical", region = "thumb" }
else
return { component = "vertical", region = "track" }
end
end
end
-- Check horizontal scrollbar (only if not hidden)
if dims.horizontal.visible and not self.hideScrollbars.horizontal then
-- Position scrollbar within content area (x, y is border-box origin)
local contentX = x + self.padding.left
local contentY = y + self.padding.top
local trackX = contentX + self.scrollbarPadding
local trackY = contentY + h - self.scrollbarWidth - self.scrollbarPadding
local trackW = dims.horizontal.trackWidth
local trackH = self.scrollbarWidth
if mouseX >= trackX and mouseX <= trackX + trackW and mouseY >= trackY and mouseY <= trackY + trackH then
-- Check if over thumb
local thumbX = trackX + dims.horizontal.thumbX
local thumbW = dims.horizontal.thumbWidth
if mouseX >= thumbX and mouseX <= thumbX + thumbW then
return { component = "horizontal", region = "thumb" }
else
return { component = "horizontal", region = "track" }
end
end
end
return nil
end
--- Handle scrollbar mouse press
---@param mouseX number
---@param mouseY number
---@param button number
---@return boolean -- True if event was consumed
function Element:_handleScrollbarPress(mouseX, mouseY, button)
if button ~= 1 then
return false
end -- Only left click
local scrollbar = self:_getScrollbarAtPosition(mouseX, mouseY)
if not scrollbar then
return false
end
if scrollbar.region == "thumb" then
-- Start dragging thumb
self._scrollbarDragging = true
self._hoveredScrollbar = scrollbar.component
local dims = self:_calculateScrollbarDimensions()
if scrollbar.component == "vertical" then
local contentY = self.y + self.padding.top
local trackY = contentY + self.scrollbarPadding
local thumbY = trackY + dims.vertical.thumbY
self._scrollbarDragOffset = mouseY - thumbY
elseif scrollbar.component == "horizontal" then
local contentX = self.x + self.padding.left
local trackX = contentX + self.scrollbarPadding
local thumbX = trackX + dims.horizontal.thumbX
self._scrollbarDragOffset = mouseX - thumbX
end
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = self._scrollbarDragging,
hoveredScrollbar = self._hoveredScrollbar,
scrollbarDragOffset = self._scrollbarDragOffset,
})
end
return true -- Event consumed
elseif scrollbar.region == "track" then
-- Click on track - jump to position
self:_scrollToTrackPosition(mouseX, mouseY, scrollbar.component)
return true
end
return false
end
--- Handle scrollbar drag
---@param mouseX number
---@param mouseY number
---@return boolean -- True if event was consumed
function Element:_handleScrollbarDrag(mouseX, mouseY)
if not self._scrollbarDragging then
return false
end
local dims = self:_calculateScrollbarDimensions()
if self._hoveredScrollbar == "vertical" then
local contentY = self.y + self.padding.top
local trackY = contentY + self.scrollbarPadding
local trackH = dims.vertical.trackHeight
local thumbH = dims.vertical.thumbHeight
-- Calculate new thumb position
local newThumbY = mouseY - self._scrollbarDragOffset - trackY
newThumbY = math.max(0, math.min(newThumbY, trackH - thumbH))
-- Convert thumb position to scroll position
local scrollRatio = (trackH - thumbH) > 0 and (newThumbY / (trackH - thumbH)) or 0
local newScrollY = scrollRatio * self._maxScrollY
self:setScrollPosition(nil, newScrollY)
return true
elseif self._hoveredScrollbar == "horizontal" then
local contentX = self.x + self.padding.left
local trackX = contentX + self.scrollbarPadding
local trackW = dims.horizontal.trackWidth
local thumbW = dims.horizontal.thumbWidth
-- Calculate new thumb position
local newThumbX = mouseX - self._scrollbarDragOffset - trackX
newThumbX = math.max(0, math.min(newThumbX, trackW - thumbW))
-- Convert thumb position to scroll position
local scrollRatio = (trackW - thumbW) > 0 and (newThumbX / (trackW - thumbW)) or 0
local newScrollX = scrollRatio * self._maxScrollX
self:setScrollPosition(newScrollX, nil)
return true
end
return false
end
--- Handle scrollbar release
---@param button number
---@return boolean -- True if event was consumed
function Element:_handleScrollbarRelease(button)
if button ~= 1 then
return false
end
if self._scrollbarDragging then
self._scrollbarDragging = false
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = false,
})
end
return true
end
return false
end
--- Scroll to track click position
---@param mouseX number
---@param mouseY number
---@param component string -- "vertical" or "horizontal"
function Element:_scrollToTrackPosition(mouseX, mouseY, component)
local dims = self:_calculateScrollbarDimensions()
if component == "vertical" then
local contentY = self.y + self.padding.top
local trackY = contentY + self.scrollbarPadding
local trackH = dims.vertical.trackHeight
local thumbH = dims.vertical.thumbHeight
-- Calculate target thumb position (centered on click)
local targetThumbY = mouseY - trackY - (thumbH / 2)
targetThumbY = math.max(0, math.min(targetThumbY, trackH - thumbH))
-- Convert to scroll position
local scrollRatio = (trackH - thumbH) > 0 and (targetThumbY / (trackH - thumbH)) or 0
local newScrollY = scrollRatio * self._maxScrollY
self:setScrollPosition(nil, newScrollY)
elseif component == "horizontal" then
local contentX = self.x + self.padding.left
local trackX = contentX + self.scrollbarPadding
local trackW = dims.horizontal.trackWidth
local thumbW = dims.horizontal.thumbWidth
-- Calculate target thumb position (centered on click)
local targetThumbX = mouseX - trackX - (thumbW / 2)
targetThumbX = math.max(0, math.min(targetThumbX, trackW - thumbW))
-- Convert to scroll position
local scrollRatio = (trackW - thumbW) > 0 and (targetThumbX / (trackW - thumbW)) or 0
local newScrollX = scrollRatio * self._maxScrollX
self:setScrollPosition(newScrollX, nil)
end
end
--- Handle mouse wheel scrolling
---@param x number -- Horizontal scroll amount
---@param y number -- Vertical scroll amount
---@return boolean -- True if scroll was handled
function Element:_handleWheelScroll(x, y)
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
if not (overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto") then
return false
end
local hasVerticalOverflow = self._overflowY and self._maxScrollY > 0
local hasHorizontalOverflow = self._overflowX and self._maxScrollX > 0
local scrolled = false
-- Vertical scrolling
if y ~= 0 and hasVerticalOverflow then
local delta = -y * self.scrollSpeed -- Negative because wheel up = scroll up
local newScrollY = self._scrollY + delta
self:setScrollPosition(nil, newScrollY)
scrolled = true
end
-- Horizontal scrolling
if x ~= 0 and hasHorizontalOverflow then
local delta = -x * self.scrollSpeed
local newScrollX = self._scrollX + delta
self:setScrollPosition(newScrollX, nil)
scrolled = true
end
-- Note: Scroll position is saved to ImmediateModeState in Gui.endFrame()
return scrolled
end
--- Get current scroll position
---@return number scrollX, number scrollY
function Element:getScrollPosition()
return self._scrollX, self._scrollY
end
--- Get maximum scroll bounds
---@return number maxScrollX, number maxScrollY
function Element:getMaxScroll()
return self._maxScrollX, self._maxScrollY
end
--- Get scroll percentage (0-1)
---@return number percentX, number percentY
function Element:getScrollPercentage()
local percentX = self._maxScrollX > 0 and (self._scrollX / self._maxScrollX) or 0
local percentY = self._maxScrollY > 0 and (self._scrollY / self._maxScrollY) or 0
return percentX, percentY
end
--- Check if element has overflow
---@return boolean hasOverflowX, boolean hasOverflowY
function Element:hasOverflow()
return self._overflowX, self._overflowY
end
--- Get content dimensions (including overflow)
---@return number contentWidth, number contentHeight
function Element:getContentSize()
return self._contentWidth, self._contentHeight
end
--- Scroll by delta amount
---@param dx number? -- X delta (nil for no change)
---@param dy number? -- Y delta (nil for no change)
function Element:scrollBy(dx, dy)
if dx then
self._scrollX = math.max(0, math.min(self._scrollX + dx, self._maxScrollX))
end
if dy then
self._scrollY = math.max(0, math.min(self._scrollY + dy, self._maxScrollY))
end
end
--- Scroll to top
function Element:scrollToTop()
self:setScrollPosition(nil, 0)
end
--- Scroll to bottom
function Element:scrollToBottom()
self:setScrollPosition(nil, self._maxScrollY)
end
--- Scroll to left
function Element:scrollToLeft()
self:setScrollPosition(0, nil)
end
--- Scroll to right
function Element:scrollToRight()
self:setScrollPosition(self._maxScrollX, nil)
end
--- Get the current state's scaled content padding
--- Returns the contentPadding for the current theme state, scaled to the element's size
---@return table|nil -- {left, top, right, bottom} or nil if no contentPadding
function Element:getScaledContentPadding()
if not self.themeComponent then
return nil
end
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if not themeToUse or not themeToUse.components[self.themeComponent] then
return nil
end
local component = themeToUse.components[self.themeComponent]
-- Check for state-specific override
local state = self._themeState or "normal"
if state and state ~= "normal" and component.states and component.states[state] then
component = component.states[state]
end
if not component._ninePatchData or not component._ninePatchData.contentPadding then
return nil
end
local contentPadding = component._ninePatchData.contentPadding
-- Scale contentPadding to match the actual rendered size
local atlasImage = component._loadedAtlas or themeToUse.atlas
if atlasImage and type(atlasImage) ~= "string" then
local originalWidth, originalHeight = atlasImage:getDimensions()
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
local borderBoxHeight = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
local scaleX = borderBoxWidth / originalWidth
local scaleY = borderBoxHeight / originalHeight
return {
left = contentPadding.left * scaleX,
top = contentPadding.top * scaleY,
right = contentPadding.right * scaleX,
bottom = contentPadding.bottom * scaleY,
}
else
-- Return unscaled values as fallback
return {
left = contentPadding.left,
top = contentPadding.top,
right = contentPadding.right,
bottom = contentPadding.bottom,
}
end
end
--- Get or create blur instance for this element
---@return table? -- Blur instance or nil if no blur configured
function Element:getBlurInstance()
-- Determine quality from contentBlur or backdropBlur
local quality = 5 -- Default quality
if self.contentBlur and self.contentBlur.quality then
quality = self.contentBlur.quality
elseif self.backdropBlur and self.backdropBlur.quality then
quality = self.backdropBlur.quality
end
-- Create blur instance if needed
if not self._blurInstance or self._blurInstance.quality ~= quality then
self._blurInstance = Blur.new(quality)
end
return self._blurInstance
end
--- Get available content width for children (accounting for 9-patch content padding)
--- This is the width that children should use when calculating percentage widths
---@return number
function Element:getAvailableContentWidth()
local availableWidth = self.width
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
-- Check if the element is using the scaled 9-patch contentPadding as its padding
-- Allow small floating point differences (within 0.1 pixels)
local usingContentPaddingAsPadding = (
math.abs(self.padding.left - scaledContentPadding.left) < 0.1 and math.abs(self.padding.right - scaledContentPadding.right) < 0.1
)
if not usingContentPaddingAsPadding then
-- Element has explicit padding different from contentPadding
-- Subtract scaled contentPadding to get the area children should use
availableWidth = availableWidth - scaledContentPadding.left - scaledContentPadding.right
end
end
return math.max(0, availableWidth)
end
--- Get available content height for children (accounting for 9-patch content padding)
--- This is the height that children should use when calculating percentage heights
---@return number
function Element:getAvailableContentHeight()
local availableHeight = self.height
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
-- Check if the element is using the scaled 9-patch contentPadding as its padding
-- Allow small floating point differences (within 0.1 pixels)
local usingContentPaddingAsPadding = (
math.abs(self.padding.top - scaledContentPadding.top) < 0.1 and math.abs(self.padding.bottom - scaledContentPadding.bottom) < 0.1
)
if not usingContentPaddingAsPadding then
-- Element has explicit padding different from contentPadding
-- Subtract scaled contentPadding to get the area children should use
availableHeight = availableHeight - scaledContentPadding.top - scaledContentPadding.bottom
end
end
return math.max(0, availableHeight)
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.RELATIVE
child._explicitlyAbsolute = false -- Default for relative/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
local contentHeight = self:calculateAutoHeight()
-- BORDER-BOX MODEL: Add padding to get border-box, then subtract to get content
self._borderBoxHeight = contentHeight + self.padding.top + self.padding.bottom
self.height = contentHeight
end
if self.autosizing.width then
local contentWidth = self:calculateAutoWidth()
-- BORDER-BOX MODEL: Add padding to get border-box, then subtract to get content
self._borderBoxWidth = contentWidth + self.padding.left + self.padding.right
self.width = contentWidth
end
end
-- In immediate mode, defer layout until endFrame() when all elements are created
