554 lines
18 KiB
Lua
554 lines
18 KiB
Lua
---@class UIConstraints
|
||
---@field min_w number
|
||
---@field min_h number
|
||
---@field max_w number
|
||
---@field max_h number
|
||
|
||
local ui = {}
|
||
|
||
-- =============== Constraints helpers ===============
|
||
|
||
local function make_constraints(min_w, min_h, max_w, max_h)
|
||
return {
|
||
min_w = min_w or 0,
|
||
min_h = min_h or 0,
|
||
max_w = max_w or math.huge,
|
||
max_h = max_h or math.huge,
|
||
}
|
||
end
|
||
|
||
local function clamp(v, lo, hi)
|
||
if v < lo then return lo end
|
||
if v > hi then return hi end
|
||
return v
|
||
end
|
||
|
||
local function clamp_size(w, h, c)
|
||
return clamp(w, c.min_w, c.max_w), clamp(h, c.min_h, c.max_h)
|
||
end
|
||
|
||
local function loosen(c)
|
||
-- "loose" constraints (0..max), удобно для wrap-контейнеров/Align
|
||
return make_constraints(0, 0, c.max_w, c.max_h)
|
||
end
|
||
|
||
local function tighten(c, w, h)
|
||
-- exact (tight) constraints — зажимают размер ребёнка
|
||
w, h = clamp_size(w, h, c)
|
||
return make_constraints(w, h, w, h)
|
||
end
|
||
|
||
-- =============== Base elements ===============
|
||
|
||
--- @class Element
|
||
--- @field parent Element|nil
|
||
--- @field children Element[]
|
||
--- @field child Element|nil
|
||
--- @field origin Vec3
|
||
--- @field size Vec3
|
||
--- @field state table
|
||
local Element = {}
|
||
Element.__index = Element
|
||
|
||
function Element:new(props)
|
||
local o = setmetatable({}, self)
|
||
o.parent = nil
|
||
o.children = {}
|
||
o.origin = Vec3 { 0, 0, 0 }
|
||
o.size = Vec3 { 0, 0, 0 }
|
||
o.state = {}
|
||
if props then
|
||
-- Копируем "публичные" поля; Таблицы клонируем, если можно
|
||
for k, v in pairs(props) do
|
||
if type(v) == "table" then
|
||
o[k] = v.copy and v:copy() or v
|
||
else
|
||
o[k] = v
|
||
end
|
||
end
|
||
end
|
||
return o
|
||
end
|
||
|
||
---@param dt number
|
||
function Element:update(dt)
|
||
-- По умолчанию спускаем update вниз
|
||
for _, ch in ipairs(self.children or {}) do
|
||
ch:update(dt)
|
||
end
|
||
end
|
||
|
||
---@param constraints UIConstraints
|
||
function Element:layout(constraints)
|
||
-- Базовое поведение: размер = объединённый bbox детей (wrap-content)
|
||
local max_w, max_h = 0, 0
|
||
for _, ch in ipairs(self.children) do
|
||
ch:layout(loosen(constraints)) -- по умолчанию не заставляем детей растягиваться
|
||
max_w = math.max(max_w, ch.size.x)
|
||
max_h = math.max(max_h, ch.size.y)
|
||
end
|
||
local w, h = clamp_size(max_w, max_h, constraints)
|
||
self.size.x, self.size.y = w, h
|
||
end
|
||
|
||
---@param origin Vec3
|
||
function Element:arrange(origin)
|
||
-- Базово: ставим себя, а детей кладём в (0,0) внутри нас
|
||
self.origin = Vec3 { origin.x, origin.y, origin.z or 0 }
|
||
for _, ch in ipairs(self.children) do
|
||
ch:arrange(Vec3 { self.origin.x, self.origin.y, self.origin.z })
|
||
end
|
||
end
|
||
|
||
function Element:draw()
|
||
-- По умолчанию — только рисуем детей
|
||
for _, ch in ipairs(self.children) do
|
||
ch:draw()
|
||
end
|
||
end
|
||
|
||
-- =============== SingleChild / MultiChild базовые ===============
|
||
|
||
--- @class SingleChildElement: Element
|
||
local SingleChildElement = setmetatable({}, { __index = Element })
|
||
SingleChildElement.__index = SingleChildElement
|
||
|
||
function SingleChildElement:new(props)
|
||
local o = Element.new(self, props)
|
||
if o.child then
|
||
o.child.parent = o
|
||
o.children = { o.child }
|
||
end
|
||
return o
|
||
end
|
||
|
||
---@class MultiChildElement: Element
|
||
local MultiChildElement = setmetatable({}, { __index = Element })
|
||
MultiChildElement.__index = MultiChildElement
|
||
|
||
function MultiChildElement:new(props)
|
||
local o = Element.new(self, props)
|
||
o.children = o.children or o.children or {}
|
||
