_dispatch_event captures M at closure-definition time; with M declared further down the file, the capture resolved to global M (nil), causing 'attempt to index a nil value (global M)' every frame the panel was open and a mouse event was dispatched. Hoisting the table declaration above the dispatch helpers fixes the resolution at compile time.
lib-core.panel
Generic overlay-panel framework. Manages a single active widget at a time, handles input dispatch (mouse click + wheel, edge-detected), renders a titled panel overlay, and supports a context-menu layer. Designed as the glue layer between game modules and the engine render/input surfaces.
Version: 0.1.0 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)
Syntax: panel.register(widget_id: string, widget_def: table) -> void
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
Sets widget_id as the active widget. Loud-error if widget_id has not
been registered.
panel.close()
Syntax: panel.close() -> void
Closes the active widget and clears any open context-menu.
panel.toggle(widget_id)
Syntax: panel.toggle(widget_id: string) -> void
If widget_id is currently active, closes it. Otherwise opens it. Handy
for key-binding toggle semantics without manual state tracking.
panel.is_open()
Syntax: panel.is_open() -> bool
Returns true if any widget is currently active.
panel.is_pausing()
Syntax: panel.is_pausing() -> bool
Returns true if the active widget has pause_on_open = true. Modules
can use this to gate their update loop (skip physics/AI while 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).
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