-- This prevents premature overflow detection with incomplete children
if not Gui._immediateMode then
self:layoutChildren()
end
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
-- Only apply offsets to explicitly absolute children or children in relative/absolute containers
-- Flex/grid children ignore positioning offsets as they participate in layout
local isFlexChild = element.positioning == Positioning.FLEX
or element.positioning == Positioning.GRID
or (element.positioning == Positioning.ABSOLUTE and not element._explicitlyAbsolute)
if not isFlexChild then
-- Apply absolute positioning for explicitly absolute children
-- 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)
-- BORDER-BOX MODEL: Use border-box dimensions for positioning
if element.bottom then
local elementBorderBoxHeight = element:getBorderBoxHeight()
element.y = parent.y + parent.padding.top + parent.height - element.bottom - elementBorderBoxHeight
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)
-- BORDER-BOX MODEL: Use border-box dimensions for positioning
if element.right then
local elementBorderBoxWidth = element:getBorderBoxWidth()
element.x = parent.x + parent.padding.left + parent.width - element.right - elementBorderBoxWidth
end
end
end
function Element:layoutChildren()
if self.positioning == Positioning.ABSOLUTE or self.positioning == Positioning.RELATIVE then
-- Absolute/Relative 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 space reserved by absolutely positioned siblings with explicit positioning
local reservedMainStart = 0 -- Space reserved at the start of main axis (left for horizontal, top for vertical)
local reservedMainEnd = 0 -- Space reserved at the end of main axis (right for horizontal, bottom for vertical)
local reservedCrossStart = 0 -- Space reserved at the start of cross axis (top for horizontal, left for vertical)
local reservedCrossEnd = 0 -- Space reserved at the end of cross axis (bottom for horizontal, right for vertical)
for _, child in ipairs(self.children) do
-- Only consider absolutely positioned children with explicit positioning
if child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute then
-- BORDER-BOX MODEL: Use border-box dimensions for space calculations
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
if self.flexDirection == FlexDirection.HORIZONTAL then
-- Horizontal layout: main axis is X, cross axis is Y
-- Check for left positioning (reserves space at main axis start)
if child.left then
local spaceNeeded = child.left + childBorderBoxWidth
reservedMainStart = math.max(reservedMainStart, spaceNeeded)
end
-- Check for right positioning (reserves space at main axis end)
if child.right then
local spaceNeeded = child.right + childBorderBoxWidth
reservedMainEnd = math.max(reservedMainEnd, spaceNeeded)
end
-- Check for top positioning (reserves space at cross axis start)
if child.top then
local spaceNeeded = child.top + childBorderBoxHeight
reservedCrossStart = math.max(reservedCrossStart, spaceNeeded)
end
-- Check for bottom positioning (reserves space at cross axis end)
if child.bottom then
local spaceNeeded = child.bottom + childBorderBoxHeight
reservedCrossEnd = math.max(reservedCrossEnd, spaceNeeded)
end
else
-- Vertical layout: main axis is Y, cross axis is X
-- Check for top positioning (reserves space at main axis start)
if child.top then
local spaceNeeded = child.top + childBorderBoxHeight
reservedMainStart = math.max(reservedMainStart, spaceNeeded)
end
-- Check for bottom positioning (reserves space at main axis end)
if child.bottom then
local spaceNeeded = child.bottom + childBorderBoxHeight
reservedMainEnd = math.max(reservedMainEnd, spaceNeeded)
end
-- Check for left positioning (reserves space at cross axis start)
if child.left then
local spaceNeeded = child.left + childBorderBoxWidth
reservedCrossStart = math.max(reservedCrossStart, spaceNeeded)
end
-- Check for right positioning (reserves space at cross axis end)
if child.right then
local spaceNeeded = child.right + childBorderBoxWidth
reservedCrossEnd = math.max(reservedCrossEnd, spaceNeeded)
end
end
end
end
-- Calculate available space (accounting for padding and reserved space)
-- BORDER-BOX MODEL: self.width and self.height are already content dimensions (padding subtracted)
local availableMainSize = 0
local availableCrossSize = 0
if self.flexDirection == FlexDirection.HORIZONTAL then
availableMainSize = self.width - reservedMainStart - reservedMainEnd
availableCrossSize = self.height - reservedCrossStart - reservedCrossEnd
else
availableMainSize = self.height - reservedMainStart - reservedMainEnd
availableCrossSize = self.width - reservedCrossStart - reservedCrossEnd
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
-- BORDER-BOX MODEL: Use border-box dimensions for layout calculations
-- Include margins in size calculations
local childMainSize = 0
local childMainMargin = 0
if self.flexDirection == FlexDirection.HORIZONTAL then
childMainSize = child:getBorderBoxWidth()
childMainMargin = child.margin.left + child.margin.right
else
childMainSize = child:getBorderBoxHeight()
childMainMargin = child.margin.top + child.margin.bottom
end
local childTotalMainSize = childMainSize + childMainMargin
-- 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 + childTotalMainSize > availableMainSize then
-- Start a new line
if #currentLine > 0 then
table.insert(lines, currentLine)
end
currentLine = { child }
currentLineSize = childTotalMainSize
else
-- Add to current line
table.insert(currentLine, child)
currentLineSize = currentLineSize + lineSpacing + childTotalMainSize
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
-- BORDER-BOX MODEL: Use border-box dimensions for layout calculations
-- Include margins in cross-axis size calculations
local childCrossSize = 0
local childCrossMargin = 0
if self.flexDirection == FlexDirection.HORIZONTAL then
childCrossSize = child:getBorderBoxHeight()
childCrossMargin = child.margin.top + child.margin.bottom
else
childCrossSize = child:getBorderBoxWidth()
childCrossMargin = child.margin.left + child.margin.right
end
local childTotalCrossSize = childCrossSize + childCrossMargin
maxCrossSize = math.max(maxCrossSize, childTotalCrossSize)
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 and margins)
-- BORDER-BOX MODEL: Use border-box dimensions for layout calculations
local totalChildrenSize = 0
for _, child in ipairs(line) do
if self.flexDirection == FlexDirection.HORIZONTAL then
totalChildrenSize = totalChildrenSize + child:getBorderBoxWidth() + child.margin.left + child.margin.right
else
totalChildrenSize = totalChildrenSize + child:getBorderBoxHeight() + child.margin.top + child.margin.bottom
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)
-- Add reservedMainStart and left margin to account for absolutely positioned siblings and margins
child.x = self.x + self.padding.left + reservedMainStart + currentMainPos + child.margin.left
-- BORDER-BOX MODEL: Use border-box dimensions for alignment calculations
local childBorderBoxHeight = child:getBorderBoxHeight()
local childTotalCrossSize = childBorderBoxHeight + child.margin.top + child.margin.bottom
if effectiveAlign == AlignItems.FLEX_START then
child.y = self.y + self.padding.top + reservedCrossStart + currentCrossPos + child.margin.top
elseif effectiveAlign == AlignItems.CENTER then
child.y = self.y + self.padding.top + reservedCrossStart + currentCrossPos + ((lineHeight - childTotalCrossSize) / 2) + child.margin.top
elseif effectiveAlign == AlignItems.FLEX_END then
child.y = self.y + self.padding.top + reservedCrossStart + currentCrossPos + lineHeight - childTotalCrossSize + child.margin.top
elseif effectiveAlign == AlignItems.STRETCH then
-- STRETCH: Only apply if height was not explicitly set
if child.autosizing and child.autosizing.height then
-- STRETCH: Set border-box height to lineHeight minus margins, content area shrinks to fit
local availableHeight = lineHeight - child.margin.top - child.margin.bottom
child._borderBoxHeight = availableHeight
child.height = math.max(0, availableHeight - child.padding.top - child.padding.bottom)
end
child.y = self.y + self.padding.top + reservedCrossStart + currentCrossPos + child.margin.top
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 border-box width plus margins
currentMainPos = currentMainPos + child:getBorderBoxWidth() + child.margin.left + child.margin.right + itemSpacing
else
-- Vertical layout: main axis is Y, cross axis is X
-- Position child at border box (x, y represents top-left including padding)
-- Add reservedMainStart and top margin to account for absolutely positioned siblings and margins
child.y = self.y + self.padding.top + reservedMainStart + currentMainPos + child.margin.top
-- BORDER-BOX MODEL: Use border-box dimensions for alignment calculations
local childBorderBoxWidth = child:getBorderBoxWidth()
local childTotalCrossSize = childBorderBoxWidth + child.margin.left + child.margin.right
if effectiveAlign == AlignItems.FLEX_START then
child.x = self.x + self.padding.left + reservedCrossStart + currentCrossPos + child.margin.left
elseif effectiveAlign == AlignItems.CENTER then
child.x = self.x + self.padding.left + reservedCrossStart + currentCrossPos + ((lineHeight - childTotalCrossSize) / 2) + child.margin.left
elseif effectiveAlign == AlignItems.FLEX_END then
child.x = self.x + self.padding.left + reservedCrossStart + currentCrossPos + lineHeight - childTotalCrossSize + child.margin.left
elseif effectiveAlign == AlignItems.STRETCH then
-- STRETCH: Only apply if width was not explicitly set
if child.autosizing and child.autosizing.width then
-- STRETCH: Set border-box width to lineHeight minus margins, content area shrinks to fit
local availableWidth = lineHeight - child.margin.left - child.margin.right
child._borderBoxWidth = availableWidth
child.width = math.max(0, availableWidth - child.padding.left - child.padding.right)
end
child.x = self.x + self.padding.left + reservedCrossStart + currentCrossPos + child.margin.left
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 border-box height plus margins
currentMainPos = currentMainPos + child:getBorderBoxHeight() + child.margin.top + child.margin.bottom + itemSpacing
end
end
-- Move to next line position
currentCrossPos = currentCrossPos + lineHeight + lineSpacing
end
-- Position explicitly absolute children after flex layout
for _, child in ipairs(self.children) do
if child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute then
-- Apply positioning offsets (top, right, bottom, left)
self:applyPositioningOffsets(child)
-- If child has children, layout them after position change
if #child.children > 0 then
child:layoutChildren()
end
end
end
-- Detect overflow after children are laid out
self:_detectOverflow()
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
-- Clear callback to prevent closure leaks
self.callback = nil
end
--- Draw element and its children
function Element:draw(backdropCanvas)
-- Early exit if element is invisible (optimization)
if self.opacity <= 0 then
return
end
-- Handle opacity during animation
local drawBackgroundColor = self.backgroundColor
if self.animation then
local anim = self.animation:interpolate()
if anim.opacity then
drawBackgroundColor = Color.new(self.backgroundColor.r, self.backgroundColor.g, self.backgroundColor.b, anim.opacity)
end
end
-- Cache border box dimensions for this draw call (optimization)
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
local borderBoxHeight = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
-- LAYER 0.5: Draw backdrop blur if configured (before background)
if self.backdropBlur and self.backdropBlur.intensity > 0 and backdropCanvas then
local blurInstance = self:getBlurInstance()
if blurInstance then
Blur.applyBackdrop(blurInstance, self.backdropBlur.intensity, self.x, self.y, borderBoxWidth, borderBoxHeight, backdropCanvas)
end
end
-- LAYER 1: Draw backgroundColor first (behind everything)
-- Apply opacity to all drawing operations
-- (x, y) represents border box, so draw background from (x, y)
-- BORDER-BOX MODEL: Use stored border-box dimensions for drawing
local backgroundWithOpacity = Color.new(drawBackgroundColor.r, drawBackgroundColor.g, drawBackgroundColor.b, drawBackgroundColor.a * self.opacity)
love.graphics.setColor(backgroundWithOpacity:toRGBA())
RoundedRect.draw("fill", self.x, self.y, borderBoxWidth, borderBoxHeight, self.cornerRadius)
-- LAYER 1.5: Draw image on top of backgroundColor (if image exists)
if self._loadedImage then
-- Calculate image bounds (content area - respects padding)
local imageX = self.x + self.padding.left
local imageY = self.y + self.padding.top
local imageWidth = self.width
local imageHeight = self.height
-- Combine element opacity with imageOpacity
local finalOpacity = self.opacity * self.imageOpacity
-- Apply cornerRadius clipping if set
local hasCornerRadius = self.cornerRadius.topLeft > 0
or self.cornerRadius.topRight > 0
or self.cornerRadius.bottomLeft > 0
or self.cornerRadius.bottomRight > 0
if hasCornerRadius then
-- Use stencil to clip image to rounded corners
love.graphics.stencil(function()
RoundedRect.draw("fill", self.x, self.y, borderBoxWidth, borderBoxHeight, self.cornerRadius)
end, "replace", 1)
love.graphics.setStencilTest("greater", 0)
end
-- Draw the image
ImageRenderer.draw(self._loadedImage, imageX, imageY, imageWidth, imageHeight, self.objectFit, self.objectPosition, finalOpacity)
