Migrate the internal model from single-active scalar to multi-active
open_order array + per-id window records. register accepts opts.layout
(11 named slots: center, left, right, top, bottom, the four corners,
left-half, right-half — plus a custom function(sw,sh)->{x,y,w,h} hook
for HP-bars and bespoke positioning). open/close/is_open accept an
optional id argument for per-id semantics; the no-arg forms preserve
the v0.1.1 contract (close() removes the focused last-opened, is_open()
returns true if any panel is open).
Input dispatch iterates open_order in reverse so the topmost panel gets
the first crack at a click; misses fall through to lower windows.
is_pausing now checks every open window for pause_on_open=true, not
just the focused one.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
13 KiB
lib-core.panel
Generic overlay-panel framework. v0.2.0 supports multiple panels open at the same time with 11 named layout-slot templates + custom-fn hook for bespoke positioning. Handles input dispatch (mouse click + wheel, edge-detected with reverse-open-order hit-test), renders titled panel overlays, and supports a context-menu layer on top. Designed as the glue layer between game modules and the engine render/input surfaces.
The single-active model from v0.1.1 is preserved as a backward-
compatibility shim — panel.open(id), panel.close(), panel.is_open()
without an id-arg keep their old semantics.
Version: 0.2.0 Lib-ID: lib-core.panel Requires: engine.render., engine.input., lib-core.input (lazy, for default-trigger) Tags: panel, overlay, ui, input, context-menu
Topology
graph LR
this["lib-core.panel"]
engine_render["engine.render.*"]
engine_input["engine.input.*"]
lib_core_input["lib-core.input"]
this --> engine_render
this --> engine_input
this -.->|lazy| lib_core_input
Scope (v0.1.0)
v0.1 ships a minimal single-active-widget panel system:
- Widget registry (register / unregister / open / close / toggle)
- Theme system (13 configurable keys, capability-by-declaration guard)
- Per-frame update with edge-detected mouse click + wheel dispatch
- Context-menu (show, auto-reposition to screen bounds, hit-test, auto-close)
- Default-trigger key binding via lib-core.input (lazy-required)
- pause_on_open flag for game-pause gating
Intentional non-goals (deferred):
- Multi-widget z-order / stacking panels
- Always-on HUD widgets (non-modal overlays)
- Keyboard navigation within widgets
- Panel animation (fade in / out)
- Screen-size from engine (no Lua-accessible get_screen_size; v0.1 falls back to 1280x720 constants matching default Sporel window config)
API
panel.register(widget_id, widget_def, opts?)
Syntax: panel.register(widget_id: string, widget_def: table, opts?: table) -> void
opts is optional. Accepted keys: layout (slot-name string or function(sw, sh) -> {x,y,w,h}; defaults to "center") and z_tier ("normal"; v0.2.0 only the normal tier is exposed). See the Multi-Active + Layout-Slots section below for the full slot table.
Example:
panel.register("inventory", {
title = "Inventory",
pause_on_open = true,
render = function(ctx)
-- ctx.bounds = {x, y, w, h}; ctx.theme; ctx.is_focused
engine.render.draw_text("(empty)", ctx.bounds.x, ctx.bounds.y,
ctx.theme.font_size_body, ctx.theme.text_color)
end,
handle_input = function(ctx, event)
-- event.kind = "click"|"wheel"
-- event.x, event.y, event.button (click only)
-- event.dy (wheel only)
end,
})
Registers a widget in the panel registry. widget_def.render and
widget_def.handle_input must be functions; widget_def.title must be a
string. Loud-error on duplicate widget_id or missing required fields.
panel.unregister(widget_id)
Syntax: panel.unregister(widget_id: string) -> void
Removes the widget from the registry. If the widget is currently active, closes the panel (sets active to nil, clears any open context-menu).
panel.open(widget_id)
Syntax: panel.open(widget_id: string) -> void
Opens widget_id. The window is pushed onto the top of open_order
(becomes focused). Other open windows remain open. If widget_id is
already open, it is brought to the front (re-focused). Loud-error if
widget_id has not been registered.
panel.close(widget_id?)
Syntax: panel.close(widget_id?: string) -> void
With widget_id: closes that specific window. Without arg (v0.1.1
bw-compat): closes the focused (last-opened) window. Clears any open
context-menu when the last open window is closed.
panel.toggle(widget_id)
Syntax: panel.toggle(widget_id: string) -> void
If widget_id is currently open, closes it. Otherwise opens it. Handy
for key-binding toggle semantics without manual state tracking.
panel.is_open(widget_id?)
