mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:30:59 +02:00
update tests/lib
This commit is contained in:
@@ -117,6 +117,20 @@ function StadiumInstall.romHint()
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return base .. "/" .. StadiumInstall.ROM_DIR
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end
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-- The same thing with a FILENAME on the end, which is what a player actually
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-- needs: a folder alone leaves them guessing what to call the file, and the
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-- guess is not obviously "baserom.z64".
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--
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-- Taken from the head of NAMED rather than retyped, so the name shown is by
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-- construction the first name looked for. It is not the ONLY one that works
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-- -- `.n64` and `.v64` are accepted, and so is any other name carrying one
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-- of those extensions -- but an instruction that names one file is one a
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-- player can follow, and an instruction that lists every possibility is one
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-- they have to interpret.
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function StadiumInstall.romHintFile()
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return StadiumInstall.romHint() .. "/" .. (NAMED[1]:match("[^/]+$") or "")
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end
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-- ------- the marker
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local function readMarker()
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+85
-17
@@ -96,26 +96,42 @@ local function commandOutput(cmd)
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return (out ~= "") and out or nil
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end
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-- ------- can this machine open one at all
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-- ------- can this machine open a DIALOG
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--
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-- Desktop only, and honestly so. On ANDROID the picker is a native bridge
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-- (love.system.pickFile) whose kind -> filename mapping is a fixed list of
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-- three in the engine's own C++, and an unrecognised kind falls through to
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-- `picked_rom.gb` -- which is the file the engine's Game Boy importer is
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-- watching. Calling it for a 32 MB N64 ROM would hand that to the wrong
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-- importer, so it is not called.
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-- Desktop only, and honestly so.
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--
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-- Android does not need it as badly, either: conf.lua points the save
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-- directory at the app's external-files folder, so `baseroms/` there is
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-- reachable over USB or any file manager with no root and no permission
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-- prompt, which is the flow the engine's own comment describes for
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-- picker-less builds.
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function StadiumRomPick.available()
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-- On ANDROID the picker is a native bridge (love.system.pickFile) whose
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-- kind -> filename mapping is a fixed list of three in the engine's own C++,
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-- and an unrecognised kind falls through to `picked_rom.gb`. That is not
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-- merely the wrong name -- it is the file the engine's Game Boy importer is
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-- watching, and reading that code settles it: the importer's size test only
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-- SKIPS a 1 MB file it has already imported, so a 32 MB N64 ROM landing
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-- there falls straight through to `love.filesystem.remove` and
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-- `startData` -- deleted, and then reported to the player as a broken Game
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-- Boy ROM. So the bridge is not called until it learns the kind, which is a
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-- two-line change in System.cpp and an APK rebuild (see README).
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--
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-- Android is not stuck without it: conf.lua points the save directory at the
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-- app's external-files folder, so `baseroms/` there is reachable over USB or
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-- any file manager with no root and no permission prompt. What Android
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-- lacked was being TOLD that -- the row vanished, and the folder's absolute
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-- path was only ever written to a console no phone shows. That is what the
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-- note below is for.
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function StadiumRomPick.canDialog()
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if not (haveShell() and haveFiles()) then return false end
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local p = osName()
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return p == "Windows" or p == "OS X" or p == "Linux"
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end
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-- Kept as the old name for callers that only wanted "is there a dialog".
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StadiumRomPick.available = StadiumRomPick.canDialog
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-- Where a SAF pick would land if the native bridge grows a Stadium kind.
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-- Watched unconditionally (see poll): on a build that never writes it this
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-- costs one getInfo a frame, and on one that does the mod needs no further
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-- change to use it.
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StadiumRomPick.PICKED = "picked_stadium.z64"
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-- Open the dialog. Returns the chosen absolute path, or nil when the player
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-- cancelled or no dialog could be opened.
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function StadiumRomPick.choose()
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@@ -184,10 +200,22 @@ end
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-- that quietly goes on saying IMPORT.
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function StadiumRomPick.import(game)
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if StadiumInstall.status.state == "building" then return false end
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local StadiumScreen = V.require("StadiumScreen")
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-- No dialog on this platform: say where the file goes, on screen, because
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-- that is the whole of what the player is missing and the console is not
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-- somewhere they can read it.
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if not StadiumRomPick.canDialog() then
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if game and game.stack then
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game.stack:push(StadiumScreen.newNote(game, "STADIUM ROM",
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"PUT STADIUM US 1.0 HERE:",
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StadiumInstall.romHintFile()))
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end
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return false
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end
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local path = StadiumRomPick.choose()
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if not path then return false end
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local StadiumScreen = V.require("StadiumScreen")
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local function fail(why)
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StadiumInstall.status.state = "failed"
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StadiumInstall.status.error = why
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@@ -223,13 +251,16 @@ end
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-- nil where no dialog can be opened, which takes the row off the menu
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-- entirely rather than offering a button that cannot do anything.