-- Clear stencil if it was used
if hasCornerRadius then
love.graphics.setStencilTest()
end
end
-- LAYER 2: Draw theme on top of backgroundColor (if theme exists)
if self.themeComponent then
-- Get the theme to use
local themeToUse = nil
if self.theme then
-- Element specifies a specific theme - load it if needed
if Theme.get(self.theme) then
themeToUse = Theme.get(self.theme)
else
-- Try to load the theme
pcall(function()
Theme.load(self.theme)
end)
themeToUse = Theme.get(self.theme)
end
else
-- Use active theme
themeToUse = Theme.getActive()
end
if themeToUse then
-- Get the component from the theme
local component = themeToUse.components[self.themeComponent]
if component then
-- Check for state-specific override
local state = self._themeState
if state and component.states and component.states[state] then
component = component.states[state]
end
-- Use component-specific atlas if available, otherwise use theme atlas
local atlasToUse = component._loadedAtlas or themeToUse.atlas
if atlasToUse and component.regions then
-- Validate component has required structure
local hasAllRegions = component.regions.topLeft
and component.regions.topCenter
and component.regions.topRight
and component.regions.middleLeft
and component.regions.middleCenter
and component.regions.middleRight
and component.regions.bottomLeft
and component.regions.bottomCenter
and component.regions.bottomRight
if hasAllRegions then
-- Calculate border-box dimensions (content + padding)
local borderBoxWidth = self.width + self.padding.left + self.padding.right
local borderBoxHeight = self.height + self.padding.top + self.padding.bottom
-- Pass element-level overrides for scaleCorners and scalingAlgorithm
NinePatch.draw(component, atlasToUse, self.x, self.y, borderBoxWidth, borderBoxHeight, self.opacity, self.scaleCorners, self.scalingAlgorithm)
else
-- Silently skip drawing if component structure is invalid
end
end
else
-- Component not found in theme
end
else
-- No theme available for themeComponent
end
end
-- LAYER 3: Draw borders on top of theme (always render if specified)
local borderColorWithOpacity = Color.new(self.borderColor.r, self.borderColor.g, self.borderColor.b, self.borderColor.a * self.opacity)
love.graphics.setColor(borderColorWithOpacity:toRGBA())
-- Check if all borders are enabled
local allBorders = self.border.top and self.border.bottom and self.border.left and self.border.right
if allBorders then
-- Draw complete rounded rectangle border
RoundedRect.draw("line", self.x, self.y, borderBoxWidth, borderBoxHeight, self.cornerRadius)
else
-- Draw individual borders (without rounded corners for partial borders)
if self.border.top then
love.graphics.line(self.x, self.y, self.x + borderBoxWidth, self.y)
end
if self.border.bottom then
love.graphics.line(self.x, self.y + borderBoxHeight, self.x + borderBoxWidth, self.y + borderBoxHeight)
end
if self.border.left then
love.graphics.line(self.x, self.y, self.x, self.y + borderBoxHeight)
end
if self.border.right then
love.graphics.line(self.x + borderBoxWidth, self.y, self.x + borderBoxWidth, self.y + borderBoxHeight)
end
end
-- Draw element text if present
-- For editable elements, also handle placeholder
-- Update text layout if dirty (for multiline auto-grow)
if self.editable then
self:_updateTextIfDirty()
self:_updateAutoGrowHeight()
end
-- For editable elements, use _textBuffer; for non-editable, use text
local displayText = self.editable and self._textBuffer or self.text
local isPlaceholder = false
local isPasswordMasked = false
-- Show placeholder if editable and empty
if self.editable and (not displayText or displayText == "") and self.placeholder then
displayText = self.placeholder
isPlaceholder = true
end
-- Apply password masking if enabled
if self.passwordMode and displayText and displayText ~= "" and not isPlaceholder then
local maskedText = string.rep("", utf8.len(displayText))
displayText = maskedText
isPasswordMasked = true
end
if displayText and displayText ~= "" then
local textColor = isPlaceholder and Color.new(self.textColor.r * 0.5, self.textColor.g * 0.5, self.textColor.b * 0.5, self.textColor.a * 0.5)
or self.textColor
local textColorWithOpacity = Color.new(textColor.r, textColor.g, textColor.b, textColor.a * self.opacity)
love.graphics.setColor(textColorWithOpacity:toRGBA())
local origFont = love.graphics.getFont()
if self.textSize then
-- Resolve font path from font family
local fontPath = nil
if self.fontFamily then
-- Check if fontFamily is a theme font name
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts[self.fontFamily] then
fontPath = themeToUse.fonts[self.fontFamily]
else
-- Treat as direct path to font file
fontPath = self.fontFamily
end
elseif self.themeComponent then
-- If using themeComponent but no fontFamily specified, check for default font in theme
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts.default then
fontPath = themeToUse.fonts.default
end
end
-- Use cached font instead of creating new one every frame
local font = FONT_CACHE.get(self.textSize, fontPath)
love.graphics.setFont(font)
end
local font = love.graphics.getFont()
local textWidth = font:getWidth(displayText)
local textHeight = font:getHeight()
local tx, ty
-- Text is drawn in the content box (inside padding)
-- For 9-patch components, use contentPadding if available
local textPaddingLeft = self.padding.left
local textPaddingTop = self.padding.top
local textAreaWidth = self.width
local textAreaHeight = self.height
-- Check if we should use 9-patch contentPadding for text positioning
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
local borderBoxHeight = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
textPaddingLeft = scaledContentPadding.left
textPaddingTop = scaledContentPadding.top
textAreaWidth = borderBoxWidth - scaledContentPadding.left - scaledContentPadding.right
textAreaHeight = borderBoxHeight - scaledContentPadding.top - scaledContentPadding.bottom
end
local contentX = self.x + textPaddingLeft
local contentY = self.y + textPaddingTop
-- Check if text wrapping is enabled
if self.textWrap and (self.textWrap == "word" or self.textWrap == "char" or self.textWrap == true) then
-- Use printf for wrapped text
local align = "left"
if self.textAlign == TextAlign.CENTER then
align = "center"
elseif self.textAlign == TextAlign.END then
align = "right"
elseif self.textAlign == TextAlign.JUSTIFY then
align = "justify"
end
tx = contentX
ty = contentY
-- Use printf with the available width for wrapping
love.graphics.printf(displayText, tx, ty, textAreaWidth, align)
else
-- Use regular print for non-wrapped text
if self.textAlign == TextAlign.START then
tx = contentX
ty = contentY
elseif self.textAlign == TextAlign.CENTER then
tx = contentX + (textAreaWidth - textWidth) / 2
ty = contentY + (textAreaHeight - textHeight) / 2
elseif self.textAlign == TextAlign.END then
tx = contentX + textAreaWidth - textWidth - 10
ty = contentY + textAreaHeight - textHeight - 10
elseif self.textAlign == TextAlign.JUSTIFY then
--- need to figure out spreading
tx = contentX
ty = contentY
end
-- Apply scroll offset for editable single-line inputs
if self.editable and not self.multiline and self._textScrollX then
tx = tx - self._textScrollX
end
-- Use scissor to clip text to content area for editable inputs
if self.editable and not self.multiline then
love.graphics.setScissor(contentX, contentY, textAreaWidth, textAreaHeight)
end
love.graphics.print(displayText, tx, ty)
-- Reset scissor
if self.editable and not self.multiline then
love.graphics.setScissor()
end
end
-- Draw cursor for focused editable elements (even if text is empty)
if self.editable and self._focused and self._cursorVisible then
local cursorColor = self.cursorColor or self.textColor
local cursorWithOpacity = Color.new(cursorColor.r, cursorColor.g, cursorColor.b, cursorColor.a * self.opacity)
love.graphics.setColor(cursorWithOpacity:toRGBA())
-- Calculate cursor position using new method that handles multiline
local cursorRelX, cursorRelY = self:_getCursorScreenPosition()
local cursorX = contentX + cursorRelX
local cursorY = contentY + cursorRelY
local cursorHeight = textHeight
-- Apply scroll offset for single-line inputs
if not self.multiline and self._textScrollX then
cursorX = cursorX - self._textScrollX
end
-- Apply scissor for single-line editable inputs
if not self.multiline then
love.graphics.setScissor(contentX, contentY, textAreaWidth, textAreaHeight)
end
-- Draw cursor line
love.graphics.rectangle("fill", cursorX, cursorY, 2, cursorHeight)
-- Reset scissor
if not self.multiline then
love.graphics.setScissor()
end
end
-- Draw selection highlight for editable elements
if self.editable and self._focused and self:hasSelection() and self.text and self.text ~= "" then
local selStart, selEnd = self:getSelection()
local selectionColor = self.selectionColor or Color.new(0.3, 0.5, 0.8, 0.5)
local selectionWithOpacity = Color.new(selectionColor.r, selectionColor.g, selectionColor.b, selectionColor.a * self.opacity)
-- Get selection rectangles (handles multiline and wrapping)
local selectionRects = self:_getSelectionRects(selStart, selEnd)
-- Apply scissor for single-line editable inputs
if not self.multiline then
love.graphics.setScissor(contentX, contentY, textAreaWidth, textAreaHeight)
end
-- Draw selection background rectangles
love.graphics.setColor(selectionWithOpacity:toRGBA())
for _, rect in ipairs(selectionRects) do
local rectX = contentX + rect.x
local rectY = contentY + rect.y
if not self.multiline and self._textScrollX then
rectX = rectX - self._textScrollX
end
love.graphics.rectangle("fill", rectX, rectY, rect.width, rect.height)
end
-- Reset scissor
if not self.multiline then
love.graphics.setScissor()
end
end
if self.textSize then
love.graphics.setFont(origFont)
end
end
-- Draw cursor for focused editable elements even when empty
if self.editable and self._focused and self._cursorVisible and (not displayText or displayText == "") then
-- Set up font for cursor rendering
local origFont = love.graphics.getFont()
if self.textSize then
local fontPath = nil
if self.fontFamily then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts[self.fontFamily] then
fontPath = themeToUse.fonts[self.fontFamily]
else
fontPath = self.fontFamily
end
end
local font = FONT_CACHE.get(self.textSize, fontPath)
love.graphics.setFont(font)
end
local font = love.graphics.getFont()
local textHeight = font:getHeight()
-- Calculate text area position
local textPaddingLeft = self.padding.left
local textPaddingTop = self.padding.top
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
textPaddingLeft = scaledContentPadding.left
textPaddingTop = scaledContentPadding.top
end
local contentX = self.x + textPaddingLeft
local contentY = self.y + textPaddingTop
-- Draw cursor
local cursorColor = self.cursorColor or self.textColor
local cursorWithOpacity = Color.new(cursorColor.r, cursorColor.g, cursorColor.b, cursorColor.a * self.opacity)
love.graphics.setColor(cursorWithOpacity:toRGBA())
love.graphics.rectangle("fill", contentX, contentY, 2, textHeight)
if self.textSize then
love.graphics.setFont(origFont)
end
end
-- Draw visual feedback when element is pressed (if it has a callback and highlight is not disabled)
if self.callback and not self.disableHighlight 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
-- BORDER-BOX MODEL: Use stored border-box dimensions for drawing
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
local borderBoxHeight = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
love.graphics.setColor(0.5, 0.5, 0.5, 0.3 * self.opacity) -- Semi-transparent gray for pressed state with opacity
RoundedRect.draw("fill", self.x, self.y, borderBoxWidth, borderBoxHeight, self.cornerRadius)
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)
-- Check if we need to clip children to rounded corners
local hasRoundedCorners = self.cornerRadius.topLeft > 0
or self.cornerRadius.topRight > 0
or self.cornerRadius.bottomLeft > 0
or self.cornerRadius.bottomRight > 0
-- Helper function to draw children (with or without clipping)
local function drawChildren()
-- Determine overflow behavior per axis (matches HTML/CSS behavior)
-- Priority: axis-specific (overflowX/Y) > general (overflow) > default (hidden)
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
local needsOverflowClipping = (overflowX ~= "visible" or overflowY ~= "visible") and (overflowX ~= nil or overflowY ~= nil)
-- Apply scroll offset if overflow is not visible
local hasScrollOffset = needsOverflowClipping and (self._scrollX ~= 0 or self._scrollY ~= 0)
if hasRoundedCorners and #sortedChildren > 0 then
-- Use stencil to clip children to rounded rectangle
-- BORDER-BOX MODEL: Use stored border-box dimensions for clipping
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
local borderBoxHeight = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
local stencilFunc = RoundedRect.stencilFunction(self.x, self.y, borderBoxWidth, borderBoxHeight, self.cornerRadius)
-- Temporarily disable canvas for stencil operation (LÖVE 11.5 workaround)
local currentCanvas = love.graphics.getCanvas()
love.graphics.setCanvas()
love.graphics.stencil(stencilFunc, "replace", 1)
love.graphics.setCanvas(currentCanvas)
love.graphics.setStencilTest("greater", 0)
-- Apply scroll offset AFTER clipping is set
if hasScrollOffset then
love.graphics.push()
