634 lines
20 KiB
Lua
634 lines
20 KiB
Lua
--[[
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FlexLove - UI Library for LÖVE Framework 'based' on flexbox
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VERSION: 1.0.0
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LICENSE: MIT
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For full documentation, see README.md
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]]
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-- ====================
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-- Module Imports
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-- ====================
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local Blur = require("flexlove.Blur")
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local Color = require("flexlove.Color")
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local ImageDataReader = require("flexlove.ImageDataReader")
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local NinePatchParser = require("flexlove.NinePatchParser")
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local ImageScaler = require("flexlove.ImageScaler")
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local ImageCache = require("flexlove.ImageCache")
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local ImageRenderer = require("flexlove.ImageRenderer")
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local Theme = require("flexlove.Theme")
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local RoundedRect = require("flexlove.RoundedRect")
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local NineSlice = require("flexlove.NineSlice")
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local enums = require("flexlove.types")
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local constants = require("flexlove.constants")
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-- ====================
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-- Error Handling Utilities
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-- ====================
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--- Standardized error message formatter
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---@param module string -- Module name (e.g., "Color", "Theme", "Units")
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---@param message string -- Error message
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---@return string -- Formatted error message
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local function formatError(module, message)
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return string.format("[FlexLove.%s] %s", module, message)
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end
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-- ====================
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-- Top level GUI manager
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-- ====================
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---
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---@class Gui
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---@field topElements table<integer, Element>
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---@field baseScale {width:number, height:number}?
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---@field scaleFactors {x:number, y:number}
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---@field defaultTheme string? -- Default theme name to use for elements
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local Gui = {
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topElements = {},
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baseScale = nil,
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scaleFactors = { x = 1.0, y = 1.0 },
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defaultTheme = nil,
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_cachedViewport = { width = 0, height = 0 }, -- Cached viewport dimensions
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_focusedElement = nil, -- Currently focused element for keyboard input
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}
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local Positioning, FlexDirection, JustifyContent, AlignContent, AlignItems, TextAlign, AlignSelf, JustifySelf, FlexWrap =
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enums.Positioning,
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enums.FlexDirection,
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enums.JustifyContent,
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enums.AlignContent,
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enums.AlignItems,
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enums.TextAlign,
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enums.AlignSelf,
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enums.JustifySelf,
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enums.FlexWrap
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-- ====================
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-- Grid System
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-- ====================
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--- Simple grid layout calculations
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local Grid = {}
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--- Layout grid items within a grid container using simple row/column counts
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---@param element Element -- Grid container element
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function Grid.layoutGridItems(element)
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local rows = element.gridRows or 1
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local columns = element.gridColumns or 1
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-- Calculate space reserved by absolutely positioned siblings
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local reservedLeft = 0
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local reservedRight = 0
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local reservedTop = 0
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local reservedBottom = 0
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for _, child in ipairs(element.children) do
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-- Only consider absolutely positioned children with explicit positioning
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if child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute then
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-- BORDER-BOX MODEL: Use border-box dimensions for space calculations
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local childBorderBoxWidth = child:getBorderBoxWidth()
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local childBorderBoxHeight = child:getBorderBoxHeight()
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if child.left then
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reservedLeft = math.max(reservedLeft, child.left + childBorderBoxWidth)
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end
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if child.right then
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reservedRight = math.max(reservedRight, child.right + childBorderBoxWidth)
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end
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if child.top then
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reservedTop = math.max(reservedTop, child.top + childBorderBoxHeight)
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end
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if child.bottom then
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reservedBottom = math.max(reservedBottom, child.bottom + childBorderBoxHeight)
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end
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end
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end
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-- Calculate available space (accounting for padding and reserved space)
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-- BORDER-BOX MODEL: element.width and element.height are already content dimensions
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local availableWidth = element.width - reservedLeft - reservedRight
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local availableHeight = element.height - reservedTop - reservedBottom
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-- Get gaps
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local columnGap = element.columnGap or 0
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local rowGap = element.rowGap or 0
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-- Calculate cell sizes (equal distribution)
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local totalColumnGaps = (columns - 1) * columnGap
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local totalRowGaps = (rows - 1) * rowGap
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local cellWidth = (availableWidth - totalColumnGaps) / columns
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local cellHeight = (availableHeight - totalRowGaps) / rows
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-- Get children that participate in grid layout
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local gridChildren = {}
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for _, child in ipairs(element.children) do
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if not (child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute) then
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table.insert(gridChildren, child)
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end
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end
