Files
sporel-lib-core.panel/init.lua
Calic 89cd1727f6 fix: chromeless suppresses phantom close-button + top-tier modal swallows immediately
- chromeless=true now correctly suppresses the close-button hit-test.
  Previously, chromeless widgets had an invisible 26x26 close-zone
  at the top-right that could close the widget on accidental click.
  Affected map-editor.toolbar: the mode-pill at top-right overlapped
  the phantom zone and clicking it closed the toolbar.
- input_block="all" now swallows outside-clicks immediately, not
  just when no other widget claims the event. Previously, modal
  dialogs leaked clicks to lower-tier widgets behind them.
- register docstring lists chromeless opt.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-15 02:43:46 +02:00

1000 lines
41 KiB
Lua

-- =====================================================================
-- lib-core.panel v0.3.0 — Generic overlay-panel framework (Window-Manager)
--
-- v0.3.0 layers z_tiers (hud → normal → top), persistent windows, and
-- input_block routing (none/self/all) on top of v0.2.0's multi-active +
-- layout-slot model. Render iterates per-z-tier (hud → normal → top);
-- input dispatch iterates reverse (top → hud, within-tier reverse-open-
-- order). `persistent=true` registers a window as open-from-register-time
-- and exempts it from bw-compat close() (modder must explicit-close).
--
-- Provides:
-- - Widget registry + lifecycle (register, open, close, toggle)
-- - Multi-active open_order (last-opened = focused = topmost within tier)
-- - 11 named layout-slot templates + opts.layout = function(sw, sh)
-- - Z-tier rendering: hud (bottom) → normal → top (drawn last)
-- - Persistent windows: open at register-time; ESC-equivalent no-op
-- - Input-block routing: none / self / all (modal swallows misses)
-- - panel.point_in_any_panel(x,y): public hit-test for module-side canvas
-- - Per-frame input dispatch with reverse-z-tier reverse-open-order hit
-- - Context-menu (show, hit-test, auto-close) on top of windows
-- - Default-trigger binding via lib-core.input (lazy-required)
-- - Optional pause-gate (any open widget with pause_on_open=true)
--
-- Engine surfaces used:
-- - engine.input.get_mouse_pos() → x, y
-- - engine.input.is_mouse_down(button) → bool
-- - engine.input.get_mouse_wheel() → number
-- - engine.input.MOUSE_LEFT / MOUSE_RIGHT
-- - engine.render.draw_rect(x, y, w, h, color)
-- - engine.render.draw_rect_lines(x, y, w, h, color, thickness)
-- - engine.render.draw_text(text, x, y, font_size, color)
-- - engine.render.measure_text(text, font_size) → w, h
--
-- Screen-size limitation: engine.render does NOT expose get_screen_size()
-- to Lua (GetScreenWidth/GetScreenHeight are C-only). v0.3 still falls
-- back to 1280x720 constants matching the default Sporel window config.
--
-- DEFERRED (v0.3 non-goals):
-- - Focus API (focus / raise / lower) → v0.4
-- - Drag + resize → v0.4
-- - Keyboard navigation within widgets
-- - Panel animation (fade in/out)
-- =====================================================================
-- -----------------------------------------------------------------------
-- Module-level state (all local — no globals)
-- -----------------------------------------------------------------------
-- Module-table declared early so closures in module-local helpers below
-- can reference M.X functions. Method assignments (function M.x() ... end)
-- still land further down once the public surface section starts.
local M = {}
local widgets = {} -- widget_id (string) → widget_def table (legacy registry, preserved)
-- v0.2.0: replaced single `active` scalar with multi-active model.
-- windows[id] = { widget_def, opts, open, _close_button_rect?, _content_bounds? }
local windows = {} -- widget_id → window-record
local open_order = {} -- array of open widget_ids; last = focused = topmost
local theme = {} -- merged DEFAULT_THEME + overrides
local ctx_menu = nil -- context-menu state table or nil
-- Default-trigger bindings: array of {action_name, widget_id}. Multiple
-- bind_default_trigger calls append independent entries (each widget gets
-- its own input-action so they don't clobber each other in lib-core.input).
local triggers = {}
local last_mouse_left = false -- for edge-detection (was down last frame)
local last_mouse_right = false -- for edge-detection (was down last frame)
-- -----------------------------------------------------------------------
-- Theme
-- -----------------------------------------------------------------------
-- 13 canonical keys. DO NOT add keys here without updating set_theme validation.