o.children = o.children -- ensure array
|
||
if props and props.children then
|
||
for _, ch in ipairs(props.children) do
|
||
ch.parent = o
|
||
end
|
||
end
|
||
return o
|
||
end
|
||
|
||
-- =============== Root ===============
|
||
|
||
---@class Root: SingleChildElement
|
||
local Root = setmetatable({}, { __index = SingleChildElement })
|
||
Root.__index = Root
|
||
|
||
function Root:new(props)
|
||
return SingleChildElement.new(self, props)
|
||
end
|
||
|
||
function Root:update(dt)
|
||
-- Root может делать глобальные обновления, но главное — спустить вниз
|
||
if self.child then self.child:update(dt) end
|
||
|
||
-- На каждом кадре делаем полный проход раскладки:
|
||
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
|
||
self.size = Vec3 { w, h, 0 }
|
||
local constraints = make_constraints(w, h, w, h) -- tight: размер окна
|
||
if self.child then
|
||
-- layout с точными ограничениями родителя
|
||
self.child:layout(loosen(constraints)) -- разрешаем контенту быть меньше окна
|
||
-- arrange кладём ребёнка в начало (0,0), а Align/др. уже выровняет внутри себя
|
||
self.child:arrange(Vec3 { 0, 0, 0 })
|
||
end
|
||
end
|
||
|
||
function Root:draw()
|
||
if self.child then self.child:draw() end
|
||
end
|
||
|
||
-- =============== Rectangle (leaf) ===============
|
||
|
||
---@class Rectangle: Element
|
||
---@field color number[] @ {r,g,b} 0..1
|
||
---@field size Vec3
|
||
local Rectangle = setmetatable({}, { __index = Element })
|
||
Rectangle.__index = Rectangle
|
||
|
||
function Rectangle:new(props)
|
||
local o = Element.new(self, props)
|
||
--- @cast o Rectangle
|
||
o.color = o.color or { 1, 1, 1 }
|
||
-- size должен быть задан; если нет — size = 0,0
|
||
o.size = o.size or Vec3 { 0, 0, 0 }
|
||
return o
|
||
end
|
||
|
||
function Rectangle:layout(constraints)
|
||
local w = self.size.x or 0
|
||
local h = self.size.y or 0
|
||
w, h = clamp_size(w, h, constraints)
|
||
self.size.x, self.size.y = w, h
|
||
end
|
||
|
||
function Rectangle:draw()
|
||
love.graphics.setColor(self.color[1], self.color[2], self.color[3], 1)
|
||
love.graphics.rectangle("fill", self.origin.x, self.origin.y, self.size.x, self.size.y)
|
||
-- Сброс цвета — по вкусу
|
||
end
|
||
|
||
-- =============== Align (single child) ===============
|
||
|
||
---@class Align: SingleChildElement
|
||
---@field alignment string "center_left" | "center" | "center_right" | "top_left" | "top_center" | "top_right" | "bottom_left" | "bottom_center" | "bottom_right"
|
||
---@field expand boolean если true — занимает все доступное от родителя
|
||
local Align = setmetatable({}, { __index = SingleChildElement })
|
||
Align.__index = Align
|
||
|
||
function Align:new(props)
|
||
local o = SingleChildElement.new(self, props)
|
||
---@cast o Align
|
||
o.alignment = o.alignment or "center"
|
||
o.expand = (o.expand ~= nil) and o.expand or true -- по умолчанию растягиваемся под родителя
|
||
return o
|
||
end
|
||
|
||
function Align:layout(constraints)
|
||
if self.child then
|
||
-- Ребёнка считаем "loose" — пусть занимает сколько хочет
|
||
self.child:layout(loosen(constraints))
|
||
if self.expand then
|
||
-- Сам Align займет максимум
|
||
self.size.x, self.size.y = clamp_size(constraints.max_w, constraints.max_h, constraints)
|
||
else
|
||
-- Или же wrap по ребёнку
|
||
local w, h = self.child.size.x, self.child.size.y
|
||
self.size.x, self.size.y = clamp_size(w, h, constraints)
|
||
end
|
||
else
|
||
self.size.x, self.size.y = clamp_size(0, 0, constraints)
|
||
end
|
||
end
|
||
|
||
function Align:arrange(origin)
|
||
self.origin = Vec3 { origin.x, origin.y, origin.z or 0 }
|
||
if not self.child then return end
|
||
|
||
local pw, ph = self.size.x, self.size.y
|
||
local cw, ch = self.child.size.x, self.child.size.y
|
||
local x, y = self.origin.x, self.origin.y
|
||