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-- Place children in grid cells
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for i, child in ipairs(gridChildren) do
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-- Calculate row and column (0-indexed for calculation)
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local index = i - 1
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local col = index % columns
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local row = math.floor(index / columns)
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-- Skip if we've exceeded the grid
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if row >= rows then
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break
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end
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-- Calculate cell position (accounting for reserved space)
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local cellX = element.x + element.padding.left + reservedLeft + (col * (cellWidth + columnGap))
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local cellY = element.y + element.padding.top + reservedTop + (row * (cellHeight + rowGap))
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-- Apply alignment within grid cell (default to stretch)
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local effectiveAlignItems = element.alignItems or AlignItems.STRETCH
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-- Stretch child to fill cell by default
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-- BORDER-BOX MODEL: Set border-box dimensions, content area adjusts automatically
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if effectiveAlignItems == AlignItems.STRETCH or effectiveAlignItems == "stretch" then
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child.x = cellX
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child.y = cellY
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child._borderBoxWidth = cellWidth
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child._borderBoxHeight = cellHeight
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child.width = math.max(0, cellWidth - child.padding.left - child.padding.right)
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child.height = math.max(0, cellHeight - child.padding.top - child.padding.bottom)
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-- Disable auto-sizing when stretched by grid
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child.autosizing.width = false
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child.autosizing.height = false
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elseif effectiveAlignItems == AlignItems.CENTER or effectiveAlignItems == "center" then
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local childBorderBoxWidth = child:getBorderBoxWidth()
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local childBorderBoxHeight = child:getBorderBoxHeight()
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child.x = cellX + (cellWidth - childBorderBoxWidth) / 2
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child.y = cellY + (cellHeight - childBorderBoxHeight) / 2
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elseif effectiveAlignItems == AlignItems.FLEX_START or effectiveAlignItems == "flex-start" or effectiveAlignItems == "start" then
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child.x = cellX
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child.y = cellY
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elseif effectiveAlignItems == AlignItems.FLEX_END or effectiveAlignItems == "flex-end" or effectiveAlignItems == "end" then
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local childBorderBoxWidth = child:getBorderBoxWidth()
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local childBorderBoxHeight = child:getBorderBoxHeight()
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child.x = cellX + cellWidth - childBorderBoxWidth
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child.y = cellY + cellHeight - childBorderBoxHeight
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else
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-- Default to stretch
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child.x = cellX
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child.y = cellY
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child._borderBoxWidth = cellWidth
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child._borderBoxHeight = cellHeight
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child.width = math.max(0, cellWidth - child.padding.left - child.padding.right)
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child.height = math.max(0, cellHeight - child.padding.top - child.padding.bottom)
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-- Disable auto-sizing when stretched by grid
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child.autosizing.width = false
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child.autosizing.height = false
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end
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-- Layout child's children if it has any
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if #child.children > 0 then
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child:layoutChildren()
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end
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end
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end
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--- Initialize FlexLove with configuration
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---@param config {baseScale?: {width?:number, height?:number}, theme?: string|ThemeDefinition} --Default: {width: 1920, height: 1080}
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function Gui.init(config)
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if config.baseScale then
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Gui.baseScale = {
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width = config.baseScale.width or 1920,
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height = config.baseScale.height or 1080,
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}
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-- Calculate initial scale factors
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local currentWidth, currentHeight = Units.getViewport()
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Gui.scaleFactors.x = currentWidth / Gui.baseScale.width
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Gui.scaleFactors.y = currentHeight / Gui.baseScale.height
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end
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-- Load and set theme if specified
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if config.theme then
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local success, err = pcall(function()
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if type(config.theme) == "string" then
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-- Load theme by name
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Theme.load(config.theme)
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Theme.setActive(config.theme)
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Gui.defaultTheme = config.theme
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elseif type(config.theme) == "table" then
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-- Load theme from definition
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local theme = Theme.new(config.theme)
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Theme.setActive(theme)
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Gui.defaultTheme = theme.name
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end
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end)
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if not success then
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print("[FlexLove] Failed to load theme: " .. tostring(err))
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end
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end
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end
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--- Check for Z-index coverage (occlusion)
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---@param elem Element
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---@param clickX number
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---@param clickY number
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---@return boolean
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function Gui.isOccluded(elem, clickX, clickY)
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for _, element in ipairs(Gui.topElements) do
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if element.z > elem.z and element:contains(clickX, clickY) then
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return true
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end
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--TODO: check if walking the children tree is necessary here - might only need to check for absolute positioned
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--children
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for _, child in ipairs(element.children) do
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if child.positioning == "absolute" then
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if child.z > elem.z and child:contains(clickX, clickY) then
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return true
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end
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end
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end
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end
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return false