love.graphics.translate(-self._scrollX, -self._scrollY)
end
for _, child in ipairs(sortedChildren) do
child:draw(backdropCanvas)
end
if hasScrollOffset then
love.graphics.pop()
end
love.graphics.setStencilTest()
elseif needsOverflowClipping and #sortedChildren > 0 then
-- Clip content for overflow hidden/scroll/auto without rounded corners
local contentX = self.x + self.padding.left
local contentY = self.y + self.padding.top
local contentWidth = self.width
local contentHeight = self.height
love.graphics.setScissor(contentX, contentY, contentWidth, contentHeight)
-- Apply scroll offset AFTER clipping is set
if hasScrollOffset then
love.graphics.push()
love.graphics.translate(-self._scrollX, -self._scrollY)
end
for _, child in ipairs(sortedChildren) do
child:draw(backdropCanvas)
end
if hasScrollOffset then
love.graphics.pop()
end
love.graphics.setScissor()
else
-- No clipping needed
for _, child in ipairs(sortedChildren) do
child:draw(backdropCanvas)
end
end
end
-- Apply content blur if configured
if self.contentBlur and self.contentBlur.intensity > 0 and #sortedChildren > 0 then
local blurInstance = self:getBlurInstance()
if blurInstance then
Blur.applyToRegion(blurInstance, self.contentBlur.intensity, self.x, self.y, borderBoxWidth, borderBoxHeight, drawChildren)
else
drawChildren()
end
else
drawChildren()
end
-- Draw scrollbars if overflow is scroll or auto
-- IMPORTANT: Scrollbars must be drawn without parent clipping
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
if overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto" then
local scrollbarDims = self:_calculateScrollbarDimensions()
if scrollbarDims.vertical.visible or scrollbarDims.horizontal.visible then
-- Clear any parent scissor clipping before drawing scrollbars
love.graphics.setScissor()
self:_drawScrollbars(scrollbarDims)
end
end
end
--- Update element (propagate to children)
---@param dt number
function Element:update(dt)
-- Restore scrollbar state from StateManager in immediate mode
if self._stateId and Gui._immediateMode then
local state = StateManager.getState(self._stateId)
if state then
self._scrollbarHoveredVertical = state.scrollbarHoveredVertical or false
self._scrollbarHoveredHorizontal = state.scrollbarHoveredHorizontal or false
self._scrollbarDragging = state.scrollbarDragging or false
self._hoveredScrollbar = state.hoveredScrollbar
self._scrollbarDragOffset = state.scrollbarDragOffset or 0
end
end
for _, child in ipairs(self.children) do
child:update(dt)
end
-- Update cursor blink timer (only if editable and focused)
if self.editable and self._focused then
self._cursorBlinkTimer = self._cursorBlinkTimer + dt
if self._cursorBlinkTimer >= self.cursorBlinkRate then
self._cursorBlinkTimer = 0
self._cursorVisible = not self._cursorVisible
end
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.backgroundColor.a = anim.opacity
end
end
end
local mx, my = love.mouse.getPosition()
local scrollbar = self:_getScrollbarAtPosition(mx, my)
-- Update independent hover states for vertical and horizontal scrollbars
if scrollbar and scrollbar.component == "vertical" then
self._scrollbarHoveredVertical = true
self._hoveredScrollbar = "vertical"
else
if not (self._scrollbarDragging and self._hoveredScrollbar == "vertical") then
self._scrollbarHoveredVertical = false
end
end
if scrollbar and scrollbar.component == "horizontal" then
self._scrollbarHoveredHorizontal = true
self._hoveredScrollbar = "horizontal"
else
if not (self._scrollbarDragging and self._hoveredScrollbar == "horizontal") then
self._scrollbarHoveredHorizontal = false
end
end
-- Clear hoveredScrollbar if neither is hovered
if not scrollbar and not self._scrollbarDragging then
self._hoveredScrollbar = nil
end
-- Update scrollbar state in StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarHoveredVertical = self._scrollbarHoveredVertical,
scrollbarHoveredHorizontal = self._scrollbarHoveredHorizontal,
scrollbarDragging = self._scrollbarDragging,
hoveredScrollbar = self._hoveredScrollbar,
})
end
-- Handle scrollbar dragging
if self._scrollbarDragging and love.mouse.isDown(1) then
self:_handleScrollbarDrag(mx, my)
elseif self._scrollbarDragging then
-- Mouse button released
self._scrollbarDragging = false
-- Update StateManager if in immediate mode
if self._stateId and Gui._immediateMode then
StateManager.updateState(self._stateId, {
scrollbarDragging = false,
})
end
end
-- Handle scrollbar click/press (independent of callback)
-- Check if we should handle scrollbar press for elements with overflow
local overflowX = self.overflowX or self.overflow
local overflowY = self.overflowY or self.overflow
local hasScrollableOverflow = (overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto")
if hasScrollableOverflow and not self._scrollbarDragging then
-- Check for scrollbar press on left mouse button
if love.mouse.isDown(1) and not self._scrollbarPressHandled then
local scrollbarPressed = self:_handleScrollbarPress(mx, my, 1)
if scrollbarPressed then
self._scrollbarPressHandled = true
end
elseif not love.mouse.isDown(1) then
-- Reset press handled flag when button is released
self._scrollbarPressHandled = false
end
end
if self.callback or self.themeComponent or self.editable then
-- Clickable area is the border box (x, y already includes padding)
-- BORDER-BOX MODEL: Use stored border-box dimensions for hit detection
local bx = self.x
local by = self.y
local bw = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
local bh = self._borderBoxHeight or (self.height + self.padding.top + self.padding.bottom)
-- Account for scroll offsets from parent containers
-- Walk up the parent chain and accumulate scroll offsets
local scrollOffsetX = 0
local scrollOffsetY = 0
local current = self.parent
while current do
local overflowX = current.overflowX or current.overflow
local overflowY = current.overflowY or current.overflow
local hasScrollableOverflow = (
overflowX == "scroll"
or overflowX == "auto"
or overflowY == "scroll"
or overflowY == "auto"
or overflowX == "hidden"
or overflowY == "hidden"
)
if hasScrollableOverflow then
scrollOffsetX = scrollOffsetX + (current._scrollX or 0)
scrollOffsetY = scrollOffsetY + (current._scrollY or 0)
end
current = current.parent
end
-- Adjust mouse position by accumulated scroll offset for hit testing
local adjustedMx = mx + scrollOffsetX
local adjustedMy = my + scrollOffsetY
local isHovering = adjustedMx >= bx and adjustedMx <= bx + bw and adjustedMy >= by and adjustedMy <= by + bh
-- Check if this is the topmost element at the mouse position (z-index ordering)
-- This prevents blocked elements from receiving interactions or visual feedback
local isActiveElement
if Gui._immediateMode then
-- In immediate mode, use z-index occlusion detection
local topElement = GuiState.getTopElementAt(mx, my)
isActiveElement = (topElement == self or topElement == nil)
else
-- In retained mode, use the old _activeEventElement mechanism
isActiveElement = (Gui._activeEventElement == nil or Gui._activeEventElement == self)
end
-- Update theme state based on interaction
if self.themeComponent then
local newThemeState = "normal"
-- Disabled state takes priority
if self.disabled then
newThemeState = "disabled"
-- Active state (for inputs when focused/typing)
elseif self.active then
newThemeState = "active"
-- Only show hover/pressed states if this element is active (not blocked)
elseif isHovering and isActiveElement 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
newThemeState = "pressed"
else
newThemeState = "hover"
end
end
-- Update state (in StateManager if in immediate mode, otherwise locally)
if self._stateId and Gui._immediateMode then
-- Update in StateManager for immediate mode
local hover = newThemeState == "hover"
local pressed = newThemeState == "pressed"
local focused = newThemeState == "active" or self._focused
StateManager.updateState(self._stateId, {
hover = hover,
pressed = pressed,
focused = focused,
disabled = self.disabled,
active = self.active,
})
end
-- Always update local state for backward compatibility
self._themeState = newThemeState
end
-- Only process button events if callback exists, element is not disabled,
-- and this is the topmost element at the mouse position (z-index ordering)
-- Exception: Allow drag continuation even if occluded (once drag starts, it continues)
local isDragging = false
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and love.mouse.isDown(button) then
isDragging = true
break
end
end
local canProcessEvents = (self.callback or self.editable) and not self.disabled and (isActiveElement or isDragging)
if canProcessEvents then
-- Check all three mouse buttons
local buttons = { 1, 2, 3 } -- left, right, middle
for _, button in ipairs(buttons) do
if isHovering or isDragging then
if love.mouse.isDown(button) then
-- Button is pressed down
if not self._pressed[button] then
-- Check if press is on scrollbar first (skip if already handled)
if button == 1 and not self._scrollbarPressHandled and self:_handleScrollbarPress(mx, my, button) then
-- Scrollbar consumed the event, mark as pressed to prevent callback
self._pressed[button] = true
self._scrollbarPressHandled = true
else
-- Just pressed - fire press event and record drag start position
local modifiers = getModifiers()
if self.callback then
local pressEvent = InputEvent.new({
type = "press",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 1,
})
self.callback(self, pressEvent)
end
self._pressed[button] = true
-- Set mouse down position for text selection on left click
if button == 1 and self.editable then
self._mouseDownPosition = self:_mouseToTextPosition(mx, my)
self._textDragOccurred = false -- Reset drag flag on press
end
end
-- Record drag start position per button
self._dragStartX[button] = mx
self._dragStartY[button] = my
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
else
-- Button is still pressed - check for mouse movement (drag)
local lastX = self._lastMouseX[button] or mx
local lastY = self._lastMouseY[button] or my
if lastX ~= mx or lastY ~= my then
-- Mouse has moved - fire drag event only if still hovering
if self.callback and isHovering then
local modifiers = getModifiers()
local dx = mx - self._dragStartX[button]
local dy = my - self._dragStartY[button]
local dragEvent = InputEvent.new({
type = "drag",
button = button,
x = mx,
y = my,
dx = dx,
dy = dy,
modifiers = modifiers,
clickCount = 1,
})
self.callback(self, dragEvent)
end
-- Handle text selection drag for editable elements
if button == 1 and self.editable and self._focused then
self:_handleTextDrag(mx, my)
end
-- Update last known position for this button
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
end
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
if self.callback then
local clickEvent = InputEvent.new({
type = eventType,
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self.callback(self, clickEvent)
end
self._pressed[button] = false
-- Clean up drag tracking
self._dragStartX[button] = nil
self._dragStartY[button] = nil
-- Clean up text selection drag tracking
if button == 1 then
self._mouseDownPosition = nil
end
-- Focus editable elements on left click
if button == 1 and self.editable then
-- Only focus if not already focused (to avoid moving cursor to end)
local wasFocused = self:isFocused()
if not wasFocused then
self:focus()
end
-- Handle text click for cursor positioning and word selection
-- Only process click if no text drag occurred (to preserve drag selection)
if not self._textDragOccurred then
self:_handleTextClick(mx, my, clickCount)
end
-- Reset drag flag after release
self._textDragOccurred = false
elseif button == 1 then
end
-- Fire release event
if self.callback then
local releaseEvent = InputEvent.new({
type = "release",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self.callback(self, releaseEvent)
end
end
else
-- Mouse left the element - reset pressed state and drag tracking
if self._pressed[button] then
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
end -- end if self.callback
-- Handle touch events (maintain backward compatibility)
if self.callback then
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
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 border-box width if using viewport or percentage units (skip auto-sized)
-- Store in _borderBoxWidth temporarily, will calculate content width after padding is resolved
if self.units.width.unit ~= "px" and self.units.width.unit ~= "auto" then
local parentWidth = self.parent and self.parent.width or newViewportWidth
self._borderBoxWidth = 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 (border-box)
self._borderBoxWidth = self.units.width.value * scaleX
end
-- Recalculate border-box height if using viewport or percentage units (skip auto-sized)
-- Store in _borderBoxHeight temporarily, will calculate content height after padding is resolved
if self.units.height.unit ~= "px" and self.units.height.unit ~= "auto" then
local parentHeight = self.parent and self.parent.height or newViewportHeight
self._borderBoxHeight = 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 (border-box)
self._borderBoxHeight = 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
-- For percentage-based padding:
-- - If element has a parent: use parent's border-box dimensions (CSS spec for child elements)
-- - If element has no parent: use element's own border-box dimensions (CSS spec for root elements)
