launcher editor and widescreen battle

This commit is contained in:
bryanthaboi
2026-07-28 12:00:15 -04:00
parent f9f38d161f
commit 8539a6b268
45 changed files with 5236 additions and 1797 deletions
+16 -4
View File
@@ -206,10 +206,15 @@ function Data:load()
(function() local n = 0 for _ in pairs(self.moves) do n = n + 1 end return n end)())
end
-- dev-mode hot reload only (src/dev/HotReload.lua): drop every namespace the
-- mod merge created, then re-require the generated modules so base records
-- return to their on-disk values even where a mod edited them in place
function Data:reloadGenerated()
-- Drop every namespace the mod merge created and evict the generated modules
-- from package.loaded, so the next load() re-reads them off disk instead of
-- handing back the cached tables. Two callers:
-- * reloadGenerated below (dev hot reload)
-- * main.lua, when the launcher closes the save editor -- the editor may
-- have loaded the OTHER game's cache, and require would otherwise serve
-- those modules to a subsequent Play (see CacheFs.unmountVersion, which
-- clears the matching read-path overlay).
function Data:unloadGenerated()
local pristine = self._pristineKeys
if pristine then
for key in pairs(self) do
@@ -222,6 +227,13 @@ function Data:reloadGenerated()
for _, name in ipairs(OPTIONAL) do
package.loaded["data.generated." .. name] = nil
end
end
-- dev-mode hot reload only (src/dev/HotReload.lua): drop every namespace the
-- mod merge created, then re-require the generated modules so base records
-- return to their on-disk values even where a mod edited them in place
function Data:reloadGenerated()
self:unloadGenerated()
self:load()
end
+10
View File
@@ -238,6 +238,16 @@ function Game:draw()
-- white clear
local base = self.stack:visibleBase()
local worldBelow = self.stack.states[base] == self.overworld
-- The UI surface is resolved once, before any state draws: the top state
-- may want more than the Game Boy's 160x144 (the widescreen battle layout
-- asks for 304x144). Anything else keeps the classic surface, so a menu
-- pushed over a wide battle brings the screen straight back to 160x144.
local top = self.stack:top()
if top and top.uiSize then
Renderer:setUISize(top:uiSize())
else
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
end
Renderer:beginFrame(worldBelow)
self.stack:draw()
-- SGB colorization: the topmost state that knows its palette owns the
+22
View File
@@ -194,6 +194,9 @@ function SaveData.defaultOptions()
textSpeed = 3,
animations = true,
battleStyle = "shift",
-- battle screen composition: og (the 160x144 original) | wide
-- (304x144, src/battle/WideBattle.lua)
battleLayout = "og",
ruleset = "gen1_faithful",
-- 0-7 like the GB's NR50 master volume
musicVol = 7,
@@ -443,6 +446,25 @@ function SaveData.slotSummary(save)
}
end
-- The absolute on-disk path of a slot's save file, for the one caller that
-- cannot go through love.filesystem: the save editor reads and writes with
-- raw io.* so it can also open a file the player dragged in from anywhere.
-- Resolves against the same root persistFs would write to -- the portable
-- game folder when portable mode is on, otherwise LOVE's save directory --
-- so Edit on a launcher save row lands on the file the game actually plays.
-- nil when neither root is available (headless tests with an injected fs).
function SaveData.slotDiskPath(version, slotId)
version = version or GameVersion.get()
if not knownVersion(version) or not slotId then return nil end
local base = SaveData.portableBaseDir()
or (love and love.filesystem and love.filesystem.getSaveDirectory
and love.filesystem.getSaveDirectory())
if not base then return nil end
local sep = package.config:sub(1, 1)
local rel = select(1, slotNames(version, slotId))
return base .. sep .. rel:gsub("/", sep)
end
-- Slots visible to the launcher: every registered slot for a version, each
-- with whether it holds a save and the cheap summary above. A fresh
-- install with nothing registered returns an empty array; a legacy install