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end
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--- Get current scale factors
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---@return number, number -- scaleX, scaleY
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function Gui.getScaleFactors()
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return Gui.scaleFactors.x, Gui.scaleFactors.y
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end
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function Gui.resize()
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local newWidth, newHeight = love.window.getMode()
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-- Update scale factors if base scale is set
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if Gui.baseScale then
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Gui.scaleFactors.x = newWidth / Gui.baseScale.width
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Gui.scaleFactors.y = newHeight / Gui.baseScale.height
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end
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-- Clear scaled region caches for all themes
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for _, theme in pairs(themes) do
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if theme.components then
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for _, component in pairs(theme.components) do
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if component._scaledRegionCache then
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component._scaledRegionCache = {}
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end
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end
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end
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end
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-- Clear blur canvas cache on resize
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Blur.clearCache()
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-- Clear game/backdrop canvas cache on resize (will be recreated with new dimensions)
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Gui._gameCanvas = nil
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Gui._backdropCanvas = nil
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Gui._canvasDimensions = { width = 0, height = 0 }
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for _, win in ipairs(Gui.topElements) do
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win:resize(newWidth, newHeight)
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end
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end
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-- Canvas cache for game rendering (reused across frames)
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Gui._gameCanvas = nil
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Gui._backdropCanvas = nil
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Gui._canvasDimensions = { width = 0, height = 0 }
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---@param gameDrawFunc function|nil -- Function to draw game content, needed for backdrop blur
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---@param postDrawFunc function|nil -- Optional function to draw after GUI (for top-level shaders/effects)
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---function love.draw()
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--- FlexLove.Gui.draw(function()
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--- --Game rendering logic
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--- RenderSystem:update()
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--- end, function()
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--- -- Layers on top of GUI - blurs will not extend to this
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--- overlayStats.draw()
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--- end)
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---end
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function Gui.draw(gameDrawFunc, postDrawFunc)
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-- Save the current canvas state to support nested rendering
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local outerCanvas = love.graphics.getCanvas()
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local gameCanvas = nil
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-- Render game content to a canvas if function provided
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if type(gameDrawFunc) == "function" then
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local width, height = love.graphics.getDimensions()
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-- Recreate canvases only if dimensions changed or canvas doesn't exist
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if not Gui._gameCanvas or Gui._canvasDimensions.width ~= width or Gui._canvasDimensions.height ~= height then
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Gui._gameCanvas = love.graphics.newCanvas(width, height)
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Gui._backdropCanvas = love.graphics.newCanvas(width, height)
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Gui._canvasDimensions.width = width
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Gui._canvasDimensions.height = height
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end
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gameCanvas = Gui._gameCanvas
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love.graphics.setCanvas(gameCanvas)
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love.graphics.clear()
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gameDrawFunc() -- Call the drawing function
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love.graphics.setCanvas(outerCanvas)
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-- Draw game canvas to the outer canvas (or screen if none)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(gameCanvas, 0, 0)
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end
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-- Sort elements by z-index before drawing
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table.sort(Gui.topElements, function(a, b)
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return a.z < b.z
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end)
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-- Check if any element (recursively) needs backdrop blur
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local function hasBackdropBlur(element)
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if element.backdropBlur and element.backdropBlur.intensity > 0 then
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return true
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end
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for _, child in ipairs(element.children) do
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if hasBackdropBlur(child) then
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return true
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end
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end
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return false
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end
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local needsBackdropCanvas = false
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for _, win in ipairs(Gui.topElements) do
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if hasBackdropBlur(win) then
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needsBackdropCanvas = true
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break
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end
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end
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-- If backdrop blur is needed, render to a progressive canvas
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if needsBackdropCanvas and gameCanvas then
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local backdropCanvas = Gui._backdropCanvas
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local prevColor = { love.graphics.getColor() }
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-- Initialize backdrop canvas with game content
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love.graphics.setCanvas(backdropCanvas)
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love.graphics.clear()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(gameCanvas, 0, 0)
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-- Reset to outer canvas (screen or parent canvas)
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love.graphics.setCanvas(outerCanvas)
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love.graphics.setColor(unpack(prevColor))
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-- Draw each element, updating backdrop canvas progressively
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for _, win in ipairs(Gui.topElements) do
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-- Draw element with current backdrop state to outer canvas
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win:draw(backdropCanvas)
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-- Update backdrop canvas to include this element (for next elements)
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love.graphics.setCanvas(backdropCanvas)
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love.graphics.setColor(1, 1, 1, 1)
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win:draw(nil) -- Draw without backdrop blur to the backdrop canvas
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love.graphics.setCanvas(outerCanvas) -- Reset to outer canvas
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end
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else
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-- No backdrop blur needed, draw normally