local DEFAULT_THEME = {
bg_color = 0x202020F0,
border_color = 0x808080FF,
text_color = 0xE0E0E0FF,
text_color_dim = 0xA0A0A0FF,
selection_color = 0x404080FF,
context_menu_bg = 0x303030F8,
context_menu_hover = 0x404060FF,
font_size_title = 18,
font_size_body = 14,
padding = 8,
row_height = 24,
panel_width_frac = 0.5,
panel_height_frac = 0.7,
}
-- Init theme from DEFAULT_THEME at module load
for k, v in pairs(DEFAULT_THEME) do
theme[k] = v
end
-- -----------------------------------------------------------------------
-- Fallback screen constants (no engine.render.get_screen_size in Lua API)
-- -----------------------------------------------------------------------
local FALLBACK_SCREEN_W = 1280
local FALLBACK_SCREEN_H = 720
-- -----------------------------------------------------------------------
-- Internal helpers
-- -----------------------------------------------------------------------
--- Retrieve the current screen dimensions. Falls back to constants because
--- engine.render does not expose a Lua-callable screen-size function.
local function get_screen_size()
return FALLBACK_SCREEN_W, FALLBACK_SCREEN_H
end
--- Find the (first) index of val in array arr, or nil.
local function find_in_array(arr, val)
for i, v in ipairs(arr) do
if v == val then return i end
end
return nil
end
--- Estimate menu width from action labels (rough; render can refine via
--- measure_text, but context-menu render in v0.1 uses this pre-computed w).
local function estimate_menu_width(actions, padding)
local max_w = 0
for _, action in ipairs(actions) do
local chars = #(action.label or "")
-- 8 px/char is a rough estimate for the default font; refine via
-- engine.render.measure_text in render-phase (v0.2 deferral).
local w = chars * 8 + 2 * padding
if w > max_w then max_w = w end
end
return max_w
end
-- =====================================================================
-- v0.3.0 — Z-Tiers + Input-Block defaults
-- =====================================================================
-- Z-Tier constants. Bottom-to-top render order = HUD (drawn first =
-- background), then normal (toolbars/persistent panels), then top
-- (drawn last = modal dialogs). Input dispatch iterates reverse.
local VALID_Z_TIERS = { hud = true, normal = true, top = true }
local Z_TIER_ORDER = { "hud", "normal", "top" }
-- Default input_block per tier when widget does not specify one.
-- hud: pure cosmetic overlay, never absorbs input (HUD bars, status).
-- normal: absorbs clicks within own bounds (persistent toolbars).
-- top: modal; swallows clicks that miss it too (blocking dialogs).
local DEFAULT_INPUT_BLOCK_BY_TIER = {
hud = "none",
normal = "self",
top = "all",
}
local VALID_INPUT_BLOCK = { none = true, self = true, all = true }
-- =====================================================================
-- v0.2.0 — Layout slots (per Phase Panel-WM spec §4.1)
-- =====================================================================
local LAYOUT_SLOTS = {
["center"] = function(sw, sh) return {x=sw*0.25, y=sh*0.20, w=sw*0.50, h=sh*0.60} end,
["left"] = function(sw, sh) return {x=0, y=0, w=sw*0.40, h=sh} end,
["right"] = function(sw, sh) return {x=sw*0.60, y=0, w=sw*0.40, h=sh} end,
["top"] = function(sw, sh) return {x=0, y=0, w=sw, h=sh*0.30} end,
["bottom"] = function(sw, sh) return {x=0, y=sh*0.70, w=sw, h=sh*0.30} end,
["top-left"] = function(sw, sh) return {x=0, y=0, w=sw*0.40, h=sh*0.50} end,
["top-right"] = function(sw, sh) return {x=sw*0.60, y=0, w=sw*0.40, h=sh*0.50} end,
["bottom-left"] = function(sw, sh) return {x=0, y=sh*0.50, w=sw*0.40, h=sh*0.50} end,
["bottom-right"] = function(sw, sh) return {x=sw*0.60, y=sh*0.50, w=sw*0.40, h=sh*0.50} end,
["left-half"] = function(sw, sh) return {x=0, y=0, w=sw*0.50, h=sh} end,
["right-half"] = function(sw, sh) return {x=sw*0.50, y=0, w=sw*0.50, h=sh} end,
}
-- Known-slot list (for error message + completeness check)
local KNOWN_SLOT_NAMES = {
"center","left","right","top","bottom",
"top-left","top-right","bottom-left","bottom-right",
"left-half","right-half",
}
--- Resolves a layout specifier to {x, y, w, h} bounds.
--- Accepts: nil (defaults to "center"), string (slot-name), or function.