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function StadiumRomPick.row()
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if not StadiumRomPick.available() then return nil end
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return {
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id = StadiumRomPick.ID,
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label = StadiumRomPick.LABEL,
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value = function()
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if StadiumInstall.status.state == "building" then return "BUILDING" end
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return StadiumInstall.available() and "READY" or "IMPORT"
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if StadiumInstall.available() then return "READY" end
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-- WHERE, not IMPORT, where pressing it can only tell you the folder:
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-- a row that says IMPORT and then does not import is a worse row than
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-- one that says what it actually does
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return StadiumRomPick.canDialog() and "IMPORT" or "WHERE?"
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end,
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step = function(game)
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pcall(StadiumRomPick.import, game)
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@@ -238,4 +269,41 @@ function StadiumRomPick.row()
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}
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end
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-- ------- a pick that landed while we were not looking
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--
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-- The desktop dialog BLOCKS, so `import` above can read the answer on the
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-- next line. A SAF pick cannot work that way: it is a separate activity,
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-- Android is free to destroy the game while it is up, and the file appears
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-- some frames later -- so the only way to notice one is to look for it.
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--
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-- Nothing writes this filename today (see canDialog). It is watched anyway so
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-- that teaching the native bridge one more kind is the whole of the Android
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-- picker work, with no second change needed here.
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--
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-- Consumed and DELETED either way: a 32 MB file left in the save directory
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-- would be imported again on the next boot, and kept forever if the import
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-- failed.
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function StadiumRomPick.poll(game)
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local f = love and love.filesystem
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if not (f and f.getInfo) then return false end
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if StadiumInstall.status.state == "building" then return false end
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local ok, info = pcall(f.getInfo, StadiumRomPick.PICKED, "file")
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if not (ok and info) then return false end
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local okRead, bytes = pcall(f.read, StadiumRomPick.PICKED)
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pcall(f.remove, StadiumRomPick.PICKED)
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if not (okRead and type(bytes) == "string") then return false end
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local StadiumScreen = V.require("StadiumScreen")
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local started, err = StadiumInstall.beginFrom(bytes, StadiumRomPick.PICKED)
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if not started then
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StadiumInstall.status.state = "failed"
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StadiumInstall.status.error = tostring(err)
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end
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if game and game.stack then
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game.stack:push(StadiumScreen.new(game, true))
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end
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return true
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end
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return StadiumRomPick
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+77
-30
@@ -70,31 +70,37 @@ end
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-- overflow tidily off one side, it clips off BOTH and loses its first word as
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-- well as its last ("that is not a Pokemon Stadium ROM" came out as "at is
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-- not a Pokemon").
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--
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-- Fixed, and it stays fixed: shrinking the text to fit more in was tried and
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-- the font will not take it. These are 1-bit 8x8 bitmaps, so a fractional
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-- downscale drops whole pixel rows out of every glyph -- at 0.75 the last
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-- line of an Android save path came out as mush. Long strings get more LINES
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-- instead (see the note layout in draw).
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local COLS = 20
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-- Break a reason into lines that fit, on word boundaries, and never more than
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-- `limit` of them -- the plate has room for two and a message nobody can read
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-- the end of is not improved by adding a third.
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local function wrapped(str, limit)
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-- Break a string into lines that fit, on word boundaries, and never more than
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-- `limit` of them.
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local function wrapped(str, limit, cols)
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limit = limit or 2
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cols = cols or COLS
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local lines, line = {}, nil
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local function push(text)
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if #lines < limit then lines[#lines + 1] = text end
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end
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for word in tostring(str):gmatch("%S+") do
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local try = line and (line .. " " .. word) or word
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if #try <= COLS then
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if #try <= cols then
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line = try
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else
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if line then push(line) end
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-- A word longer than the line is BROKEN ACROSS lines rather than cut.
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-- It is always a path, and a path is the one thing here that has to be
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-- readable in full -- an absolute Android save directory runs to about
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-- seventy characters and has no spaces in it at all, so truncating at
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-- readable in full -- an absolute Android save directory runs to
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-- ninety-odd characters with no spaces in it at all, so truncating at
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-- twenty told the player almost nothing.
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while #word > COLS do
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push(word:sub(1, COLS))
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word = word:sub(COLS + 1)
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while #word > cols do
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push(word:sub(1, cols))
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word = word:sub(cols + 1)
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end
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line = word
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end
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@@ -149,8 +155,9 @@ end
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--
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-- Same state shape and the same plate as the build screen, so there is one
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-- look and one set of stack manners rather than two.
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function StadiumScreen.newNote(game, title, body)
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return setmetatable({ game = game, note = { title = title, body = body } },
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function StadiumScreen.newNote(game, title, lead, body)
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return setmetatable({ game = game,
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note = { title = title, lead = lead, body = body } },
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StadiumScreen)
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end
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@@ -168,8 +175,38 @@ function StadiumScreen:enter()
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end
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end
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-- The buttons that dismiss a note. Every face button and START, because the
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-- prompt says ANY and a player who has to hunt for the right one on a phone
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-- has been lied to.