|
||
--- @todo сделать красиво
|
||
if self.alignment == "center" then
|
||
x = x + (pw - cw) / 2
|
||
y = y + (ph - ch) / 2
|
||
elseif self.alignment == "center_left" then
|
||
y = y + (ph - ch) / 2
|
||
elseif self.alignment == "center_right" then
|
||
x = x + (pw - cw)
|
||
y = y + (ph - ch) / 2
|
||
elseif self.alignment == "top_left" then
|
||
-- x,y остаются
|
||
elseif self.alignment == "top_center" then
|
||
x = x + (pw - cw) / 2
|
||
elseif self.alignment == "top_right" then
|
||
x = x + (pw - cw)
|
||
elseif self.alignment == "bottom_left" then
|
||
y = y + (ph - ch)
|
||
elseif self.alignment == "bottom_center" then
|
||
y = y + (ph - ch)
|
||
x = x + (pw - cw) / 2
|
||
elseif self.alignment == "bottom_right" then
|
||
x = x + (pw - cw)
|
||
y = y + (ph - ch)
|
||
else
|
||
-- неизвестное — по центру
|
||
x = x + (pw - cw) / 2
|
||
y = y + (ph - ch) / 2
|
||
end
|
||
|
||
self.child:arrange(Vec3 { x, y, self.origin.z })
|
||
end
|
||
|
||
-- =============== Row / Column (multi) ===============
|
||
|
||
-- helper: прочитать flex у ребёнка (если есть)
|
||
local function get_flex_of(ch)
|
||
return (ch.get_flex and ch:get_flex()) or 0
|
||
end
|
||
|
||
---@class Row: MultiChildElement
|
||
---@field gap number расстояние между детьми
|
||
local Row = setmetatable({}, { __index = MultiChildElement })
|
||
Row.__index = Row
|
||
|
||
function Row:new(props)
|
||
local o = MultiChildElement.new(self, props)
|
||
---@cast o Row
|
||
o.gap = o.gap or 0
|
||
return o
|
||
end
|
||
|
||
function Row:layout(constraints)
|
||
local total_gap = (#self.children > 1) and (self.gap * (#self.children - 1)) or 0
|
||
|
||
local fixed_w, max_h = 0, 0
|
||
local flex_children, total_flex = {}, 0
|
||
local loose = loosen(constraints)
|
||
|
||
-- проход 1: меряем нефлекс-детей, собираем флекс-список
|
||
for _, ch in ipairs(self.children) do
|
||
local f = get_flex_of(ch)
|
||
if f > 0 then
|
||
total_flex = total_flex + f
|
||
flex_children[#flex_children + 1] = { node = ch, flex = f }
|
||
else
|
||
ch:layout(loose)
|
||
fixed_w = fixed_w + ch.size.x
|
||
if ch.size.y > max_h then max_h = ch.size.y end
|
||
end
|
||
end
|
||
|
||
local min_row_w = fixed_w + total_gap
|
||
local wants_expand = total_flex > 0
|
||
|
||
-- КЛЮЧ: если есть флекс → растягиваемся до доступного max_w
|
||
local candidate = wants_expand and constraints.max_w or min_row_w
|
||
local target_w = clamp(candidate, math.max(min_row_w, constraints.min_w), constraints.max_w)
|
||
local remaining = math.max(0, target_w - min_row_w)
|
||
|
||
-- проход 2: раздаём остаток флекс-детям (tight по ширине)
|
||
if total_flex > 0 and remaining > 0 then
|
||
local acc = 0
|
||
for i, item in ipairs(flex_children) do
|
||
local alloc = (i == #flex_children)
|
||
and (remaining - acc) -- последний добирает остаток для суммирования в точности в target_w
|
||
or (remaining * item.flex / total_flex)
|
||
acc = acc + alloc
|
||
local c = make_constraints(alloc, 0, alloc, loose.max_h)
|
||
item.node:layout(c)
|
||
if item.node.size.y > max_h then max_h = item.node.size.y end
|
||
end
|
||
else
|
||
-- даже если remaining==0, флекс-детей всё равно надо промерить (tight нулевой шириной)
|
||
for _, item in ipairs(flex_children) do
|
||
local c = make_constraints(0, 0, 0, loose.max_h)
|
||
item.node:layout(c)
|
||
if item.node.size.y > max_h then max_h = item.node.size.y end
|
||
end
|
||
end
|
||
|
||
self.size.x, self.size.y = target_w, clamp(max_h, constraints.min_h, constraints.max_h)
|
||
end
|
||
|
||
function Row:arrange(origin)
|
||
self.origin = Vec3 { origin.x, origin.y, origin.z or 0 }
|
||
local cursor_x = self.origin.x
|
||
local y_base = self.origin.y
|
||
|
||
for i, ch in ipairs(self.children) do
|
||
-- Вертикальное выравнивание: по базовой линии (top). Можно прокачать до "center" / "bottom".