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for _, win in ipairs(Gui.topElements) do
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win:draw(nil)
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end
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end
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-- Call post-draw function if provided (for top-level shaders/effects)
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if type(postDrawFunc) == "function" then
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postDrawFunc()
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end
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-- Restore the original canvas state
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love.graphics.setCanvas(outerCanvas)
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end
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--- Find the topmost element at given coordinates (considering z-index)
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---@param x number
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---@param y number
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---@return Element? -- Returns the topmost element or nil
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function Gui.getElementAtPosition(x, y)
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local candidates = {}
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-- Recursively collect all elements that contain the point
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local function collectHits(element)
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-- Check if point is within element bounds
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local bx = element.x
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local by = element.y
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local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
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local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
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if x >= bx and x <= bx + bw and y >= by and y <= by + bh then
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-- Only consider elements with callbacks (interactive elements)
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if element.callback and not element.disabled then
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table.insert(candidates, element)
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end
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-- Check children
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for _, child in ipairs(element.children) do
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collectHits(child)
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end
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end
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end
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-- Collect hits from all top-level elements
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for _, element in ipairs(Gui.topElements) do
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collectHits(element)
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end
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-- Sort by z-index (highest first)
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table.sort(candidates, function(a, b)
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return a.z > b.z
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end)
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-- Return the topmost element (highest z-index)
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return candidates[1]
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end
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function Gui.update(dt)
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-- Reset event handling flags for new frame
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local mx, my = love.mouse.getPosition()
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local topElement = Gui.getElementAtPosition(mx, my)
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-- Mark which element should handle events this frame
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Gui._activeEventElement = topElement
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-- Update all elements
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for _, win in ipairs(Gui.topElements) do
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win:update(dt)
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end
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-- Clear active element for next frame
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Gui._activeEventElement = nil
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end
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--- Forward text input to focused element
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---@param text string -- Character input
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function Gui.textinput(text)
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if Gui._focusedElement then
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Gui._focusedElement:textinput(text)
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end
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end
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--- Forward key press to focused element
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---@param key string -- Key name
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---@param scancode string -- Scancode
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---@param isrepeat boolean -- Whether this is a key repeat
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function Gui.keypressed(key, scancode, isrepeat)
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if Gui._focusedElement then
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Gui._focusedElement:keypressed(key, scancode, isrepeat)
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end
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end
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--- Handle mouse wheel scrolling
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function Gui.wheelmoved(x, y)
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-- Get mouse position
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local mx, my = love.mouse.getPosition()
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-- Find the deepest scrollable element at mouse position
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local function findScrollableAtPosition(elements, mx, my)
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-- Check in reverse z-order (top to bottom)
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for i = #elements, 1, -1 do
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local element = elements[i]
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-- Check if mouse is over element
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local bx = element.x
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local by = element.y
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local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
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local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
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if mx >= bx and mx <= bx + bw and my >= by and my <= by + bh then
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-- Check children first (depth-first)
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if #element.children > 0 then
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local childResult = findScrollableAtPosition(element.children, mx, my)
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if childResult then
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return childResult
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end
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end
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-- Check if this element is scrollable
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local overflowX = element.overflowX or element.overflow
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local overflowY = element.overflowY or element.overflow
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if (overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto") and (element._overflowX or element._overflowY) then
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return element
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end
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end
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end
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return nil
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end
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local scrollableElement = findScrollableAtPosition(Gui.topElements, mx, my)
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if scrollableElement then
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|
scrollableElement:_handleWheelScroll(x, y)
|
|
end
|
|
end
|
|
|
|
--- Destroy all elements and their children
|
|
function Gui.destroy()
|
|
for _, win in ipairs(Gui.topElements) do
|
|
win:destroy()
|
|
end
|
|
Gui.topElements = {}
|
|
-- Reset base scale and scale factors
|
|
Gui.baseScale = nil
|
|
Gui.scaleFactors = { x = 1.0, y = 1.0 }
|
|
-- Reset cached viewport
|
|
Gui._cachedViewport = { width = 0, height = 0 }
|
|
-- Clear game/backdrop canvas cache
|
|
Gui._gameCanvas = nil
|
|
Gui._backdropCanvas = nil
|
|
Gui._canvasDimensions = { width = 0, height = 0 }
|
|
-- Clear focused element
|
|
Gui._focusedElement = nil
|
|
end
|
|
|
|
-- Simple GUI library for LOVE2D
|
|
-- Provides element and button creation, drawing, and click handling.