local parentBorderBoxWidth = self.parent and self.parent._borderBoxWidth or self._borderBoxWidth or newViewportWidth
local parentBorderBoxHeight = self.parent and self.parent._borderBoxHeight or self._borderBoxHeight or newViewportHeight
-- Handle shorthand properties first (horizontal/vertical)
local resolvedHorizontalPadding = nil
local resolvedVerticalPadding = nil
if self.units.padding.horizontal and self.units.padding.horizontal.unit ~= "px" then
resolvedHorizontalPadding =
Units.resolve(self.units.padding.horizontal.value, self.units.padding.horizontal.unit, newViewportWidth, newViewportHeight, parentBorderBoxWidth)
elseif self.units.padding.horizontal and self.units.padding.horizontal.value then
resolvedHorizontalPadding = self.units.padding.horizontal.value
end
if self.units.padding.vertical and self.units.padding.vertical.unit ~= "px" then
resolvedVerticalPadding =
Units.resolve(self.units.padding.vertical.value, self.units.padding.vertical.unit, newViewportWidth, newViewportHeight, parentBorderBoxHeight)
elseif self.units.padding.vertical and self.units.padding.vertical.value then
resolvedVerticalPadding = self.units.padding.vertical.value
end
-- Resolve individual padding sides (with fallback to shorthand)
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
-- Check if this side was explicitly set or if we should use shorthand
local useShorthand = false
if not self.units.padding[side].explicit then
-- Not explicitly set, check if we have shorthand
if side == "left" or side == "right" then
useShorthand = resolvedHorizontalPadding ~= nil
elseif side == "top" or side == "bottom" then
useShorthand = resolvedVerticalPadding ~= nil
end
end
if useShorthand then
-- Use shorthand value
if side == "left" or side == "right" then
self.padding[side] = resolvedHorizontalPadding
else
self.padding[side] = resolvedVerticalPadding
end
elseif self.units.padding[side].unit ~= "px" then
-- Recalculate non-pixel units
local parentSize = (side == "top" or side == "bottom") and parentBorderBoxHeight or parentBorderBoxWidth
self.padding[side] = Units.resolve(self.units.padding[side].value, self.units.padding[side].unit, newViewportWidth, newViewportHeight, parentSize)
end
-- If unit is "px" and not using shorthand, value stays the same
end
-- Handle margin shorthand properties
local resolvedHorizontalMargin = nil
local resolvedVerticalMargin = nil
if self.units.margin.horizontal and self.units.margin.horizontal.unit ~= "px" then
resolvedHorizontalMargin =
Units.resolve(self.units.margin.horizontal.value, self.units.margin.horizontal.unit, newViewportWidth, newViewportHeight, parentBorderBoxWidth)
elseif self.units.margin.horizontal and self.units.margin.horizontal.value then
resolvedHorizontalMargin = self.units.margin.horizontal.value
end
if self.units.margin.vertical and self.units.margin.vertical.unit ~= "px" then
resolvedVerticalMargin =
Units.resolve(self.units.margin.vertical.value, self.units.margin.vertical.unit, newViewportWidth, newViewportHeight, parentBorderBoxHeight)
elseif self.units.margin.vertical and self.units.margin.vertical.value then
resolvedVerticalMargin = self.units.margin.vertical.value
end
-- Resolve individual margin sides (with fallback to shorthand)
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
-- Check if this side was explicitly set or if we should use shorthand
local useShorthand = false
if not self.units.margin[side].explicit then
-- Not explicitly set, check if we have shorthand
if side == "left" or side == "right" then
useShorthand = resolvedHorizontalMargin ~= nil
elseif side == "top" or side == "bottom" then
useShorthand = resolvedVerticalMargin ~= nil
end
end
if useShorthand then
-- Use shorthand value
if side == "left" or side == "right" then
self.margin[side] = resolvedHorizontalMargin
else
self.margin[side] = resolvedVerticalMargin
end
elseif self.units.margin[side].unit ~= "px" then
-- Recalculate non-pixel units
local parentSize = (side == "top" or side == "bottom") and parentBorderBoxHeight or parentBorderBoxWidth
self.margin[side] = Units.resolve(self.units.margin[side].value, self.units.margin[side].unit, newViewportWidth, newViewportHeight, parentSize)
end
-- If unit is "px" and not using shorthand, value stays the same
end
-- BORDER-BOX MODEL: Calculate content dimensions from border-box dimensions
-- For explicitly-sized elements (non-auto), _borderBoxWidth/_borderBoxHeight were set earlier
-- Now we calculate content width/height by subtracting padding
-- Only recalculate if using viewport/percentage units (where _borderBoxWidth actually changed)
if self.units.width.unit ~= "auto" and self.units.width.unit ~= "px" then
-- _borderBoxWidth was recalculated for viewport/percentage units
-- Calculate content width by subtracting padding
self.width = math.max(0, self._borderBoxWidth - self.padding.left - self.padding.right)
elseif self.units.width.unit == "auto" then
-- For auto-sized elements, width is content width (calculated in resize method)
-- Update border-box to include padding
self._borderBoxWidth = self.width + self.padding.left + self.padding.right
end
-- For pixel units, width stays as-is (may have been manually modified)
if self.units.height.unit ~= "auto" and self.units.height.unit ~= "px" then
-- _borderBoxHeight was recalculated for viewport/percentage units
-- Calculate content height by subtracting padding
self.height = math.max(0, self._borderBoxHeight - self.padding.top - self.padding.bottom)
elseif self.units.height.unit == "auto" then
-- For auto-sized elements, height is content height (calculated in resize method)
-- Update border-box to include padding
self._borderBoxHeight = self.height + self.padding.top + self.padding.bottom
end
-- For pixel units, height stays as-is (may have been manually modified)
-- Detect overflow after layout calculations
self:_detectOverflow()
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)
-- For non-auto-sized elements with viewport/percentage units, update content dimensions from border-box
if not self.autosizing.width and self._borderBoxWidth and self.units.width.unit ~= "px" then
self.width = math.max(0, self._borderBoxWidth - self.padding.left - self.padding.right)
end
if not self.autosizing.height and self._borderBoxHeight and self.units.height.unit ~= "px" then
self.height = math.max(0, self._borderBoxHeight - self.padding.top - self.padding.bottom)
end
-- 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
local contentWidth = self:calculateAutoWidth()
-- BORDER-BOX MODEL: Add padding to get border-box, then subtract to get content
self._borderBoxWidth = contentWidth + self.padding.left + self.padding.right
self.width = contentWidth
end
if self.autosizing.height then
local contentHeight = self:calculateAutoHeight()
-- BORDER-BOX MODEL: Add padding to get border-box, then subtract to get content
self._borderBoxHeight = contentHeight + self.padding.top + self.padding.bottom
self.height = contentHeight
end
-- Re-resolve ew/eh textSize units after all dimensions are finalized
-- This ensures textSize updates based on current width/height (whether calculated or manually set)
if self.units.textSize.value then
local unit = self.units.textSize.unit
local value = self.units.textSize.value
local _, scaleY = Gui.getScaleFactors()
if unit == "ew" then
-- Element width relative (use current width)
self.textSize = (value / 100) * self.width
-- Apply min/max constraints
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
if self.textSize < 1 then
self.textSize = 1
end
elseif unit == "eh" then
-- Element height relative (use current height)
self.textSize = (value / 100) * self.height
-- Apply min/max constraints
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
if self.textSize < 1 then
self.textSize = 1
end
end
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
-- Resolve font path from font family (same logic as in draw)
local fontPath = nil
if self.fontFamily then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts[self.fontFamily] then
fontPath = themeToUse.fonts[self.fontFamily]
else
fontPath = self.fontFamily
end
elseif self.themeComponent then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts.default then
fontPath = themeToUse.fonts.default
end
end
local tempFont = FONT_CACHE.get(self.textSize, fontPath)
local width = tempFont:getWidth(self.text)
-- Apply contentAutoSizingMultiplier if set
if self.contentAutoSizingMultiplier and self.contentAutoSizingMultiplier.width then
width = width * self.contentAutoSizingMultiplier.width
end
return width
end
local font = love.graphics.getFont()
local width = font:getWidth(self.text)
-- Apply contentAutoSizingMultiplier if set
if self.contentAutoSizingMultiplier and self.contentAutoSizingMultiplier.width then
width = width * self.contentAutoSizingMultiplier.width
end
return width
end
---@return number
function Element:calculateTextHeight()
if self.text == nil then
return 0
end
-- Get the font
local font
if self.textSize then
-- Resolve font path from font family (same logic as in draw)
local fontPath = nil
if self.fontFamily then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts[self.fontFamily] then
fontPath = themeToUse.fonts[self.fontFamily]
else
fontPath = self.fontFamily
end
elseif self.themeComponent then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts.default then
fontPath = themeToUse.fonts.default
end
end
font = FONT_CACHE.get(self.textSize, fontPath)
else
font = love.graphics.getFont()
end
local height = font:getHeight()
-- If text wrapping is enabled, calculate height based on wrapped lines
if self.textWrap and (self.textWrap == "word" or self.textWrap == "char" or self.textWrap == true) then
-- Calculate available width for wrapping
local availableWidth = self.width
if availableWidth and availableWidth > 0 then
-- Get the wrapped text lines using getWrap (returns width and table of lines)
local wrappedWidth, wrappedLines = font:getWrap(self.text, availableWidth)
-- Height is line height * number of lines
height = height * #wrappedLines
end
end
-- Apply contentAutoSizingMultiplier if set
if self.contentAutoSizingMultiplier and self.contentAutoSizingMultiplier.height then
height = height * self.contentAutoSizingMultiplier.height
end
return height
end
function Element:calculateAutoWidth()
-- BORDER-BOX MODEL: Calculate content width, caller will add padding to get border-box
local contentWidth = self:calculateTextWidth()
if not self.children or #self.children == 0 then
return contentWidth
end
-- For HORIZONTAL flex: sum children widths + gaps
-- For VERTICAL flex: max of children widths
local isHorizontal = self.flexDirection == "horizontal"
local totalWidth = contentWidth
local maxWidth = contentWidth
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
-- BORDER-BOX MODEL: Use border-box width for auto-sizing calculations
local childBorderBoxWidth = child:getBorderBoxWidth()
if isHorizontal then
totalWidth = totalWidth + childBorderBoxWidth
else
maxWidth = math.max(maxWidth, childBorderBoxWidth)
end
participatingChildren = participatingChildren + 1
end
end
if isHorizontal then
-- Add gaps between children (n-1 gaps for n children)
local gapCount = math.max(0, participatingChildren - 1)
return totalWidth + (self.gap * gapCount)
else
return maxWidth
end
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
-- For VERTICAL flex: sum children heights + gaps
-- For HORIZONTAL flex: max of children heights
local isVertical = self.flexDirection == "vertical"
local totalHeight = height
local maxHeight = 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
-- BORDER-BOX MODEL: Use border-box height for auto-sizing calculations
local childBorderBoxHeight = child:getBorderBoxHeight()
if isVertical then
totalHeight = totalHeight + childBorderBoxHeight
else
maxHeight = math.max(maxHeight, childBorderBoxHeight)
end
participatingChildren = participatingChildren + 1
end
end
if isVertical then
-- Add gaps between children (n-1 gaps for n children)
local gapCount = math.max(0, participatingChildren - 1)
return totalHeight + (self.gap * gapCount)
else
return maxHeight
end
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
--- same as calling updateOpacity(0)
function Element:hide()
self:updateOpacity(0)
end
--- same as calling updateOpacity(1)
function Element:show()
self:updateOpacity(1)
end
-- ====================
-- Input Handling - Cursor Management
-- ====================
--- Set cursor position
---@param position number -- Character index (0-based)
function Element:setCursorPosition(position)
if not self.editable then
return
end
self._cursorPosition = position
self:_validateCursorPosition()
self:_resetCursorBlink()
end
--- Get cursor position
---@return number -- Character index (0-based)
function Element:getCursorPosition()
if not self.editable then
return 0
end
return self._cursorPosition
end
--- Move cursor by delta characters
---@param delta number -- Number of characters to move (positive or negative)
function Element:moveCursorBy(delta)
if not self.editable then
return
end
self._cursorPosition = self._cursorPosition + delta
self:_validateCursorPosition()
self:_resetCursorBlink()
end
--- Move cursor to start of text
function Element:moveCursorToStart()
if not self.editable then
return
end
self._cursorPosition = 0
self:_resetCursorBlink()
end
--- Move cursor to end of text
function Element:moveCursorToEnd()
if not self.editable then
