- Rewrite §Scope from v0.1.0 to v0.2.0: lists multi-active + layout-slots as supported; restages deferred items per phase. - Replace "active" with "open"/"focused" in API prose for unregister + update + render (no scalar `active` exists in v0.2.0). - Add cross-ref under panel.open noting the v0.2.0 behavioral change (open does not auto-close other panels). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
432 lines
14 KiB
Markdown
432 lines
14 KiB
Markdown
# lib-core.panel
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Generic overlay-panel framework. v0.2.0 supports multiple panels open at
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the same time with 11 named layout-slot templates + custom-fn hook for
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bespoke positioning. Handles input dispatch (mouse click + wheel,
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edge-detected with reverse-open-order hit-test), renders titled panel
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overlays, and supports a context-menu layer on top. Designed as the glue
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layer between game modules and the engine render/input surfaces.
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The single-active model from v0.1.1 is preserved as a backward-
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compatibility shim — `panel.open(id)`, `panel.close()`, `panel.is_open()`
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without an id-arg keep their old semantics.
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**Version:** 0.2.0
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**Lib-ID:** lib-core.panel
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**Requires:** engine.render.*, engine.input.*, lib-core.input (lazy, for default-trigger)
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**Tags:** panel, overlay, ui, input, context-menu
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## Topology
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<!-- topology:start (auto-generated; do not edit) -->
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```mermaid
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graph LR
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this["lib-core.panel"]
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engine_render["engine.render.*"]
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engine_input["engine.input.*"]
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lib_core_input["lib-core.input"]
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this --> engine_render
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this --> engine_input
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this -.->|lazy| lib_core_input
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```
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<!-- topology:end -->
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## Scope (v0.2.0)
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v0.2.0 ships multi-active panels with layout-slot positioning,
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preserving full backward-compatibility with v0.1.1's single-active
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callers via shim semantics. The lib is the generic UI-Framework
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substrate — domain-free per ADR-0001/ADR-0049, consumed by Display-
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Libs (inventory-list-display, crafting-display, notify-display) and
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modules (vagrant-skeleton).
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### Supported (v0.2.0)
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- Multi-active panels: multiple windows open simultaneously, each
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rendered + hit-tested independently.
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- 11 layout-slot templates (center, left, right, top, bottom, four
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corners, left-half, right-half) for common positioning.
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- Custom layout-fn hook `function(sw, sh) -> {x,y,w,h}` for bespoke
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positioning (HUD elements, status displays, custom tool UIs).
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- Bw-Compat-Shim: v0.1.1 `register(id, widget)` ohne opts works
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unchanged; `close()`/`is_open()` ohne arg map to focused = last-
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opened.
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- Theme system: shared theme via `set_theme`/`get_theme` (unchanged).
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- Context-menu via `show_context_menu` (unchanged).
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- Default-trigger key-binding via `bind_default_trigger` (unchanged).
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### Deferred (v0.3.0+)
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- Z-order tiers (hud / normal / top) for layered rendering.
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- Persistent windows (always-open, exempt from ESC-close).
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- Input-block modes (none/self/all) for pass-through vs modal capture.
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- Map-editor-style multi-region UI as first-class persistent widgets.
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### Deferred (v0.4.0+)
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- Click-to-focus and explicit focus()/raise()/lower() API.
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- Drag-by-title-bar (draggable opt).
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- Resize-by-corner (resizable opt).
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- min/max-size constraints + screen-clamp.
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### Deferred (post-v0.4.0)
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- Window-decoration themes (per-window title-bar styles).
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- Touch/mobile input adaptation.
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- Window animations (slide-in, fade-in).
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- Window groups / tabbed-windows / MDI parent-child hierarchies.
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- Save/load of window-bounds across sessions.
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## API
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### `panel.register(widget_id, widget_def, opts?)`
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**Syntax:** `panel.register(widget_id: string, widget_def: table, opts?: table) -> void`
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`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](#v020--multi-active--layout-slots) section below for the full slot table.