--- Loud-error on unknown string-slot. pcall-wraps custom function for
--- safety (returns "center" fallback + engine.print warning on error).
local function resolve_bounds(layout, sw, sh)
if layout == nil then
return LAYOUT_SLOTS["center"](sw, sh)
end
if type(layout) == "string" then
local fn = LAYOUT_SLOTS[layout]
if fn == nil then
error(string.format(
"panel.register: unknown layout slot '%s' (known: %s)",
layout, table.concat(KNOWN_SLOT_NAMES, ", ")), 3)
end
return fn(sw, sh)
end
if type(layout) == "function" then
local ok, result = pcall(layout, sw, sh)
if not ok then
if engine and engine.print then
engine.print(string.format(
"[WARN] panel: custom layout fn errored: %s (falling back to center)",
tostring(result)))
end
return LAYOUT_SLOTS["center"](sw, sh)
end
return result
end
error(string.format(
"panel.register: layout must be nil, string, or function (got %s)",
type(layout)), 3)
end
-- -----------------------------------------------------------------------
-- Internal: context-menu dispatch + render helpers
-- -----------------------------------------------------------------------
--- Build per-row hit-rects on ctx_menu and store as ctx_menu.row_rects.
--- Called before dispatch and before render to keep both in sync.
local function build_ctx_menu_row_rects()
if not ctx_menu then return end
local rects = {}
for i, _ in ipairs(ctx_menu.actions) do
local row_y = ctx_menu.y + (i - 1) * theme.row_height
rects[i] = {
x = ctx_menu.x,
y = row_y,
w = ctx_menu.w,
h = theme.row_height,
}
end
ctx_menu.row_rects = rects
end
--- Returns current mouse position safely (0,0 if not in game context).
local function safe_mouse_pos()
if engine and engine.input and engine.input.get_mouse_pos then
return engine.input.get_mouse_pos()
end
return 0, 0
end
-- Close-button rect in the top-right of the title bar. Same math is used
-- by render() (draw the X glyph) and _dispatch_event (hit-test left-click).
local function close_button_rect(panel_x, panel_y, panel_w, padding, font_size_title)
local size = font_size_title + padding
return {
x = panel_x + panel_w - size - padding,
y = panel_y + padding,
w = size,
h = size,
}
end
-- -----------------------------------------------------------------------
-- Internal: per-window render helper (extracted from v0.1 render())
-- -----------------------------------------------------------------------
local function render_one_window(widget_id, win, sw, sh)
local widget_def = win.widget_def
local bounds = resolve_bounds(win.opts.layout, sw, sh)
local panel_x, panel_y, panel_w, panel_h = bounds.x, bounds.y, bounds.w, bounds.h
local padding = theme.padding
-- v0.3.0: chromeless widgets skip the panel-lib decorations (bg /
-- border / title bar / close-X) entirely. The widget gets the FULL
-- panel bounds as ctx.bounds (no title-bar inset). Intended for
-- in-game persistent HUD widgets (toolbars, layer-pickers, palettes)
-- that want to render their own chrome.
if win.opts.chromeless then
win._content_bounds = {
x = panel_x, y = panel_y, w = panel_w, h = panel_h,
}
win._close_button_rect = nil
local widget_ctx = {
bounds = win._content_bounds,
theme = M.get_theme(),
is_focused = (widget_id == open_order[#open_order]),
}
widget_def.render(widget_ctx)
return
end
-- Background
engine.render.draw_rect(panel_x, panel_y, panel_w, panel_h, theme.bg_color)
-- Border
engine.render.draw_rect_lines(panel_x, panel_y, panel_w, panel_h,
theme.border_color, 2)
-- Title
engine.render.draw_text(widget_def.title,
panel_x + padding,
panel_y + padding,
theme.font_size_title,
theme.text_color)
-- Close button (X) in top-right of title bar. Hit-tested in _dispatch_event.