return
end
local textLength = utf8.len(self._textBuffer or "")
self._cursorPosition = textLength
self:_resetCursorBlink()
end
--- Move cursor to start of current line
function Element:moveCursorToLineStart()
if not self.editable then
return
end
-- For now, just move to start (will be enhanced for multi-line)
self:moveCursorToStart()
end
--- Move cursor to end of current line
function Element:moveCursorToLineEnd()
if not self.editable then
return
end
-- For now, just move to end (will be enhanced for multi-line)
self:moveCursorToEnd()
end
--- Move cursor to start of previous word
function Element:moveCursorToPreviousWord()
if not self.editable or not self._textBuffer then
return
end
local text = self._textBuffer
local pos = self._cursorPosition
if pos <= 0 then
return
end
-- Skip any whitespace/punctuation before current position
while pos > 0 do
local offset = utf8.offset(text, pos + 1)
local char = offset and text:sub(offset, utf8.offset(text, pos + 2) - 1) or ""
if char:match("[%w]") then
break
end
pos = pos - 1
end
-- Move to start of current word
while pos > 0 do
local offset = utf8.offset(text, pos + 1)
local char = offset and text:sub(offset, utf8.offset(text, pos + 2) - 1) or ""
if not char:match("[%w]") then
-- We've moved one position past the start, so move back
pos = pos + 1
break
end
pos = pos - 1
end
self._cursorPosition = pos
self:_validateCursorPosition()
end
--- Move cursor to start of next word
function Element:moveCursorToNextWord()
if not self.editable or not self._textBuffer then
return
end
local text = self._textBuffer
local textLength = utf8.len(text) or 0
local pos = self._cursorPosition
if pos >= textLength then
return
end
-- Skip current word
while pos < textLength do
local offset = utf8.offset(text, pos + 1)
local char = offset and text:sub(offset, utf8.offset(text, pos + 2) - 1) or ""
if not char:match("[%w]") then
break
end
pos = pos + 1
end
-- Skip any whitespace/punctuation
while pos < textLength do
local offset = utf8.offset(text, pos + 1)
local char = offset and text:sub(offset, utf8.offset(text, pos + 2) - 1) or ""
if char:match("[%w]") then
break
end
pos = pos + 1
end
self._cursorPosition = pos
self:_validateCursorPosition()
end
--- Validate cursor position (ensure it's within text bounds)
function Element:_validateCursorPosition()
if not self.editable then
return
end
local textLength = utf8.len(self._textBuffer or "") or 0
local cursorPos = tonumber(self._cursorPosition) or 0
self._cursorPosition = math.max(0, math.min(cursorPos, textLength))
end
--- Reset cursor blink (show cursor immediately)
function Element:_resetCursorBlink()
if not self.editable then
return
end
self._cursorBlinkTimer = 0
self._cursorVisible = true
-- Update scroll to keep cursor visible
self:_updateTextScroll()
end
--- Update text scroll offset to keep cursor visible
function Element:_updateTextScroll()
if not self.editable or self.multiline then
return
end
-- Get font for measuring text
local font = self:_getFont()
if not font then
return
end
-- Calculate cursor X position in text coordinates
local cursorText = ""
if self._textBuffer and self._textBuffer ~= "" and self._cursorPosition > 0 then
local byteOffset = utf8.offset(self._textBuffer, self._cursorPosition + 1)
if byteOffset then
cursorText = self._textBuffer:sub(1, byteOffset - 1)
end
end
local cursorX = font:getWidth(cursorText)
-- Get available text area width (accounting for padding)
local textAreaWidth = self.width
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
textAreaWidth = borderBoxWidth - scaledContentPadding.left - scaledContentPadding.right
end
-- Add some padding on the right for the cursor
local cursorPadding = 4
local visibleWidth = textAreaWidth - cursorPadding
-- Adjust scroll to keep cursor visible
if cursorX - self._textScrollX < 0 then
-- Cursor is to the left of visible area - scroll left
self._textScrollX = cursorX
elseif cursorX - self._textScrollX > visibleWidth then
-- Cursor is to the right of visible area - scroll right
self._textScrollX = cursorX - visibleWidth
end
-- Ensure we don't scroll past the beginning
self._textScrollX = math.max(0, self._textScrollX)
end
-- ====================
-- Input Handling - Selection Management
-- ====================
--- Set selection range
---@param startPos number -- Start position (inclusive)
---@param endPos number -- End position (inclusive)
function Element:setSelection(startPos, endPos)
if not self.editable then
return
end
local textLength = utf8.len(self._textBuffer or "")
self._selectionStart = math.max(0, math.min(startPos, textLength))
self._selectionEnd = math.max(0, math.min(endPos, textLength))
-- Ensure start <= end
if self._selectionStart > self._selectionEnd then
self._selectionStart, self._selectionEnd = self._selectionEnd, self._selectionStart
end
self:_resetCursorBlink()
end
--- Get selection range
---@return number?, number? -- Start and end positions, or nil if no selection
function Element:getSelection()
if not self.editable then
return nil, nil
end
if not self:hasSelection() then
return nil, nil
end
return self._selectionStart, self._selectionEnd
end
--- Check if there is an active selection
---@return boolean
function Element:hasSelection()
if not self.editable then
return false
end
return self._selectionStart ~= nil and self._selectionEnd ~= nil and self._selectionStart ~= self._selectionEnd
end
--- Clear selection
function Element:clearSelection()
if not self.editable then
return
end
self._selectionStart = nil
self._selectionEnd = nil
self._selectionAnchor = nil
end
--- Select all text
function Element:selectAll()
if not self.editable then
return
end
local textLength = utf8.len(self._textBuffer or "")
self._selectionStart = 0
self._selectionEnd = textLength
self:_resetCursorBlink()
end
--- Get selected text
---@return string? -- Selected text or nil if no selection
function Element:getSelectedText()
if not self.editable or not self:hasSelection() then
return nil
end
local startPos, endPos = self:getSelection()
if not startPos or not endPos then
return nil
end
-- Convert character indices to byte offsets for string.sub
local text = self._textBuffer or ""
local startByte = utf8.offset(text, startPos + 1)
local endByte = utf8.offset(text, endPos + 1)
if not startByte then
return ""
end
-- If endByte is nil, it means we want to the end of the string
if endByte then
endByte = endByte - 1 -- Adjust to get the last byte of the character
end
return string.sub(text, startByte, endByte)
end
--- Delete selected text
---@return boolean -- True if text was deleted
function Element:deleteSelection()
if not self.editable or not self:hasSelection() then
return false
end
local startPos, endPos = self:getSelection()
if not startPos or not endPos then
return false
end
self:deleteText(startPos, endPos)
self:clearSelection()
self._cursorPosition = startPos
self:_validateCursorPosition()
-- Save state to StateManager in immediate mode
self:_saveEditableState()
return true
end
-- ====================
-- Input Handling - Focus Management
-- ====================
--- Focus this element for keyboard input
function Element:focus()
if not self.editable then
return
end
if Gui._focusedElement and Gui._focusedElement ~= self then
Gui._focusedElement:blur()
end
-- Set focus state
self._focused = true
Gui._focusedElement = self
self:_resetCursorBlink()
if self.selectOnFocus then
self:selectAll()
else
self:moveCursorToEnd()
end
-- Trigger onFocus callback if defined
if self.onFocus then
self.onFocus(self)
end
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
--- Remove focus from this element
function Element:blur()
if not self.editable then
return
end
self._focused = false
-- Clear global focused element if it's this element
if Gui._focusedElement == self then
Gui._focusedElement = nil
end
-- Trigger onBlur callback if defined
if self.onBlur then
self.onBlur(self)
end
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
--- Check if this element is focused
---@return boolean
function Element:isFocused()
if not self.editable then
return false
end
return self._focused == true
end
--- Save editable element state to StateManager (for immediate mode)
function Element:_saveEditableState()
if not self.editable or not self._stateId or not Gui._immediateMode then
return
end
StateManager.updateState(self._stateId, {
_focused = self._focused,
_textBuffer = self._textBuffer,
_cursorPosition = self._cursorPosition,
_selectionStart = self._selectionStart,
_selectionEnd = self._selectionEnd,
})
end
-- ====================
-- Input Handling - Text Buffer Management
-- ====================
--- Get current text buffer
---@return string
function Element:getText()
if not self.editable then
return self.text or ""
end
return self._textBuffer or ""
end
--- Set text buffer and mark dirty
---@param text string
function Element:setText(text)
if not self.editable then
self.text = text
return
end
self._textBuffer = text or ""
self.text = self._textBuffer -- Sync display text
self:_markTextDirty()
self:_updateTextIfDirty() -- Update immediately to recalculate lines/wrapping
self:_updateAutoGrowHeight() -- Then update height based on new content
self:_validateCursorPosition()
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
--- Insert text at position
---@param text string -- Text to insert
---@param position number? -- Position to insert at (default: cursor position)
function Element:insertText(text, position)
if not self.editable then
return
end
position = position or self._cursorPosition
local buffer = self._textBuffer or ""
-- Check maxLength constraint before inserting
if self.maxLength then
local currentLength = utf8.len(buffer) or 0
local textLength = utf8.len(text) or 0
local newLength = currentLength + textLength
if newLength > self.maxLength then
-- Don't insert if it would exceed maxLength
return
end
end
-- Convert character position to byte offset
local byteOffset = utf8.offset(buffer, position + 1) or (#buffer + 1)
-- Insert text
local before = buffer:sub(1, byteOffset - 1)
local after = buffer:sub(byteOffset)
self._textBuffer = before .. text .. after
self.text = self._textBuffer -- Sync display text
self._cursorPosition = position + utf8.len(text)
self:_markTextDirty()
self:_updateTextIfDirty() -- Update immediately to recalculate lines/wrapping
self:_updateAutoGrowHeight() -- Then update height based on new content
self:_validateCursorPosition()
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
---@param startPos number -- Start position (inclusive)
---@param endPos number -- End position (inclusive)
function Element:deleteText(startPos, endPos)
if not self.editable then
return
end
local buffer = self._textBuffer or ""
-- Ensure valid range
local textLength = utf8.len(buffer)
startPos = math.max(0, math.min(startPos, textLength))
endPos = math.max(0, math.min(endPos, textLength))
if startPos > endPos then
startPos, endPos = endPos, startPos
end
-- Convert character positions to byte offsets
local startByte = utf8.offset(buffer, startPos + 1) or 1
local endByte = utf8.offset(buffer, endPos + 1) or (#buffer + 1)
-- Delete text
local before = buffer:sub(1, startByte - 1)
local after = buffer:sub(endByte)
self._textBuffer = before .. after
self.text = self._textBuffer -- Sync display text
self:_markTextDirty()
self:_updateTextIfDirty() -- Update immediately to recalculate lines/wrapping
self:_updateAutoGrowHeight() -- Then update height based on new content
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
--- Replace text in range
---@param startPos number -- Start position (inclusive)
---@param endPos number -- End position (inclusive)
---@param newText string -- Replacement text
function Element:replaceText(startPos, endPos, newText)
if not self.editable then
return
end
self:deleteText(startPos, endPos)
self:insertText(newText, startPos)
end
--- Mark text as dirty (needs recalculation)
function Element:_markTextDirty()
if not self.editable then
return
end
self._textDirty = true
end
--- Update text if dirty (recalculate lines and wrapping)
function Element:_updateTextIfDirty()
if not self.editable or not self._textDirty then
return
end
self:_splitLines()
self:_calculateWrapping()
self:_validateCursorPosition()
self._textDirty = false
end
--- Split text into lines (for multi-line text)
function Element:_splitLines()
if not self.editable then
return
end
if not self.multiline then
self._lines = { self._textBuffer or "" }
return
end
self._lines = {}
local text = self._textBuffer or ""
-- Split on newlines
for line in (text .. "\n"):gmatch("([^\n]*)\n") do
table.insert(self._lines, line)
end
-- Ensure at least one line
if #self._lines == 0 then
self._lines = { "" }
end
end
--- Calculate text wrapping
function Element:_calculateWrapping()
if not self.editable or not self.textWrap then
self._wrappedLines = nil
return
end
self._wrappedLines = {}
local availableWidth = self.width - self.padding.left - self.padding.right
for lineNum, line in ipairs(self._lines or {}) do
if line == "" then
table.insert(self._wrappedLines, {
text = "",
startIdx = 0,
endIdx = 0,
lineNum = lineNum,
})
else
local wrappedParts = self:_wrapLine(line, availableWidth)
for _, part in ipairs(wrappedParts) do
part.lineNum = lineNum
table.insert(self._wrappedLines, part)
end
end
end
end
--- Wrap a single line of text
---@param line string -- Line to wrap
---@param maxWidth number -- Maximum width in pixels