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**Example:**
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```lua
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panel.register("inventory", {
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title = "Inventory",
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pause_on_open = true,
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render = function(ctx)
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-- ctx.bounds = {x, y, w, h}; ctx.theme; ctx.is_focused
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engine.render.draw_text("(empty)", ctx.bounds.x, ctx.bounds.y,
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ctx.theme.font_size_body, ctx.theme.text_color)
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end,
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handle_input = function(ctx, event)
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-- event.kind = "click"|"wheel"
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-- event.x, event.y, event.button (click only)
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-- event.dy (wheel only)
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end,
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})
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```
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Registers a widget in the panel registry. `widget_def.render` and
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`widget_def.handle_input` must be functions; `widget_def.title` must be a
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string. Loud-error on duplicate `widget_id` or missing required fields.
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---
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### `panel.unregister(widget_id)`
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**Syntax:** `panel.unregister(widget_id: string) -> void`
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Removes the widget from the registry. If the widget is currently open,
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closes it first (removes from open_order; clears any open context-menu
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if it was the last open window).
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---
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### `panel.open(widget_id)`
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**Syntax:** `panel.open(widget_id: string) -> void`
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Opens `widget_id`. The window is pushed onto the top of `open_order`
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(becomes focused). Other open windows remain open. If `widget_id` is
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already open, it is brought to the front (re-focused). Loud-error if
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`widget_id` has not been registered.
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**v0.2.0 change:** `open(id)` no longer closes other open panels.
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Multiple panels can be visible simultaneously. See §Bw-Compat Guarantee
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below for the migration recipe.
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---
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### `panel.close(widget_id?)`
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**Syntax:** `panel.close(widget_id?: string) -> void`
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With `widget_id`: closes that specific window. Without arg (v0.1.1
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bw-compat): closes the focused (last-opened) window. Clears any open
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context-menu when the last open window is closed.
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---
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### `panel.toggle(widget_id)`
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**Syntax:** `panel.toggle(widget_id: string) -> void`
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If `widget_id` is currently open, closes it. Otherwise opens it. Handy
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for key-binding toggle semantics without manual state tracking.
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---
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### `panel.is_open(widget_id?)`
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**Syntax:** `panel.is_open(widget_id?: string) -> bool`
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With `widget_id`: returns `true` iff that specific window is currently
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open. Without arg (v0.1.1 bw-compat): returns `true` if ANY window is
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open.
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---
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### `panel.is_pausing()`
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**Syntax:** `panel.is_pausing() -> bool`
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Returns `true` if ANY currently-open window has `pause_on_open = true`.
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Modules can use this to gate their update loop (skip physics/AI while a
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pausing panel is open).
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---
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### `panel.set_theme(overrides)`
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**Syntax:** `panel.set_theme(overrides: table) -> void`
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**Example:**
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```lua
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panel.set_theme({
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bg_color = 0x101010F8,
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padding = 12,
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font_size_body = 16,
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})
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```
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Merges `overrides` into the active theme. Only keys declared in
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`DEFAULT_THEME` are accepted (capability-by-declaration). Loud-error on
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any unknown key with message `"panel.set_theme: unknown theme key '<k>'"`.
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---
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### `panel.get_theme()`
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**Syntax:** `panel.get_theme() -> table`
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Returns a shallow copy of the current merged theme. Safe to store; does
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not alias internal state.
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---
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### `panel.bind_default_trigger(key, widget_id)`
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**Syntax:** `panel.bind_default_trigger(key: string|nil, widget_id: string) -> void`
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**Example:**
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```lua
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panel.register("inventory", { ... })
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panel.bind_default_trigger("tab", "inventory")
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-- or: panel.bind_default_trigger(nil, "inventory") -- defaults to "tab"
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```
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Binds a keyboard key as the default toggle trigger for `widget_id`. `key`
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defaults to `"tab"` when `nil`. Lazy-requires `lib-core.input` to avoid
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module-load-time cycles. Loud-error if `widget_id` is not registered.