local cb = close_button_rect(panel_x, panel_y, panel_w, padding, theme.font_size_title)
engine.render.draw_text("X",
cb.x + math.floor(cb.w / 4),
cb.y,
theme.font_size_title,
theme.text_color)
-- Stash close-button rect on the window record so hit-test can find it
win._close_button_rect = cb
-- Content area (below title bar)
local title_area_h = theme.font_size_title + padding * 2
win._content_bounds = {
x = panel_x + padding,
y = panel_y + title_area_h,
w = panel_w - padding * 2,
h = panel_h - title_area_h - padding,
}
local widget_ctx = {
bounds = win._content_bounds,
theme = M.get_theme(), -- shallow copy; widget cannot mutate panel state
is_focused = (widget_id == open_order[#open_order]),
}
widget_def.render(widget_ctx)
end
local function render_context_menu()
local mx, my = safe_mouse_pos()
-- Menu background
engine.render.draw_rect(ctx_menu.x, ctx_menu.y,
ctx_menu.w, ctx_menu.h,
theme.context_menu_bg)
build_ctx_menu_row_rects()
for i, action in ipairs(ctx_menu.actions) do
local rect = ctx_menu.row_rects[i]
local row_bg = theme.context_menu_bg
-- Hover highlight: mouse y within this row
if my >= rect.y and my < rect.y + rect.h
and mx >= rect.x and mx < rect.x + rect.w then
row_bg = theme.context_menu_hover
engine.render.draw_rect(rect.x, rect.y, rect.w, rect.h, row_bg)
end
-- Label
engine.render.draw_text(action.label,
rect.x + theme.padding,
rect.y + (theme.row_height - theme.font_size_body) / 2,
theme.font_size_body,
theme.text_color)
end
end
-- -----------------------------------------------------------------------
-- Internal: event dispatch
-- -----------------------------------------------------------------------
--- Returns true if the event was consumed by the context-menu.
local function dispatch_context_menu_event(event)
if event.kind == "click" then
build_ctx_menu_row_rects()
for i, rect in ipairs(ctx_menu.row_rects or {}) do
if event.x >= rect.x and event.x < rect.x + rect.w
and event.y >= rect.y and event.y < rect.y + rect.h then
local action = ctx_menu.actions[i]
ctx_menu = nil -- close menu before callback (re-entrant safety)
if action and action.callback then
action.callback({ close_menu = function() ctx_menu = nil end })
end
return true
end
end
-- Clicked outside the menu: dismiss
ctx_menu = nil
return true
end
return false
end
--- _dispatch_event(event): route a synthetic or real input event.
--- event = {kind="click", x, y, button="left"|"right"} or {kind="wheel", dy}
---
--- v0.3.0 routing:
--- 1. Context-menu (if open) always wins.
--- 2. Iterate reverse z_tier (top → normal → hud), within tier
--- reverse-open-order. For each open window:
--- - If input_block="all" AND click is OUTSIDE its bounds: swallow
--- the event IMMEDIATELY (modal owns the screen — do not let
--- lower-tier widgets claim outside-clicks behind it).
--- - input_block="none": skip hit-test entirely (HUD passes through).
--- - else: hit-test bounds; on hit route to widget.
--- - chromeless=true suppresses the close-button hit-test (the
--- widget owns its full bounds, including the top-right area).
--- 3. If no window claimed the event AND any open window has
--- input_block="all": swallow (modal block).
--- 4. Else drop (no game-routing — module handles its own input).
local function _dispatch_event(event)
-- Context-menu always wins if open (consumes the next click).
if ctx_menu then
if dispatch_context_menu_event(event) then return end
end
local sw, sh = get_screen_size()
local saw_modal = false -- track if any input_block="all" window is open
-- Iterate reverse z-tier (top first), within tier reverse-open-order.
for ti = #Z_TIER_ORDER, 1, -1 do
local tier_name = Z_TIER_ORDER[ti]
for i = #open_order, 1, -1 do
local widget_id = open_order[i]
local win = windows[widget_id]
if win and win.open and win.opts.z_tier == tier_name then
if win.opts.input_block == "all" then
saw_modal = true
-- Modal swallow: if the click is outside this modal's
-- bounds, swallow immediately so lower-tier widgets
-- behind it cannot claim it. Inside-bounds clicks fall
-- through to normal routing below.
if event.kind == "click" and event.x and event.y then
local mb = resolve_bounds(win.opts.layout, sw, sh)
if not (event.x >= mb.x and event.x < mb.x + mb.w
and event.y >= mb.y and event.y < mb.y + mb.h) then
return
end
end
end
if win.opts.input_block ~= "none" then
local b = resolve_bounds(win.opts.layout, sw, sh)
if event.kind == "click" then
if event.x and event.y
and event.x >= b.x and event.x < b.x + b.w
and event.y >= b.y and event.y < b.y + b.h then
-- Close-button intercept (top-right X): left-click
-- closes the window before forwarding to the widget.