---@return table -- Array of wrapped line parts
function Element:_wrapLine(line, maxWidth)
if not self.editable then
return { { text = line, startIdx = 0, endIdx = utf8.len(line) } }
end
local font = self:_getFont()
local wrappedParts = {}
local currentLine = ""
local startIdx = 0
-- Helper function to extract a UTF-8 character by character index
local function getUtf8Char(str, charIndex)
local byteStart = utf8.offset(str, charIndex)
if not byteStart then
return ""
end
local byteEnd = utf8.offset(str, charIndex + 1)
if byteEnd then
return str:sub(byteStart, byteEnd - 1)
else
return str:sub(byteStart)
end
end
if self.textWrap == "word" then
local words = {}
for word in line:gmatch("%S+") do
table.insert(words, word)
end
for i, word in ipairs(words) do
local testLine = currentLine == "" and word or (currentLine .. " " .. word)
local width = font:getWidth(testLine)
if width > maxWidth and currentLine ~= "" then
local currentLineLen = utf8.len(currentLine)
table.insert(wrappedParts, {
text = currentLine,
startIdx = startIdx,
endIdx = startIdx + currentLineLen,
})
startIdx = startIdx + currentLineLen + 1 -- +1 for the space
currentLine = word
-- Check if the word itself is too long - if so, break it with character wrapping
if font:getWidth(word) > maxWidth then
local wordLen = utf8.len(word)
local charLine = ""
local charStartIdx = startIdx
for j = 1, wordLen do
local char = getUtf8Char(word, j)
local testCharLine = charLine .. char
local charWidth = font:getWidth(testCharLine)
if charWidth > maxWidth and charLine ~= "" then
table.insert(wrappedParts, {
text = charLine,
startIdx = charStartIdx,
endIdx = charStartIdx + utf8.len(charLine),
})
charStartIdx = charStartIdx + utf8.len(charLine)
charLine = char
else
charLine = testCharLine
end
end
currentLine = charLine
startIdx = charStartIdx
end
elseif width > maxWidth and currentLine == "" then
-- Word is too long to fit on a line by itself - use character wrapping
local wordLen = utf8.len(word)
local charLine = ""
local charStartIdx = startIdx
for j = 1, wordLen do
local char = getUtf8Char(word, j)
local testCharLine = charLine .. char
local charWidth = font:getWidth(testCharLine)
if charWidth > maxWidth and charLine ~= "" then
table.insert(wrappedParts, {
text = charLine,
startIdx = charStartIdx,
endIdx = charStartIdx + utf8.len(charLine),
})
charStartIdx = charStartIdx + utf8.len(charLine)
charLine = char
else
charLine = testCharLine
end
end
currentLine = charLine
startIdx = charStartIdx
else
currentLine = testLine
end
end
else
-- Character wrapping
local lineLength = utf8.len(line)
for i = 1, lineLength do
local char = getUtf8Char(line, i)
local testLine = currentLine .. char
local width = font:getWidth(testLine)
if width > maxWidth and currentLine ~= "" then
table.insert(wrappedParts, {
text = currentLine,
startIdx = startIdx,
endIdx = startIdx + utf8.len(currentLine),
})
currentLine = char
startIdx = i - 1
else
currentLine = testLine
end
end
end
-- Add remaining text
if currentLine ~= "" then
table.insert(wrappedParts, {
text = currentLine,
startIdx = startIdx,
endIdx = startIdx + utf8.len(currentLine),
})
end
-- Ensure at least one part
if #wrappedParts == 0 then
table.insert(wrappedParts, {
text = "",
startIdx = 0,
endIdx = 0,
})
end
return wrappedParts
end
---@return love.Font
function Element:_getFont()
-- Get font path from theme or element
local fontPath = nil
if self.fontFamily then
local themeToUse = self.theme and Theme.get(self.theme) or Theme.getActive()
if themeToUse and themeToUse.fonts and themeToUse.fonts[self.fontFamily] then
fontPath = themeToUse.fonts[self.fontFamily]
else
fontPath = self.fontFamily
end
end
return FONT_CACHE.getFont(self.textSize, fontPath)
end
--- Get cursor screen position for rendering (handles multiline text)
---@return number, number -- Cursor X and Y position relative to content area
function Element:_getCursorScreenPosition()
if not self.editable then
return 0, 0
end
local font = self:_getFont()
if not font then
return 0, 0
end
local text = self._textBuffer or ""
local cursorPos = self._cursorPosition or 0
-- Apply password masking for cursor position calculation
local textForMeasurement = text
if self.passwordMode and text ~= "" then
textForMeasurement = string.rep("", utf8.len(text))
end
-- For single-line text, calculate simple X position
if not self.multiline then
local cursorText = ""
if textForMeasurement ~= "" and cursorPos > 0 then
local byteOffset = utf8.offset(textForMeasurement, cursorPos + 1)
if byteOffset then
cursorText = textForMeasurement:sub(1, byteOffset - 1)
end
end
return font:getWidth(cursorText), 0
end
-- For multiline text, we need to find which wrapped line the cursor is on
-- Update text wrapping if dirty
self:_updateTextIfDirty()
-- Get text area width for wrapping
local textAreaWidth = self.width
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
textAreaWidth = borderBoxWidth - scaledContentPadding.left - scaledContentPadding.right
end
-- Split text by actual newlines first
local lines = {}
for line in (text .. "\n"):gmatch("([^\n]*)\n") do
table.insert(lines, line)
end
if #lines == 0 then
lines = { "" }
end
-- Track character position as we iterate through lines
local charCount = 0
local cursorX = 0
local cursorY = 0
local lineHeight = font:getHeight()
for lineNum, line in ipairs(lines) do
local lineLength = utf8.len(line) or 0
-- Check if cursor is on this line (before the newline)
if cursorPos <= charCount + lineLength then
-- Cursor is on this line
local posInLine = cursorPos - charCount
-- If text wrapping is enabled, find which wrapped segment
if self.textWrap and textAreaWidth > 0 then
local wrappedSegments = self:_wrapLine(line, textAreaWidth)
for segmentIdx, segment in ipairs(wrappedSegments) do
-- Check if cursor is within this segment's character range
if posInLine >= segment.startIdx and posInLine <= segment.endIdx then
-- Cursor is in this segment
local posInSegment = posInLine - segment.startIdx
local segmentText = ""
if posInSegment > 0 and segment.text ~= "" then
-- Extract substring by character positions using byte offsets
local endByte = utf8.offset(segment.text, posInSegment + 1)
if endByte then
segmentText = segment.text:sub(1, endByte - 1)
else
segmentText = segment.text
end
end
cursorX = font:getWidth(segmentText)
cursorY = (lineNum - 1) * lineHeight + (segmentIdx - 1) * lineHeight
return cursorX, cursorY
end
end
else
-- No wrapping, simple calculation
local lineText = ""
if posInLine > 0 then
-- Extract substring by character positions using byte offsets
local endByte = utf8.offset(line, posInLine + 1)
if endByte then
lineText = line:sub(1, endByte - 1)
else
lineText = line
end
end
cursorX = font:getWidth(lineText)
cursorY = (lineNum - 1) * lineHeight
return cursorX, cursorY
end
end
charCount = charCount + lineLength + 1
end
-- Cursor is at the very end
return 0, #lines * lineHeight
end
--- Get selection rectangles for rendering (handles multiline and wrapped text)
---@param selStart number -- Selection start position (character index)
---@param selEnd number -- Selection end position (character index)
---@return table -- Array of rectangles {x, y, width, height} relative to content area
function Element:_getSelectionRects(selStart, selEnd)
if not self.editable then
return {}
end
local font = self:_getFont()
if not font then
return {}
end
local text = self._textBuffer or ""
local rects = {}
-- Apply password masking for selection rectangle calculation
local textForMeasurement = text
if self.passwordMode and text ~= "" then
textForMeasurement = string.rep("", utf8.len(text))
end
-- For single-line text, calculate simple rectangle
if not self.multiline then
local startByte = utf8.offset(textForMeasurement, selStart + 1)
local endByte = utf8.offset(textForMeasurement, selEnd + 1)
if startByte and endByte then
local beforeSelection = textForMeasurement:sub(1, startByte - 1)
local selectedText = textForMeasurement:sub(startByte, endByte - 1)
local selX = font:getWidth(beforeSelection)
local selWidth = font:getWidth(selectedText)
local selY = 0
local selHeight = font:getHeight()
table.insert(rects, {x = selX, y = selY, width = selWidth, height = selHeight})
end
return rects
end
-- For multiline text, we need to handle line wrapping
self:_updateTextIfDirty()
-- Get text area width for wrapping
local textAreaWidth = self.width
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
textAreaWidth = borderBoxWidth - scaledContentPadding.left - scaledContentPadding.right
end
-- Split text by actual newlines first
local lines = {}
for line in (text .. "\n"):gmatch("([^\n]*)\n") do
table.insert(lines, line)
end
if #lines == 0 then
lines = { "" }
end
local lineHeight = font:getHeight()
local charCount = 0
local visualLineNum = 0
for lineNum, line in ipairs(lines) do
local lineLength = utf8.len(line) or 0
-- Check if selection intersects with this line
local lineStartChar = charCount
local lineEndChar = charCount + lineLength
if selEnd > lineStartChar and selStart <= lineEndChar then
-- Selection intersects with this line
local selStartInLine = math.max(0, selStart - charCount)
local selEndInLine = math.min(lineLength, selEnd - charCount)
-- If text wrapping is enabled, handle wrapped segments
if self.textWrap and textAreaWidth > 0 then
local wrappedSegments = self:_wrapLine(line, textAreaWidth)
for segmentIdx, segment in ipairs(wrappedSegments) do
-- Check if selection intersects with this segment
if selEndInLine > segment.startIdx and selStartInLine <= segment.endIdx then
-- Selection intersects with this segment
local segSelStart = math.max(segment.startIdx, selStartInLine)
local segSelEnd = math.min(segment.endIdx, selEndInLine)
-- Calculate X position and width
local beforeText = ""
local selectedText = ""
if segSelStart > segment.startIdx then
local startByte = utf8.offset(segment.text, segSelStart - segment.startIdx + 1)
if startByte then
beforeText = segment.text:sub(1, startByte - 1)
end
end
local selStartByte = utf8.offset(segment.text, segSelStart - segment.startIdx + 1)
local selEndByte = utf8.offset(segment.text, segSelEnd - segment.startIdx + 1)
if selStartByte and selEndByte then
selectedText = segment.text:sub(selStartByte, selEndByte - 1)
end
local selX = font:getWidth(beforeText)
local selWidth = font:getWidth(selectedText)
local selY = visualLineNum * lineHeight
local selHeight = lineHeight
table.insert(rects, {x = selX, y = selY, width = selWidth, height = selHeight})
end
visualLineNum = visualLineNum + 1
end
else
-- No wrapping, simple calculation
local beforeText = ""
local selectedText = ""
if selStartInLine > 0 then
local startByte = utf8.offset(line, selStartInLine + 1)
if startByte then
beforeText = line:sub(1, startByte - 1)
end
end
local selStartByte = utf8.offset(line, selStartInLine + 1)
local selEndByte = utf8.offset(line, selEndInLine + 1)
if selStartByte and selEndByte then
selectedText = line:sub(selStartByte, selEndByte - 1)
end
local selX = font:getWidth(beforeText)
local selWidth = font:getWidth(selectedText)
local selY = visualLineNum * lineHeight
local selHeight = lineHeight
table.insert(rects, {x = selX, y = selY, width = selWidth, height = selHeight})
visualLineNum = visualLineNum + 1
end
else
-- Selection doesn't intersect, but we still need to count visual lines
if self.textWrap and textAreaWidth > 0 then
local wrappedSegments = self:_wrapLine(line, textAreaWidth)
visualLineNum = visualLineNum + #wrappedSegments
else
visualLineNum = visualLineNum + 1
end
end
charCount = charCount + lineLength + 1
end
return rects
end
--- Update element height based on text content (for autoGrow multiline fields)
function Element:_updateAutoGrowHeight()
if not self.editable or not self.multiline or not self.autoGrow then
return
end
local font = self:_getFont()
if not font then
return
end
local text = self._textBuffer or ""
local lineHeight = font:getHeight()
-- Get text area width for wrapping
local textAreaWidth = self.width
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
textAreaWidth = borderBoxWidth - scaledContentPadding.left - scaledContentPadding.right
end
-- Split text by actual newlines
local lines = {}
for line in (text .. "\n"):gmatch("([^\n]*)\n") do
table.insert(lines, line)
end
if #lines == 0 then
lines = { "" }
end
-- Count total wrapped lines
local totalWrappedLines = 0
if self.textWrap and textAreaWidth > 0 then
for _, line in ipairs(lines) do
if line == "" then
totalWrappedLines = totalWrappedLines + 1
else
local wrappedSegments = self:_wrapLine(line, textAreaWidth)
totalWrappedLines = totalWrappedLines + #wrappedSegments
end
end
else
totalWrappedLines = #lines
end
totalWrappedLines = math.max(1, totalWrappedLines)
local newContentHeight = totalWrappedLines * lineHeight
if self.height ~= newContentHeight then
self.height = newContentHeight
self._borderBoxHeight = self.height + self.padding.top + self.padding.bottom
if self.parent and not self._explicitlyAbsolute then
self.parent:layoutChildren()
end
end
end
-- ====================
-- Input Handling - Mouse Selection
-- ====================
--- Convert mouse coordinates to cursor position in text
---@param mouseX number -- Mouse X coordinate (absolute)
---@param mouseY number -- Mouse Y coordinate (absolute)
---@return number -- Cursor position (character index)
function Element:_mouseToTextPosition(mouseX, mouseY)
if not self.editable or not self._textBuffer then
return 0
end
-- Get content area bounds