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---
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### `panel.update(dt)`
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**Syntax:** `panel.update(dt: number) -> void`
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Must be called each game-update frame. Checks the default trigger key,
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reads mouse state, emits edge-detected click events (left and right
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independently), and dispatches wheel events. No-ops if no panels are open
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(but still tracks mouse state to avoid spurious edges on next open).
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---
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### `panel.render()`
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**Syntax:** `panel.render() -> void`
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Must be called each render frame (inside the engine render phase). Draws
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the panel background, border, and title, then invokes `widget_def.render(ctx)`.
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If a context-menu is open, renders it on top. No-op if no panels are open.
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---
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### `panel.show_context_menu(x, y, actions)`
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**Syntax:** `panel.show_context_menu(x: number, y: number, actions: table) -> void`
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**Example:**
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```lua
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panel.show_context_menu(event.x, event.y, {
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{ label = "Use", callback = function(info) use_item() end },
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{ label = "Drop", callback = function(info) drop_item() end },
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})
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```
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Pops up a context-menu at `(x, y)`. `actions` must be a non-empty array of
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`{label: string, callback: function}` tables. Auto-repositions to remain
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within the screen boundary. The callback receives `{close_menu: function}`
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(which is a no-op in v0.1 since the menu closes itself before invoking the
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callback). Click outside any row auto-closes the menu.
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---
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### `panel._dispatch_event_for_test(event)` — for tests only
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**Syntax:** `panel._dispatch_event_for_test(event: table) -> void`
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Direct passthrough to the internal `_dispatch_event` function. Allows
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test-modules to simulate input events without a running game loop (since
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`M.update` is not exercised headless).
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---
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## v0.2.0 — Multi-Active + Layout-Slots
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Multiple panels can now be open at the same time. The previous
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single-active model is preserved as the default for v0.1.1 callers via
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a backward-compatibility shim.
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### Layout-Slots
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`panel.register(id, widget_def, {layout = ...})` accepts:
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- `nil` → `"center"` default.
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- One of the 11 named templates (see table below).
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- A custom function `function(sw, sh) -> {x, y, w, h}` for bespoke
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positioning (HP-bar, status-display, etc.).
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| Slot | x | y | w | h |
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|---|---|---|---|---|
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| `"center"` (default) | 25% sw | 20% sh | 50% sw | 60% sh |
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| `"left"` | 0 | 0 | 40% sw | sh |
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| `"right"` | 60% sw | 0 | 40% sw | sh |
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| `"top"` | 0 | 0 | sw | 30% sh |
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| `"bottom"` | 0 | 70% sh | sw | 30% sh |
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| `"top-left"` | 0 | 0 | 40% sw | 50% sh |
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| `"top-right"` | 60% sw | 0 | 40% sw | 50% sh |
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| `"bottom-left"` | 0 | 50% sh | 40% sw | 50% sh |
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| `"bottom-right"` | 60% sw | 50% sh | 40% sw | 50% sh |
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| `"left-half"` | 0 | 0 | 50% sw | sh |
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| `"right-half"` | 50% sw | 0 | 50% sw | sh |
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Unknown slot-name strings raise a loud-error at `panel.register` (so
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typos surface immediately, not in the next frame's render). Custom
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functions that error at runtime fall back to `"center"` with an
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`engine.print` warning.
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Bounds are re-resolved every render frame, so layout-slots react to
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screen-resizes automatically.
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### Multi-Active API
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- `panel.open(id)` — opens; does NOT close other open panels. If already
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open, brings to front (re-focused).
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- `panel.close(id)` — closes that specific id.
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- `panel.close()` — bw-compat: closes the focused (last-opened) panel.
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- `panel.is_open(id)` — id-specific.
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- `panel.is_open()` — bw-compat: any panel open.
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- `panel.is_pausing()` — true if ANY open panel has `pause_on_open=true`.
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### Hit-Test Order
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Input events dispatch through panels in **reverse open-order** (last-
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opened first). A click that hits a panel's bounds is consumed by that
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panel and not propagated further. A click that misses all panels is
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dropped (v0.2.0 does not route to game; v0.3+ may add that).