-- Chromeless widgets have no chrome (no X), so we
-- must NOT hit-test the phantom close-zone — the
-- widget owns its full bounds.
if event.button == "left" and not win.opts.chromeless then
local cb = win._close_button_rect
if not cb then
cb = close_button_rect(b.x, b.y, b.w,
theme.padding, theme.font_size_title)
end
if event.x >= cb.x and event.x < cb.x + cb.w
and event.y >= cb.y and event.y < cb.y + cb.h then
M.close(widget_id)
return
end
end
local content = win._content_bounds
if not content then
if win.opts.chromeless then
content = { x = b.x, y = b.y, w = b.w, h = b.h }
else
local padding = theme.padding
local title_area_h = theme.font_size_title + padding * 2
content = {
x = b.x + padding,
y = b.y + title_area_h,
w = b.w - padding * 2,
h = b.h - title_area_h - padding,
}
end
end
local widget_ctx = {
bounds = content,
theme = M.get_theme(),
is_focused = (widget_id == open_order[#open_order]),
}
win.widget_def.handle_input(widget_ctx, event)
return
end
elseif event.kind == "wheel" then
-- Wheel routes to the focused (last-opened) window
-- regardless of tier — once we reach the focused id
-- in tier-walk order we forward and stop.
if widget_id == open_order[#open_order] then
local content = win._content_bounds
if not content then
if win.opts.chromeless then
content = { x = b.x, y = b.y, w = b.w, h = b.h }
else
local padding = theme.padding
local title_area_h = theme.font_size_title + padding * 2
content = {
x = b.x + padding,
y = b.y + title_area_h,
w = b.w - padding * 2,
h = b.h - title_area_h - padding,
}
end
end
local widget_ctx = {
bounds = content,
theme = M.get_theme(),
is_focused = true,
}
win.widget_def.handle_input(widget_ctx, event)
return
end
end
end
end
end
end
-- No window claimed the event. If any modal-block ("all") is open,
-- swallow the event so it does not reach the game-layer. Otherwise
-- drop it silently (modules read engine.input directly for canvas
-- interactions and can call panel.point_in_any_panel(x,y) to skip
-- clicks that fall within a panel area).
if saw_modal then return end
end
-- -----------------------------------------------------------------------
-- Public API (M declared at top of file so closures above can reference it)
-- -----------------------------------------------------------------------
-- -----------------------------------------------------------------------
-- Registry / Lifecycle
-- -----------------------------------------------------------------------
--- M.register(widget_id, widget_def, opts?)
--- Registers a new widget. widget_def must have:
--- .render(ctx) — function, called each render frame when widget is open
--- .handle_input(ctx, event) — function, called for each input event
--- .title — string, displayed in the panel title bar
--- Optional: .pause_on_open = true — makes is_pausing() return true while open.
---
--- opts is OPTIONAL. Accepted keys:
--- layout = "center" (default) | "left" | "right" | "top" | "bottom" |
--- "top-left" | "top-right" | "bottom-left" | "bottom-right" |
--- "left-half" | "right-half" | function(sw, sh) -> {x,y,w,h}
--- z_tier = "hud" | "normal" (default) | "top"
--- persistent = bool (default false) — if true, window auto-opens at
--- register-time and panel.close() without arg becomes a
--- no-op when it's focused (modder must close(id) explicit).
--- input_block = "none" | "self" | "all" — defaults per tier:
--- hud → "none", normal → "self", top → "all".
--- chromeless = false (default) | true — when true, suppresses the
--- panel-lib chrome (title-bar, border, X close-button).
--- Widget's render(ctx) draws into the full bounds
--- without panel-lib decoration. Useful for HUD-style
--- widgets that have their own visual design (status
--- bars, toolbars with their own theme).
function M.register(widget_id, widget_def, opts)
if type(widget_id) ~= "string" then
error("panel.register: widget_id must be a string, got " .. type(widget_id))
end
if type(widget_def) ~= "table" then
error("panel.register: widget_def must be a table, got " .. type(widget_def))
end
if type(widget_def.render) ~= "function" then
error("panel.register: widget_def.render must be a function")
end
if type(widget_def.handle_input) ~= "function" then
error("panel.register: widget_def.handle_input must be a function")
end
if type(widget_def.title) ~= "string" then
error("panel.register: widget_def.title must be a string")
end
if widgets[widget_id] ~= nil then
error("panel.register: duplicate widget_id '" .. widget_id .. "'")
end
opts = opts or {}
-- v0.3.0: validate z_tier + input_block eagerly so typos loud-error
-- at register-time (not at the next frame's render/dispatch).
if opts.z_tier ~= nil and not VALID_Z_TIERS[opts.z_tier] then
error(string.format(
"panel.register: unknown z_tier '%s' (must be hud|normal|top)",
tostring(opts.z_tier)), 2)
end
if opts.input_block ~= nil and not VALID_INPUT_BLOCK[opts.input_block] then
error(string.format(
"panel.register: unknown input_block '%s' (must be none|self|all)",
tostring(opts.input_block)), 2)
end
-- Validate opts.layout eagerly (so unknown-slot errors surface at register, not later).