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local DISMISS = { "a", "b", "start", "select" }
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function StadiumScreen:update()
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if self.note then return end -- a note waits for a key, not a clock
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-- ------- a note is dismissed by a BUTTON, not by a key
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--
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-- `onKeyPressed` is the keyboard, and a phone has none: the touch overlay
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-- feeds the engine's Input as virtual buttons (Input.overlayPressed), so a
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-- state that only listens for keys cannot be closed by touch at all. That
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-- stranded a player on this screen with no way off it -- the one screen in
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-- the mod whose entire job is to tell somebody something and then get out
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-- of the way.
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--
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-- Polled here rather than handled as an event because `wasPressed` is the
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-- edge test the engine's own battle screens use, and it is fed by the
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-- keyboard, the gamepad AND the overlay through one path.
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if self.note then
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local input = self.game and self.game.input
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if input and input.wasPressed then
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for _, btn in ipairs(DISMISS) do
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if input:wasPressed(btn) then
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if self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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return
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end
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end
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end
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return
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end
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local status = StadiumInstall.status
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if status.state == "building" then
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if not StadiumInstall.step() then
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@@ -206,8 +243,9 @@ local function pop(self)
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end
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function StadiumScreen:onKeyPressed(key)
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-- a note is dismissed by ANY key: it is telling the player something, and
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-- making them guess which button acknowledges it would be its own joke
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-- A note takes any key too. This is the KEYBOARD path and it is not the
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-- one that matters on a phone -- see update, which polls the engine's
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-- Input so the touch overlay's virtual buttons work as well.
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if self.note then pop(self) return true end
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if key == "escape" or key == "x" or key == "backspace" then
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StadiumInstall.cancel()
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@@ -225,12 +263,20 @@ function StadiumScreen:draw()
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love.graphics.rectangle("fill", 0, 0, W, H)
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if self.note then
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centred(self.note.title, 20)
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-- six lines is the plate's room; an absolute path on Android runs to
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-- about seventy characters, which is four of them
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local lines = wrapped(self.note.body, 6)
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for i, line in ipairs(lines) do centred(line, 44 + (i - 1) * 10) end
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centred("PRESS ANY KEY", 124)
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centred(self.note.title, 12)
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-- The sentence is kept SHORT so the path can have the rest of the plate
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-- at full size. Shrinking the path was tried first and does not survive
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-- the font: these are 1-bit 8x8 bitmaps, so a fractional downscale drops
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-- whole pixel rows out of every glyph and the last line came out as
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-- mush. Nine rows of twenty characters is 180, which is longer than any
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-- real save path, so nothing has to be shrunk to fit.
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local lead = wrapped(self.note.lead or "", 2)
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for i, line in ipairs(lead) do centred(line, 30 + (i - 1) * 10) end
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local y = 30 + #lead * 10 + 6
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for i, line in ipairs(wrapped(self.note.body or "", 9)) do
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centred(line, y + (i - 1) * 9)
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end
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centred("PRESS ANY KEY", 130)
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love.graphics.setColor(1, 1, 1, 1)
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return
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end
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@@ -319,16 +365,17 @@ function StadiumScreen.maybePush()
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-- no restart. The folder is still said, once, for the platforms with no
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-- dialog (Android, a handheld Linux with neither zenity nor kdialog)
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-- and for anyone who would rather drop a file than click through one.
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-- The STADIUM ROM row is on the OPTIONS menu on every platform now, so
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-- point at it rather than reciting a path here: where a file dialog can
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-- be opened it opens one, and where it cannot it shows this same folder
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-- on screen -- which is the part a phone could not otherwise find out.
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local okPick, pick = pcall(V.require, "StadiumRomPick")
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local canPick = okPick and pick and pick.available()
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V.mod.log:info("stadium: no Pokemon Stadium ROM found, so the STADIUM "
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.. "battle rungs are off. %s",
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canPick
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and ("Import one from OPTIONS -> " .. pick.LABEL
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.. ", or put a .z64/.n64/.v64 in "
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.. StadiumInstall.romHint() .. " and restart.")
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or ("Put one (.z64/.n64/.v64) in "
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.. StadiumInstall.romHint() .. " and restart."))
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local label = (okPick and pick and pick.LABEL) or "STADIUM ROM"
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local how = (okPick and pick and pick.canDialog())
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and "opens a file picker" or "says where to put one"
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V.mod.log:info("stadium: no Pokemon Stadium (US) 1.0 ROM found, so the "
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.. "STADIUM battle rungs are off. OPTIONS -> %s %s; the "
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.. "folder is %s", label, how, StadiumInstall.romHint())
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end
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return false
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end
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Block a user