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Wheel events route to the focused (last-opened) panel only.
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### Bw-Compat Guarantee
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All v0.1.1 callers (`register(id, widget)` without opts, `open(id)`,
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`close()`, `is_open()`) keep their existing semantics. The one
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behavioral change: `panel.open(A)` followed by `panel.open(B)` now
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leaves BOTH open instead of replacing A.
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If you relied on the v0.1.1 "open(B) closes A" behavior, call
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`panel.close()` before `panel.open(B)` to keep the single-active idiom.
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### Test backdoors (v0.2.0 additions)
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- `panel._test_reset_all()` — clears widgets + windows + open_order +
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ctx_menu (theme + triggers preserved).
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- `panel._test_get_open_ids()` — array of currently-open ids in
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open-order (last = focused).
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- `panel._test_get_focused_id()` — last-opened id, or nil.
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- `panel._test_get_window_bounds(id)` — resolved `{x,y,w,h}` for an open
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window, or nil if not open.
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- `panel._test_get_screen_size()` — current screen size used by layouts.
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## Theme Schema
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| Key | Default | Description |
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|-----|---------|-------------|
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| `bg_color` | `0x202020F0` | Panel background (RGBA packed) |
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| `border_color` | `0x808080FF` | Panel border |
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| `text_color` | `0xE0E0E0FF` | Primary text |
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| `text_color_dim` | `0xA0A0A0FF` | Dimmed / secondary text |
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| `selection_color` | `0x404080FF` | Row / item selection highlight |
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| `context_menu_bg` | `0x303030F8` | Context-menu background |
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| `context_menu_hover` | `0x404060FF` | Context-menu row hover |
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| `font_size_title` | `18` | Title bar font size (px) |
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| `font_size_body` | `14` | Content font size (px) |
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| `padding` | `8` | Inner padding (px) |
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| `row_height` | `24` | Row height for lists / menus (px) |
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| `panel_width_frac` | `0.5` | Panel width as fraction of screen |
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| `panel_height_frac` | `0.7` | Panel height as fraction of screen |
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## Widget-Lifecycle-Contract
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Widget `render(ctx)` is called each render frame while the widget is open.
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Widget `handle_input(ctx, event)` is called for each dispatched input event.
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Both receive a `ctx` table:
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```lua
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ctx = {
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bounds = {
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x = number, -- content area top-left x
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y = number, -- content area top-left y
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w = number, -- content area width
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h = number, -- content area height
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},
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theme = table, -- current merged theme (read-only by convention)
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is_focused = bool, -- true when this widget is the focused one (last-opened)
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}
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```
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The `event` table passed to `handle_input`:
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```lua
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-- Mouse click:
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event = { kind = "click", x = number, y = number, button = "left"|"right" }
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-- Mouse wheel:
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event = { kind = "wheel", dy = number } -- dy > 0 = scroll up, dy < 0 = scroll down
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```
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Context-menu intercepts clicks before they reach `handle_input`. The widget
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calls `panel.show_context_menu(x, y, actions)` from within `handle_input`
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when a right-click (or any application-specific trigger) warrants a menu.
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## Glue-Pattern
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Minimal module setup (copy-paste-able):
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```lua
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local panel = require("lib-core.panel")
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-- 1. Register your widget once (e.g. in module init or M.load)
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panel.register("inventory", {
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title = "Inventory",
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pause_on_open = true,
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render = function(ctx) inventory_ui.draw(ctx) end,
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handle_input = function(ctx, event) inventory_ui.on_input(ctx, event) end,
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})
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-- 2. Bind a toggle key (optional; defaults to Tab)
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panel.bind_default_trigger("i", "inventory")
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-- 3. Wire into your module's update + render
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function M.update(dt)
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panel.update(dt)
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if not panel.is_pausing() then
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-- normal game logic here
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end
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end
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function M.render()
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-- ... draw world ...
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panel.render() -- draws panel overlay on top
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end
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```
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