local sw, sh = get_screen_size()
local _validation_bounds = resolve_bounds(opts.layout, sw, sh)
_ = _validation_bounds -- discard; bounds re-resolved per-frame to react to screen-resize
local z_tier = opts.z_tier or "normal"
local input_block = opts.input_block or DEFAULT_INPUT_BLOCK_BY_TIER[z_tier]
local persistent = opts.persistent == true
local chromeless = opts.chromeless == true
widgets[widget_id] = widget_def
windows[widget_id] = {
widget_def = widget_def,
opts = {
layout = opts.layout, -- nil OR string OR fn
z_tier = z_tier,
persistent = persistent,
input_block = input_block,
chromeless = chromeless,
},
open = false,
}
-- v0.3.0: persistent windows are open from register-time and pushed
-- onto open_order so they appear in render + hit-test immediately.
if persistent then
open_order[#open_order + 1] = widget_id
windows[widget_id].open = true
end
end
--- M.unregister(widget_id)
--- Removes a widget from the registry. If the widget is currently open,
--- closes the panel first (removes from open_order; clears ctx_menu if
--- this was the last-open window).
function M.unregister(widget_id)
if windows[widget_id] and windows[widget_id].open then
M.close(widget_id)
end
widgets[widget_id] = nil
windows[widget_id] = nil
end
--- M.open(widget_id)
--- Opens widget_id (adds to open_order; makes it the focused/topmost).
--- If already open, brings it to the front (re-pushes onto open_order top).
--- Loud-error if not registered.
function M.open(widget_id)
if widgets[widget_id] == nil then
error("panel.open: unknown widget_id '" .. tostring(widget_id) .. "' (register before open)")
end
local w = windows[widget_id]
if w.open then
-- Already open: bring to front (focus) within open_order.
local idx = find_in_array(open_order, widget_id)
if idx then
table.remove(open_order, idx)
end
end
open_order[#open_order + 1] = widget_id
w.open = true
end
--- M.close(widget_id?)
--- With id: closes that specific widget (DOES close persistent — explicit
--- modder action). Without id: closes the focused (= last-opened) for
--- v0.1.1 bw-compat — BUT v0.3.0 makes this a no-op when the focused
--- window is persistent (ESC-equivalent should not dismiss persistent
--- toolbars/HUDs).
function M.close(widget_id)
if widget_id == nil then
-- bw-compat: close focused
if #open_order == 0 then
-- v0.1.1: close() also cleared ctx_menu unconditionally
ctx_menu = nil
return
end
widget_id = open_order[#open_order]
-- v0.3.0: persistent windows are exempt from arg-less close
-- (so ESC / `panel.close()` cannot dismiss persistent panels).
if windows[widget_id] and windows[widget_id].opts.persistent then
return
end
end
local w = windows[widget_id]
if not w or not w.open then return end
-- Explicit close(id) DOES close persistent windows (modder-controlled).
w.open = false
local idx = find_in_array(open_order, widget_id)
if idx then table.remove(open_order, idx) end
-- Context-menu was attached to whatever was on top — clear it if our close
-- removed the focused window.
if #open_order == 0 then
ctx_menu = nil
end
end
--- M.toggle(widget_id)
--- If widget_id is currently open, closes it. Otherwise opens it.
function M.toggle(widget_id)
if M.is_open(widget_id) then
M.close(widget_id)
else
M.open(widget_id)
end
end
--- M.is_open(widget_id?) → bool
--- With id: is that specific widget open?
--- Without id: is any widget open? (v0.1.1 bw-compat)
function M.is_open(widget_id)
if widget_id == nil then
return #open_order > 0
end
local w = windows[widget_id]
return w ~= nil and w.open == true
end
--- M.is_pausing() → bool
--- Returns true if ANY open widget has pause_on_open=true.
function M.is_pausing()
for _, id in ipairs(open_order) do
local w = windows[id]
if w and w.widget_def.pause_on_open == true then
return true
end
end
return false
end
--- M.point_in_any_panel(x, y) → bool
--- Returns true if screen-coord (x,y) falls within the bounds of ANY
--- currently-open panel window (regardless of z_tier or input_block).