|
||
ch:arrange(Vec3 { cursor_x, y_base, self.origin.z })
|
||
cursor_x = cursor_x + ch.size.x + (i < #self.children and self.gap or 0)
|
||
end
|
||
end
|
||
|
||
---@class Column: MultiChildElement
|
||
---@field gap number
|
||
local Column = setmetatable({}, { __index = MultiChildElement })
|
||
Column.__index = Column
|
||
|
||
function Column:new(props)
|
||
local o = MultiChildElement.new(self, props)
|
||
--- @cast o Column
|
||
o.gap = o.gap or 0
|
||
return o
|
||
end
|
||
|
||
function Column:layout(constraints)
|
||
local total_gap = (#self.children > 1) and (self.gap * (#self.children - 1)) or 0
|
||
|
||
local fixed_h, max_w = 0, 0
|
||
local flex_children, total_flex = {}, 0
|
||
local loose = loosen(constraints)
|
||
|
||
for _, ch in ipairs(self.children) do
|
||
local f = get_flex_of(ch)
|
||
if f > 0 then
|
||
total_flex = total_flex + f
|
||
flex_children[#flex_children + 1] = { node = ch, flex = f }
|
||
else
|
||
ch:layout(loose)
|
||
fixed_h = fixed_h + ch.size.y
|
||
if ch.size.x > max_w then max_w = ch.size.x end
|
||
end
|
||
end
|
||
|
||
local min_col_h = fixed_h + total_gap
|
||
local wants_expand = (total_flex > 0)
|
||
local candidate = wants_expand and constraints.max_h or min_col_h
|
||
local target_h = clamp(candidate, math.max(min_col_h, constraints.min_h), constraints.max_h)
|
||
local remaining = math.max(0, target_h - min_col_h)
|
||
|
||
if total_flex > 0 and remaining > 0 then
|
||
local acc = 0
|
||
for i, item in ipairs(flex_children) do
|
||
local alloc = (i == #flex_children)
|
||
and (remaining - acc)
|
||
or (remaining * item.flex / total_flex)
|
||
acc = acc + alloc
|
||
local c = make_constraints(0, alloc, loose.max_w, alloc)
|
||
item.node:layout(c)
|
||
if item.node.size.x > max_w then max_w = item.node.size.x end
|
||
end
|
||
else
|
||
for _, item in ipairs(flex_children) do
|
||
local c = make_constraints(0, 0, loose.max_w, 0)
|
||
item.node:layout(c)
|
||
if item.node.size.x > max_w then max_w = item.node.size.x end
|
||
end
|
||
end
|
||
|
||
self.size.x, self.size.y = clamp(max_w, constraints.min_w, constraints.max_w), target_h
|
||
end
|
||
|
||
function Column:arrange(origin)
|
||
self.origin = Vec3 { origin.x, origin.y, origin.z or 0 }
|
||
local x_base = self.origin.x
|
||
local cursor_y = self.origin.y
|
||
|
||
for i, ch in ipairs(self.children) do
|
||
ch:arrange(Vec3 { x_base, cursor_y, self.origin.z })
|
||
cursor_y = cursor_y + ch.size.y + (i < #self.children and self.gap or 0)
|
||
end
|
||
end
|
||
|
||
-----------------------------------------------------------------
|
||
|
||
---@class Expanded: SingleChildElement
|
||
---@field flex integer -- коэффициент флекса (>=1)
|
||
local Expanded = setmetatable({}, { __index = SingleChildElement })
|
||
Expanded.__index = Expanded
|
||
|
||
---@param props { flex?: integer, child?: Element }|nil
|
||
---@return Expanded
|
||
function Expanded:new(props)
|
||
local o = SingleChildElement.new(self, props)
|
||
---@cast o Expanded
|
||
o.flex = (o.flex and math.max(1, math.floor(o.flex))) or 1
|
||
return o
|
||
end
|
||
|
||
function Expanded:get_flex()
|
||
return self.flex
|
||
end
|
||
|
||
function Expanded:layout(constraints)
|
||
if self.child then
|
||
self.child:layout(constraints)
|
||
-- Становимся размером с ребёнка с учётом ограничений
|
||
local w, h = self.child.size.x, self.child.size.y
|
||