|
|
|
|
-- ====================
|
|
-- Event System
|
|
-- ====================
|
|
|
|
---@class InputEvent
|
|
---@field type "click"|"press"|"release"|"rightclick"|"middleclick"|"drag"
|
|
---@field button number -- Mouse button: 1 (left), 2 (right), 3 (middle)
|
|
---@field x number -- Mouse X position
|
|
---@field y number -- Mouse Y position
|
|
---@field dx number? -- Delta X from drag start (only for drag events)
|
|
---@field dy number? -- Delta Y from drag start (only for drag events)
|
|
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
|
|
---@field clickCount number -- Number of clicks (for double/triple click detection)
|
|
---@field timestamp number -- Time when event occurred
|
|
local InputEvent = {}
|
|
InputEvent.__index = InputEvent
|
|
|
|
---@class InputEventProps
|
|
---@field type "click"|"press"|"release"|"rightclick"|"middleclick"|"drag"
|
|
---@field button number
|
|
---@field x number
|
|
---@field y number
|
|
---@field dx number?
|
|
---@field dy number?
|
|
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
|
|
---@field clickCount number?
|
|
---@field timestamp number?
|
|
|
|
--- Create a new input event
|
|
---@param props InputEventProps
|
|
---@return InputEvent
|
|
function InputEvent.new(props)
|
|
local self = setmetatable({}, InputEvent)
|
|
self.type = props.type
|
|
self.button = props.button
|
|
self.x = props.x
|
|
self.y = props.y
|
|
self.dx = props.dx
|
|
self.dy = props.dy
|
|
self.modifiers = props.modifiers
|
|
self.clickCount = props.clickCount or 1
|
|
self.timestamp = props.timestamp or love.timer.getTime()
|
|
return self
|
|
end
|
|
|
|
Gui.new = Element.new
|
|
Gui.Element = Element
|
|
Gui.Animation = Animation
|
|
Gui.Theme = Theme
|
|
Gui.ImageDataReader = ImageDataReader
|
|
Gui.NinePatchParser = NinePatchParser
|
|
|
|
return {
|
|
-- Core
|
|
Gui = Gui,
|
|
GUI = Gui, -- Backward compatibility alias
|
|
Element = Element,
|
|
|
|
-- Submodules (exposed for direct access)
|
|
Blur = Blur,
|
|
Color = Color,
|
|
ImageDataReader = ImageDataReader,
|
|
NinePatchParser = NinePatchParser,
|
|
ImageScaler = ImageScaler,
|
|
ImageCache = ImageCache,
|
|
ImageRenderer = ImageRenderer,
|
|
Theme = Theme,
|
|
RoundedRect = RoundedRect,
|
|
NineSlice = NineSlice,
|
|
|
|
-- Enums (individual)
|
|
Positioning = Positioning,
|
|
FlexDirection = FlexDirection,
|
|
JustifyContent = JustifyContent,
|
|
AlignContent = AlignContent,
|
|
AlignItems = AlignItems,
|
|
TextAlign = TextAlign,
|
|
AlignSelf = AlignSelf,
|
|
JustifySelf = JustifySelf,
|
|
FlexWrap = FlexWrap,
|
|
|
|
-- Enums (backward compatibility - grouped)
|
|
enums = enums,
|
|
}
|