--- Intended for module-side canvas-click logic: modules read input
--- directly via engine.input.* but should skip canvas-paint when the
--- click landed within a panel-widget area. Returns false if no panels
--- are open.
function M.point_in_any_panel(x, y)
if #open_order == 0 then return false end
local sw, sh = get_screen_size()
for _, id in ipairs(open_order) do
local w = windows[id]
if w and w.open then
local b = resolve_bounds(w.opts.layout, sw, sh)
if x >= b.x and x < b.x + b.w
and y >= b.y and y < b.y + b.h then
return true
end
end
end
return false
end
-- -----------------------------------------------------------------------
-- Theme
-- -----------------------------------------------------------------------
--- M.set_theme(overrides)
--- Merges overrides into the active theme. Only keys declared in DEFAULT_THEME
--- are accepted; unknown keys loud-error with "unknown theme key '<k>'".
function M.set_theme(overrides)
if type(overrides) ~= "table" then
error("panel.set_theme: expected table, got " .. type(overrides))
end
for k, v in pairs(overrides) do
if DEFAULT_THEME[k] == nil then
error("panel.set_theme: unknown theme key '" .. tostring(k) .. "'")
end
theme[k] = v
end
end
--- M.get_theme() → table
--- Returns a shallow copy of the current theme.
function M.get_theme()
local copy = {}
for k, v in pairs(theme) do
copy[k] = v
end
return copy
end
-- -----------------------------------------------------------------------
-- Default-trigger binding
-- -----------------------------------------------------------------------
--- M.bind_default_trigger(key, widget_id)
--- Binds a keyboard key as the default toggle trigger for a widget.
--- key defaults to "tab" when nil. Lazy-requires lib-core.input to avoid
--- module-load-time circular dependency.
--- Multiple calls register independent triggers (each widget gets its own
--- input-action named "panel_toggle_<widget_id>" so bindings don't clobber).
--- Loud-error if widget_id is not registered ("register before bind").
function M.bind_default_trigger(key, widget_id)
if key == nil then key = "tab" end
if widgets[widget_id] == nil then
error("panel.bind_default_trigger: unknown widget_id '" .. tostring(widget_id)
.. "' (register before bind)")
end
local input = require("lib-core.input") -- lazy require: avoid load-time cycle
local action_name = "panel_toggle_" .. widget_id
input.bind(action_name, {key})
table.insert(triggers, { action_name = action_name, widget_id = widget_id })
end
-- -----------------------------------------------------------------------
-- Context-menu
-- -----------------------------------------------------------------------
--- M.show_context_menu(x, y, actions)
--- Pops up a context menu at (x, y) with the given actions array.
--- actions = array of {label=string, callback=function} entries.
--- Auto-repositions to stay within screen bounds.
function M.show_context_menu(x, y, actions)
if type(actions) ~= "table" or #actions == 0 then
error("panel.show_context_menu: actions must be a non-empty array of {label, callback} tables")
end
for i, action in ipairs(actions) do
if type(action) ~= "table" then
error("panel.show_context_menu: action #" .. i .. " must be a table")
end
if type(action.label) ~= "string" then
error("panel.show_context_menu: action #" .. i .. " must have a string label")
end
if type(action.callback) ~= "function" then
error("panel.show_context_menu: action #" .. i .. " must have a callback function")
end
end
local padding = theme.padding
local row_h = theme.row_height
local menu_w = estimate_menu_width(actions, padding)
local menu_h = #actions * row_h
local screen_w, screen_h = get_screen_size()
-- Auto-reposition: clamp so menu stays on screen
if x + menu_w > screen_w then x = screen_w - menu_w end
if x < 0 then x = 0 end
if y + menu_h > screen_h then y = screen_h - menu_h end
if y < 0 then y = 0 end
ctx_menu = {
x = x,
y = y,
w = menu_w,
h = menu_h,
actions = actions,
row_rects = {}, -- populated by build_ctx_menu_row_rects()
}
build_ctx_menu_row_rects()
end
-- -----------------------------------------------------------------------
-- Per-frame update + input dispatch
-- -----------------------------------------------------------------------
--- M.update(dt)
--- Must be called each game-update frame. Handles:
--- - Default-trigger key check (toggling bound widget)
--- - Mouse edge-detection for click events (dispatches on press, not hold)
--- - Mouse-wheel event dispatch
function M.update(dt)
-- Check all default triggers (lazy requires lib-core.input if any are bound)
if #triggers > 0 then
local input = require("lib-core.input")
for _, t in ipairs(triggers) do
if input.was_action_pressed(t.action_name) then
M.toggle(t.widget_id)
end
end
end
if #open_order == 0 then
-- Still need to update last_mouse_* state even when closed so that
-- opening mid-frame doesn't produce a spurious edge on the next frame.