Syntax: panel.is_open(widget_id?: string) -> bool
With widget_id: returns true iff that specific window is currently
open. Without arg (v0.1.1 bw-compat): returns true if ANY window is
open.
panel.is_pausing()
Syntax: panel.is_pausing() -> bool
Returns true if ANY currently-open window has pause_on_open = true.
Modules can use this to gate their update loop (skip physics/AI while a
pausing panel is open).
panel.set_theme(overrides)
Syntax: panel.set_theme(overrides: table) -> void
Example:
panel.set_theme({
bg_color = 0x101010F8,
padding = 12,
font_size_body = 16,
})
Merges overrides into the active theme. Only keys declared in
DEFAULT_THEME are accepted (capability-by-declaration). Loud-error on
any unknown key with message "panel.set_theme: unknown theme key '<k>'".
panel.get_theme()
Syntax: panel.get_theme() -> table
Returns a shallow copy of the current merged theme. Safe to store; does not alias internal state.
panel.bind_default_trigger(key, widget_id)
Syntax: panel.bind_default_trigger(key: string|nil, widget_id: string) -> void
Example:
panel.register("inventory", { ... })
panel.bind_default_trigger("tab", "inventory")
-- or: panel.bind_default_trigger(nil, "inventory") -- defaults to "tab"
Binds a keyboard key as the default toggle trigger for widget_id. key
defaults to "tab" when nil. Lazy-requires lib-core.input to avoid
module-load-time cycles. Loud-error if widget_id is not registered.
panel.update(dt)
Syntax: panel.update(dt: number) -> void
Must be called each game-update frame. Checks the default trigger key, reads mouse state, emits edge-detected click events (left and right independently), and dispatches wheel events. No-ops if no widget is active (but still tracks mouse state to avoid spurious edges on next open).
panel.render()
Syntax: panel.render() -> void
Must be called each render frame (inside the engine render phase). Draws
the panel background, border, and title, then invokes widget_def.render(ctx).
If a context-menu is open, renders it on top. No-op if no widget is active.
panel.show_context_menu(x, y, actions)
Syntax: panel.show_context_menu(x: number, y: number, actions: table) -> void
Example:
panel.show_context_menu(event.x, event.y, {
{ label = "Use", callback = function(info) use_item() end },
{ label = "Drop", callback = function(info) drop_item() end },
})
Pops up a context-menu at (x, y). actions must be a non-empty array of
{label: string, callback: function} tables. Auto-repositions to remain
within the screen boundary. The callback receives {close_menu: function}
(which is a no-op in v0.1 since the menu closes itself before invoking the
callback). Click outside any row auto-closes the menu.
panel._dispatch_event_for_test(event) — for tests only
Syntax: panel._dispatch_event_for_test(event: table) -> void
Direct passthrough to the internal _dispatch_event function. Allows
test-modules to simulate input events without a running game loop (since
M.update is not exercised headless).
v0.2.0 — Multi-Active + Layout-Slots
Multiple panels can now be open at the same time. The previous single-active model is preserved as the default for v0.1.1 callers via a backward-compatibility shim.
Layout-Slots
panel.register(id, widget_def, {layout = ...}) accepts:
nil→"center"default.- One of the 11 named templates (see table below).
- A custom function
function(sw, sh) -> {x, y, w, h}for bespoke positioning (HP-bar, status-display, etc.).
| Slot | x | y | w | h |
|---|---|---|---|---|
"center" (default) |
25% sw | 20% sh | 50% sw | 60% sh |
"left" |
0 | 0 | 40% sw | sh |
"right" |
60% sw | 0 | 40% sw | sh |
"top" |
0 | 0 | sw | 30% sh |
"bottom" |
0 | 70% sh | sw | 30% sh |
"top-left" |
0 | 0 | 40% sw | 50% sh |
"top-right" |
60% sw | 0 | 40% sw | 50% sh |
"bottom-left" |
0 | 50% sh | 40% sw | 50% sh |
"bottom-right" |
60% sw | 50% sh | 40% sw | 50% sh |
"left-half" |
0 | 0 | 50% sw | sh |
"right-half" |
50% sw | 0 | 50% sw | sh |
Unknown slot-name strings raise a loud-error at panel.register (so
typos surface immediately, not in the next frame's render). Custom
functions that error at runtime fall back to "center" with an
engine.print warning.