w, h = clamp_size(w, h, constraints)
|
||
self.size.x, self.size.y = w, h
|
||
else
|
||
-- Пустой Expanded — просто занимает выделенное родителем место (можно для Spacer)
|
||
local w, h = clamp_size(0, 0, constraints)
|
||
self.size.x, self.size.y = w, h
|
||
end
|
||
end
|
||
|
||
function Expanded:arrange(origin)
|
||
self.origin = Vec3 { origin.x, origin.y, origin.z or 0 }
|
||
if self.child then
|
||
self.child:arrange(self.origin)
|
||
end
|
||
end
|
||
|
||
-- =============== Padding (single child) ===============
|
||
|
||
---@class Padding: SingleChildElement
|
||
---@field padding {left?: number, right?: number, top?: number, bottom?: number}
|
||
local Padding = setmetatable({}, { __index = SingleChildElement })
|
||
Padding.__index = Padding
|
||
|
||
---@param props { padding?: {left?: number, right?: number, top?: number, bottom?: number}, child?: Element }|nil
|
||
---@return Padding
|
||
function Padding:new(props)
|
||
local o = SingleChildElement.new(self, props)
|
||
---@cast o Padding
|
||
local p = o.padding or {}
|
||
o.padding = {
|
||
left = tonumber(p.left) or 0,
|
||
right = tonumber(p.right) or 0,
|
||
top = tonumber(p.top) or 0,
|
||
bottom = tonumber(p.bottom) or 0,
|
||
}
|
||
return o
|
||
end
|
||
|
||
function Padding:layout(constraints)
|
||
local L = self.padding.left
|
||
local R = self.padding.right
|
||
local T = self.padding.top
|
||
local B = self.padding.bottom
|
||
local hp = L + R
|
||
local vp = T + B
|
||
|
||
-- Вычитаем паддинги из ограничений для ребёнка
|
||
local child_min_w = math.max(0, constraints.min_w - hp)
|
||
local child_min_h = math.max(0, constraints.min_h - vp)
|
||
local child_max_w = math.max(0, constraints.max_w - hp)
|
||
local child_max_h = math.max(0, constraints.max_h - vp)
|
||
local child_c = make_constraints(child_min_w, child_min_h, child_max_w, child_max_h)
|
||
|
||
if self.child then
|
||
self.child:layout(child_c)
|
||
local w = self.child.size.x + hp
|
||
local h = self.child.size.y + vp
|
||
self.size.x, self.size.y = clamp_size(w, h, constraints)
|
||
else
|
||
-- Нет ребёнка: размер равен сумме паддингов (с учётом ограничений)
|
||
self.size.x, self.size.y = clamp_size(hp, vp, constraints)
|
||
end
|
||
end
|
||
|
||
function Padding:arrange(origin)
|
||
self.origin = Vec3 { origin.x, origin.y, origin.z or 0 }
|
||
if not self.child then return end
|
||
local L = self.padding.left
|
||
local T = self.padding.top
|
||
self.child:arrange(Vec3 { self.origin.x + L, self.origin.y + T, self.origin.z })
|
||
end
|
||
|
||
-- =============== Public constructors (callable) ===============
|
||
|
||
local function mk_ctor(class)
|
||
-- Сохраняем существующую метатаблицу (в ней уже есть __index на родителя!)
|
||
local mt = getmetatable(class) or {}
|
||
mt.__call = function(_, props)
|
||
return class:new(props or {})
|
||
end
|
||
setmetatable(class, mt)
|
||
return class
|
||
end
|
||
|
||
ui.Element = Element
|
||
ui.Root = mk_ctor(Root)
|
||
ui.Align = mk_ctor(Align)
|
||
ui.Row = mk_ctor(Row)
|
||
ui.Column = mk_ctor(Column)
|
||
ui.Rectangle = mk_ctor(Rectangle)
|
||
ui.Expanded = mk_ctor(Expanded)
|
||
ui.Padding = mk_ctor(Padding)
|
||
|
||
-- Экспорт вспомогательных, если пригодится
|
||
ui.constraints = {
|
||
make = make_constraints,
|
||
loosen = loosen,
|
||
tighten = tighten,
|
||
clamp_size = clamp_size,
|
||
}
|
||
|
||
return ui
|