if engine and engine.input then
last_mouse_left = engine.input.is_mouse_down(engine.input.MOUSE_LEFT)
last_mouse_right = engine.input.is_mouse_down(engine.input.MOUSE_RIGHT)
end
return
end
-- Read current mouse state
local mx, my = engine.input.get_mouse_pos()
local cur_left = engine.input.is_mouse_down(engine.input.MOUSE_LEFT)
local cur_right = engine.input.is_mouse_down(engine.input.MOUSE_RIGHT)
-- Edge-detect: pressed THIS frame (was up, now down)
local pressed_left = cur_left and not last_mouse_left
local pressed_right = cur_right and not last_mouse_right
if pressed_left then
_dispatch_event({ kind = "click", x = mx, y = my, button = "left" })
end
if pressed_right then
_dispatch_event({ kind = "click", x = mx, y = my, button = "right" })
end
-- Wheel dispatch
local wheel_amt = engine.input.get_mouse_wheel()
if wheel_amt ~= 0 then
_dispatch_event({ kind = "wheel", dy = wheel_amt })
end
-- Update last-state for next frame's edge-detection
last_mouse_left = cur_left
last_mouse_right = cur_right
end
-- -----------------------------------------------------------------------
-- Render
-- -----------------------------------------------------------------------
--- M.render()
--- Must be called each render frame. v0.3.0: iterates per-z-tier
--- (hud → normal → top) and within each tier walks open_order bottom-up
--- so HUD draws first (= background) and modal top tier draws last (=
--- topmost). Renders any open context-menu on top of all windows. No-op
--- if nothing is open.
function M.render()
if #open_order == 0 then return end
local sw, sh = get_screen_size()
for _, tier_name in ipairs(Z_TIER_ORDER) do
for _, widget_id in ipairs(open_order) do
local w = windows[widget_id]
if w and w.open and w.opts.z_tier == tier_name then
render_one_window(widget_id, w, sw, sh)
end
end
end
-- Context-menu (rendered on top of all windows + tiers)
if ctx_menu then
render_context_menu()
end
end
-- -----------------------------------------------------------------------
-- Test backdoors (v0.1.0 + v0.2.0 additions)
-- -----------------------------------------------------------------------
--- M._dispatch_event_for_test(event) — for tests only.
--- Direct passthrough to the internal _dispatch_event function so that
--- panel-test can simulate input events without a running game loop.
function M._dispatch_event_for_test(event)
_dispatch_event(event)
end
--- M._test_reset_all() — clears widgets + windows + open_order + ctx_menu.
--- Note: theme + triggers preserved across reset; tests that need
--- those reset should do it explicitly.
function M._test_reset_all()
widgets = {}
windows = {}
open_order = {}
ctx_menu = nil
end
--- M._test_get_open_ids() — returns array of currently-open ids in
--- open-order (last = focused).
function M._test_get_open_ids()
local out = {}
for i, id in ipairs(open_order) do out[i] = id end
return out
end
--- M._test_get_focused_id() — last-opened id, or nil.
function M._test_get_focused_id()
if #open_order == 0 then return nil end
return open_order[#open_order]
end
--- M._test_get_window_bounds(widget_id) — resolved bounds for an open
--- window, or nil if not open.
function M._test_get_window_bounds(widget_id)
local w = windows[widget_id]
if not w or not w.open then return nil end
local sw, sh = get_screen_size()
return resolve_bounds(w.opts.layout, sw, sh)
end
--- M._test_get_screen_size() — current screen size used by layouts.
function M._test_get_screen_size()
return get_screen_size()
end
--- M._test_get_render_order() — returns array of widget_ids in the
--- order M.render() would iterate them (per-tier hud→normal→top, within
--- tier in open_order). v0.3.0 addition.
function M._test_get_render_order()
local out = {}
for _, tier_name in ipairs(Z_TIER_ORDER) do
for _, widget_id in ipairs(open_order) do
local w = windows[widget_id]
if w and w.open and w.opts.z_tier == tier_name then
out[#out + 1] = widget_id
end
end
end
return out
end
--- M._test_get_input_block(widget_id) — returns the resolved
--- input_block string for an open window, or nil. v0.3.0 addition.
function M._test_get_input_block(widget_id)
local w = windows[widget_id]
if not w then return nil end
return w.opts.input_block
end
--- M._test_get_persistent(widget_id) — returns the persistent flag for
--- a registered window, or nil if not registered. v0.3.0 addition.
function M._test_get_persistent(widget_id)
local w = windows[widget_id]
if not w then return nil end
return w.opts.persistent
end
return M