Bounds are re-resolved every render frame, so layout-slots react to screen-resizes automatically.
Multi-Active API
panel.open(id)— opens; does NOT close other open panels. If already open, brings to front (re-focused).panel.close(id)— closes that specific id.panel.close()— bw-compat: closes the focused (last-opened) panel.panel.is_open(id)— id-specific.panel.is_open()— bw-compat: any panel open.panel.is_pausing()— true if ANY open panel haspause_on_open=true.
Hit-Test Order
Input events dispatch through panels in reverse open-order (last- opened first). A click that hits a panel's bounds is consumed by that panel and not propagated further. A click that misses all panels is dropped (v0.2.0 does not route to game; v0.3+ may add that).
Wheel events route to the focused (last-opened) panel only.
Bw-Compat Guarantee
All v0.1.1 callers (register(id, widget) without opts, open(id),
close(), is_open()) keep their existing semantics. The one
behavioral change: panel.open(A) followed by panel.open(B) now
leaves BOTH open instead of replacing A.
If you relied on the v0.1.1 "open(B) closes A" behavior, call
panel.close() before panel.open(B) to keep the single-active idiom.
Test backdoors (v0.2.0 additions)
panel._test_reset_all()— clears widgets + windows + open_order + ctx_menu (theme + triggers preserved).panel._test_get_open_ids()— array of currently-open ids in open-order (last = focused).panel._test_get_focused_id()— last-opened id, or nil.panel._test_get_window_bounds(id)— resolved{x,y,w,h}for an open window, or nil if not open.panel._test_get_screen_size()— current screen size used by layouts.
Theme Schema
| Key | Default | Description |
|---|---|---|
bg_color |
0x202020F0 |
Panel background (RGBA packed) |
border_color |
0x808080FF |
Panel border |
text_color |
0xE0E0E0FF |
Primary text |
text_color_dim |
0xA0A0A0FF |
Dimmed / secondary text |
selection_color |
0x404080FF |
Row / item selection highlight |
context_menu_bg |
0x303030F8 |
Context-menu background |
context_menu_hover |
0x404060FF |
Context-menu row hover |
font_size_title |
18 |
Title bar font size (px) |
font_size_body |
14 |
Content font size (px) |
padding |
8 |
Inner padding (px) |
row_height |
24 |
Row height for lists / menus (px) |
panel_width_frac |
0.5 |
Panel width as fraction of screen |
panel_height_frac |
0.7 |
Panel height as fraction of screen |
Widget-Lifecycle-Contract
Widget render(ctx) is called each render frame while the widget is active.
Widget handle_input(ctx, event) is called for each dispatched input event.
Both receive a ctx table:
ctx = {
bounds = {
x = number, -- content area top-left x
y = number, -- content area top-left y
w = number, -- content area width
h = number, -- content area height
},
theme = table, -- current merged theme (read-only by convention)
is_focused = bool, -- true when this widget is the active one
}
The event table passed to handle_input:
-- Mouse click:
event = { kind = "click", x = number, y = number, button = "left"|"right" }
-- Mouse wheel:
event = { kind = "wheel", dy = number } -- dy > 0 = scroll up, dy < 0 = scroll down
Context-menu intercepts clicks before they reach handle_input. The widget
calls panel.show_context_menu(x, y, actions) from within handle_input
when a right-click (or any application-specific trigger) warrants a menu.
Glue-Pattern
Minimal module setup (copy-paste-able):
local panel = require("lib-core.panel")
-- 1. Register your widget once (e.g. in module init or M.load)
panel.register("inventory", {
title = "Inventory",
pause_on_open = true,
render = function(ctx) inventory_ui.draw(ctx) end,
handle_input = function(ctx, event) inventory_ui.on_input(ctx, event) end,
})
-- 2. Bind a toggle key (optional; defaults to Tab)
panel.bind_default_trigger("i", "inventory")
-- 3. Wire into your module's update + render
function M.update(dt)
panel.update(dt)
if not panel.is_pausing() then
-- normal game logic here
end
end
function M.render()
-- ... draw world ...
panel.render() -- draws panel overlay on top
end