local contentX = (self._absoluteX or self.x) + self.padding.left
local contentY = (self._absoluteY or self.y) + self.padding.top
-- Calculate relative position within text area
local relativeX = mouseX - contentX
local relativeY = mouseY - contentY
-- Get font for measuring text
local font = self:_getFont()
if not font then
return 0
end
local text = self._textBuffer
local textLength = utf8.len(text) or 0
-- === SINGLE-LINE TEXT HANDLING ===
if not self.multiline then
-- Account for horizontal scroll offset in single-line inputs
if self._textScrollX then
relativeX = relativeX + self._textScrollX
end
-- Find the character position closest to the click
local closestPos = 0
local closestDist = math.huge
-- Check each position in the text
for i = 0, textLength do
-- Get text up to this position
local offset = utf8.offset(text, i + 1)
local beforeText = offset and text:sub(1, offset - 1) or text
local textWidth = font:getWidth(beforeText)
-- Calculate distance from click to this position
local dist = math.abs(relativeX - textWidth)
if dist < closestDist then
closestDist = dist
closestPos = i
end
end
return closestPos
end
-- === MULTILINE TEXT HANDLING ===
-- Update text wrapping if dirty
self:_updateTextIfDirty()
-- Split text into lines
local lines = {}
for line in (text .. "\n"):gmatch("([^\n]*)\n") do
table.insert(lines, line)
end
if #lines == 0 then
lines = { "" }
end
local lineHeight = font:getHeight()
-- Get text area width for wrapping calculations
local textAreaWidth = self.width
local scaledContentPadding = self:getScaledContentPadding()
if scaledContentPadding then
local borderBoxWidth = self._borderBoxWidth or (self.width + self.padding.left + self.padding.right)
textAreaWidth = borderBoxWidth - scaledContentPadding.left - scaledContentPadding.right
end
-- Determine which line the click is on based on Y coordinate
local clickedLineNum = math.floor(relativeY / lineHeight) + 1
clickedLineNum = math.max(1, math.min(clickedLineNum, #lines))
-- Calculate character offset for lines before the clicked line
local charOffset = 0
for i = 1, clickedLineNum - 1 do
local lineLen = utf8.len(lines[i]) or 0
charOffset = charOffset + lineLen + 1 -- +1 for newline character
end
-- Get the clicked line
local clickedLine = lines[clickedLineNum]
local lineLen = utf8.len(clickedLine) or 0
-- If text wrapping is enabled, handle wrapped segments
if self.textWrap and textAreaWidth > 0 then
local wrappedSegments = self:_wrapLine(clickedLine, textAreaWidth)
-- Determine which wrapped segment was clicked
local lineYOffset = (clickedLineNum - 1) * lineHeight
local segmentNum = math.floor((relativeY - lineYOffset) / lineHeight) + 1
segmentNum = math.max(1, math.min(segmentNum, #wrappedSegments))
local segment = wrappedSegments[segmentNum]
-- Find closest position within the segment
local segmentText = segment.text
local segmentLen = utf8.len(segmentText) or 0
local closestPos = segment.startIdx
local closestDist = math.huge
for i = 0, segmentLen do
local offset = utf8.offset(segmentText, i + 1)
local beforeText = offset and segmentText:sub(1, offset - 1) or segmentText
local textWidth = font:getWidth(beforeText)
local dist = math.abs(relativeX - textWidth)
if dist < closestDist then
closestDist = dist
closestPos = segment.startIdx + i
end
end
return charOffset + closestPos
end
-- No wrapping - find closest position in the clicked line
local closestPos = 0
local closestDist = math.huge
for i = 0, lineLen do
local offset = utf8.offset(clickedLine, i + 1)
local beforeText = offset and clickedLine:sub(1, offset - 1) or clickedLine
local textWidth = font:getWidth(beforeText)
local dist = math.abs(relativeX - textWidth)
if dist < closestDist then
closestDist = dist
closestPos = i
end
end
return charOffset + closestPos
end
--- Handle mouse click on text (set cursor position or start selection)
---@param mouseX number -- Mouse X coordinate
---@param mouseY number -- Mouse Y coordinate
---@param clickCount number -- Number of clicks (1=single, 2=double, 3=triple)
function Element:_handleTextClick(mouseX, mouseY, clickCount)
if not self.editable or not self._focused then
return
end
if clickCount == 1 then
-- Single click: Set cursor position
local pos = self:_mouseToTextPosition(mouseX, mouseY)
self:setCursorPosition(pos)
self:clearSelection()
-- Store position for potential drag selection
self._mouseDownPosition = pos
elseif clickCount == 2 then
-- Double click: Select word
self:_selectWordAtPosition(self:_mouseToTextPosition(mouseX, mouseY))
elseif clickCount >= 3 then
-- Triple click: Select all (or line in multi-line mode)
self:selectAll()
end
self:_resetCursorBlink()
end
--- Handle mouse drag for text selection
---@param mouseX number -- Mouse X coordinate
---@param mouseY number -- Mouse Y coordinate
function Element:_handleTextDrag(mouseX, mouseY)
if not self.editable or not self._focused or not self._mouseDownPosition then
return
end
local currentPos = self:_mouseToTextPosition(mouseX, mouseY)
-- Create selection from mouse down position to current position
if currentPos ~= self._mouseDownPosition then
self:setSelection(self._mouseDownPosition, currentPos)
self._cursorPosition = currentPos
self._textDragOccurred = true -- Mark that a text drag occurred
else
self:clearSelection()
end
self:_resetCursorBlink()
end
--- Select word at given position
---@param position number -- Character position
function Element:_selectWordAtPosition(position)
if not self.editable or not self._textBuffer then
return
end
local text = self._textBuffer
local textLength = utf8.len(text) or 0
if position < 0 or position > textLength then
return
end
-- Find word boundaries
local wordStart = position
local wordEnd = position
-- Find start of word (move left while alphanumeric)
while wordStart > 0 do
local offset = utf8.offset(text, wordStart)
local char = offset and text:sub(offset, utf8.offset(text, wordStart + 1) - 1) or ""
if char:match("[%w]") then
wordStart = wordStart - 1
else
break
end
end
-- Find end of word (move right while alphanumeric)
while wordEnd < textLength do
local offset = utf8.offset(text, wordEnd + 1)
local char = offset and text:sub(offset, utf8.offset(text, wordEnd + 2) - 1) or ""
if char:match("[%w]") then
wordEnd = wordEnd + 1
else
break
end
end
-- Select the word
if wordEnd > wordStart then
self:setSelection(wordStart, wordEnd)
self._cursorPosition = wordEnd
end
end
-- ====================
-- Input Handling - Keyboard Input
-- ====================
--- Handle text input (character input)
---@param text string -- Character(s) to insert
function Element:textinput(text)
if not self.editable or not self._focused then
return
end
-- Trigger onTextInput callback if defined
if self.onTextInput then
local result = self.onTextInput(self, text)
-- If callback returns false, cancel the input
if result == false then
return
end
end
-- Capture old text for callback
local oldText = self._textBuffer
-- Delete selection if exists
local hadSelection = self:hasSelection()
if hadSelection then
self:deleteSelection()
end
-- Insert text at cursor position
self:insertText(text)
-- Trigger onTextChange callback if text changed
if self.onTextChange and self._textBuffer ~= oldText then
self.onTextChange(self, self._textBuffer, oldText)
end
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
--- Handle key press (special keys)
---@param key string -- Key name
---@param scancode string -- Scancode
---@param isrepeat boolean -- Whether this is a key repeat
function Element:keypressed(key, scancode, isrepeat)
if not self.editable or not self._focused then
return
end
local modifiers = getModifiers()
local ctrl = modifiers.ctrl or modifiers.super
-- Handle cursor movement with selection
if key == "left" or key == "right" or key == "home" or key == "end" or key == "up" or key == "down" then
-- Set selection anchor if Shift is pressed and no anchor exists
if modifiers.shift and not self._selectionAnchor then
self._selectionAnchor = self._cursorPosition
end
-- Store old cursor position
local oldCursorPos = self._cursorPosition
-- Move cursor based on key
if key == "left" then
if modifiers.super then
-- Cmd/Super+Left: Move to start
self:moveCursorToStart()
if not modifiers.shift then
self:clearSelection()
end
elseif modifiers.alt then
-- Alt+Left: Move to previous word
self:moveCursorToPreviousWord()
elseif self:hasSelection() and not modifiers.shift then
-- Move to start of selection
local startPos, _ = self:getSelection()
self._cursorPosition = startPos
self:clearSelection()
else
self:moveCursorBy(-1)
end
elseif key == "right" then
if modifiers.super then
-- Cmd/Super+Right: Move to end
self:moveCursorToEnd()
if not modifiers.shift then
self:clearSelection()
end
elseif modifiers.alt then
-- Alt+Right: Move to next word
self:moveCursorToNextWord()
elseif self:hasSelection() and not modifiers.shift then
-- Move to end of selection
local _, endPos = self:getSelection()
self._cursorPosition = endPos
self:clearSelection()
else
self:moveCursorBy(1)
end
elseif key == "home" then
-- Home: Move to start (or line start for multiline)
if not self.multiline then
self:moveCursorToStart()
else
self:moveCursorToLineStart()
end
if not modifiers.shift then
self:clearSelection()
end
elseif key == "end" then
-- End: Move to end (or line end for multiline)
if not self.multiline then
self:moveCursorToEnd()
else
self:moveCursorToLineEnd()
end
if not modifiers.shift then
self:clearSelection()
end
elseif key == "up" then
-- TODO: Implement up/down for multi-line
if not modifiers.shift then
self:clearSelection()
end
elseif key == "down" then
-- TODO: Implement up/down for multi-line
if not modifiers.shift then
self:clearSelection()
end
end
-- Update selection if Shift is pressed
if modifiers.shift and self._selectionAnchor then
self:setSelection(self._selectionAnchor, self._cursorPosition)
elseif not modifiers.shift then
-- Clear anchor when Shift is released
self._selectionAnchor = nil
end
self:_resetCursorBlink()
-- Handle backspace and delete
elseif key == "backspace" then
local oldText = self._textBuffer
if self:hasSelection() then
-- Delete selection
self:deleteSelection()
elseif ctrl then
-- Ctrl/Cmd+Backspace: Delete all text from start to cursor
if self._cursorPosition > 0 then
self:deleteText(0, self._cursorPosition)
self._cursorPosition = 0
self:_validateCursorPosition()
end
elseif self._cursorPosition > 0 then
-- Delete character before cursor
-- Update cursor position BEFORE deleteText so updates use correct position
local deleteStart = self._cursorPosition - 1
local deleteEnd = self._cursorPosition
self._cursorPosition = deleteStart
self:deleteText(deleteStart, deleteEnd)
self:_validateCursorPosition()
end
-- Trigger onTextChange callback
if self.onTextChange and self._textBuffer ~= oldText then
self.onTextChange(self, self._textBuffer, oldText)
end
self:_resetCursorBlink()
elseif key == "delete" then
local oldText = self._textBuffer
if self:hasSelection() then
-- Delete selection
self:deleteSelection()
else
-- Delete character after cursor
local textLength = utf8.len(self._textBuffer or "")
if self._cursorPosition < textLength then
self:deleteText(self._cursorPosition, self._cursorPosition + 1)
end
end
-- Trigger onTextChange callback
if self.onTextChange and self._textBuffer ~= oldText then
self.onTextChange(self, self._textBuffer, oldText)
end
self:_resetCursorBlink()
-- Handle return/enter
elseif key == "return" or key == "kpenter" then
if self.multiline then
-- Insert newline
local oldText = self._textBuffer
if self:hasSelection() then
self:deleteSelection()
end
self:insertText("\n")
-- Trigger onTextChange callback
if self.onTextChange and self._textBuffer ~= oldText then
self.onTextChange(self, self._textBuffer, oldText)
end
else
-- Trigger onEnter callback for single-line
if self.onEnter then
self.onEnter(self)
end
end
self:_resetCursorBlink()
-- Handle Ctrl/Cmd+A (select all)
elseif ctrl and key == "a" then
self:selectAll()
self:_resetCursorBlink()
-- Handle Ctrl/Cmd+C (copy)
elseif ctrl and key == "c" then
if self:hasSelection() then
local selectedText = self:getSelectedText()
if selectedText then
love.system.setClipboardText(selectedText)
end
end
self:_resetCursorBlink()
-- Handle Ctrl/Cmd+X (cut)
elseif ctrl and key == "x" then
if self:hasSelection() then
local selectedText = self:getSelectedText()
if selectedText then
love.system.setClipboardText(selectedText)
-- Delete the selected text
local oldText = self._textBuffer
self:deleteSelection()
-- Trigger onTextChange callback
if self.onTextChange and self._textBuffer ~= oldText then
self.onTextChange(self, self._textBuffer, oldText)
end
end
end
self:_resetCursorBlink()
-- Handle Ctrl/Cmd+V (paste)
elseif ctrl and key == "v" then
local clipboardText = love.system.getClipboardText()
if clipboardText and clipboardText ~= "" then
local oldText = self._textBuffer
-- Delete selection if exists
if self:hasSelection() then
self:deleteSelection()
end
-- Insert clipboard text
self:insertText(clipboardText)
-- Trigger onTextChange callback
if self.onTextChange and self._textBuffer ~= oldText then
self.onTextChange(self, self._textBuffer, oldText)
end
end
self:_resetCursorBlink()
-- Handle Escape
elseif key == "escape" then
if self:hasSelection() then
-- Clear selection
self:clearSelection()
else
-- Blur element
self:blur()
end
self:_resetCursorBlink()
end
-- Save state to StateManager in immediate mode
self:_saveEditableState()
end
return Element