Rebuild the launcher and save editor on a small immediate-mode UI kit

The launcher spent ~9ms per frame building and drawing, and the Find Mods
tab could hang the window for minutes. Both had the same root cause: a
retained UI tree rebuilt every frame, and blocking curl calls made from the
draw path.

Replace the vendored FlexLove engine (28.5k lines) with src/ui/kit/ (Kit,
Theme, Layout, Loader). The kit caches Text objects and all measurement,
allocates nothing in the steady state, and draws flat. Build+draw is now
under 1ms at every window size and on every tab (POKEPORT_LAUNCHER_PROF).

Move every network call off the render thread onto a love.thread pool
(src/net/Fetch.lua): mod index fetches, per-mod release checks, find-tab
stats, thumbnails and mod installs. Mod indexes prewarm at boot so the
Find Mods tab is populated before it is opened.

Paginate every list -- mods, find, save slots, settings, release notes,
versions -- with the page size derived from the real viewport height, so a
500-mod index costs what a 10-mod one does. Scrolling is gone.

Anything that waits now raises a non-dismissable loader; per-row background
work shows an inline spinner instead. The in-app updater moves to the top
right beside the settings gear and pulses when an update is waiting.

Theme is black with white outlines, no gradients or glows, and solid
colour-coded embossed buttons with bold labels. The game tabs keep their
cartridge colours. Everything is 1.3x larger. The save editor shares the
theme, and adding an item there is now a searchable pop-up like adding a
Pokemon.

Also:
- Reset rebinds, in Settings and under Touch Controls. Rebinds are additive
  (Input:applyBindings layers them over the defaults), so there was no
  in-game way to undo one.
- Launch options: --game red [--slot N] / POKEPORT_GAME boots straight into
  a game for shortcuts and frontends, falling back to that game's tab when
  its ROM is not imported.

Fixes found while porting:
- Ellipsis and letterspacing truncated bytes, not codepoints, so a
  multi-byte mod name crashed the first frame on a Japanese index.
  Measurement no longer throws on malformed input either.
- The new font set missed UiFont's kana fallback, rendering translated
  builds as tofu.
- Fetch workers idle in Channel:demand() and LOVE waits for live threads at
  exit, so the process outlived the window; quitting mid-download also
  waited on curl's 300s ceiling. Shut the pool down in love.quit and bound
  its transfer timeouts.
- In one column the save-slot card drew below the fold, over the footer,
  with no scrollbar left to reach it.

The two FlexLove engine tests guarded a scroll manager and an auto-height
propagation bug that no longer exist; replace them with a kit suite covering
page bounds, viewport sizing and UTF-8 truncation, and retarget the NX test
to assert the dependency is gone rather than that its perf guards are set.
This commit is contained in:
bryanthaboi
2026-08-04 15:17:09 -04:00
parent 8fbe819493
commit af47e19e1a
78 changed files with 4785 additions and 33397 deletions
+43 -37
View File
@@ -309,20 +309,18 @@ end
-- good green tint -- safe helpers (Full heal, max a DV)
-- danger red tint -- destructive verbs, always two-click
-- disabled steel -- never hidden, always explained in the status bar
-- Colour-coded solid keys, matching the launcher exactly (src/ui/kit/Kit.lua):
-- the button IS its colour, with black ink and a two-rect emboss, and hover
-- rings it in white. The editor opens straight off a launcher save row, so a
-- control that behaves the same has to look the same.
local KINDS = {
primary = { fillTop = PAL.green, fillBot = PAL.greenDark, aTop = 1, aBot = 1,
ink = PAL.greenInk, border = nil, glow = PAL.green },
ghost = { fillTop = { 255, 255, 255 }, fillBot = { 255, 255, 255 },
aTop = 0.14, aBot = 0.03, ink = PAL.heading,
border = { 255, 255, 255 }, borderA = 0.18 },
accent = { flat = PAL.blue, flatA = 0.14, ink = PAL.blueInk,
border = PAL.cardBorder, borderA = 0.35 },
good = { flat = PAL.green, flatA = 0.1, ink = PAL.green,
border = PAL.green, borderA = 0.45 },
danger = { flat = PAL.red, flatA = 0.12, ink = PAL.redSoft,
border = PAL.red, borderA = 0.45 },
disabled = { flat = { 120, 132, 158 }, flatA = 0.22, ink = PAL.steel,
border = PAL.steel, borderA = 0.3 },
primary = { fill = PAL.green, ink = PAL.inverse },
good = { fill = PAL.green, ink = PAL.inverse },
accent = { fill = PAL.blue, ink = PAL.inverse },
warn = { fill = PAL.yellow, ink = PAL.inverse },
danger = { fill = PAL.red, ink = PAL.inverse },
ghost = { fill = PAL.ink, ink = PAL.inverse },
disabled = { fill = PAL.steel, ink = PAL.inverse },
}
-- opts: { kind, font, enabled, align, radius, glow }
@@ -338,31 +336,30 @@ function Kit.button(x, y, w, h, label, opts)
local hot = enabled and Kit.hover(x, y, w, h)
if G then
if opts.glow and enabled then
Theme.glow(x, y, w, h, r, kind.glow or PAL.green, opts.glow)
end
if kind.flat then
Theme.col(kind.flat, kind.flatA * (hot and 1.6 or 1))
G.rectangle("fill", x, y, w, h, r, r)
else
Theme.gradRounded(x, y, w, h, r, kind.fillTop, kind.fillBot,
kind.aTop * (hot and 1.4 or 1), kind.aBot * (hot and 1.6 or 1))
end
if kind.border then
Theme.stroke(x, y, w, h, r, kind.border, kind.borderA * (hot and 1.5 or 1), 1)
Theme.fillRounded(x, y, w, h, kind.fill, enabled and 1 or 0.45)
Theme.emboss(x, y, w, h, enabled and (hot and 1.3 or 1) or 0.4)
if hot then
Theme.strokeRounded(x - 2, y - 2, w + 4, h + 4, PAL.lineStrong, 1, 2,
Theme.radius() + 2)
end
local f = font(opts.font or "button")
if f then
G.setFont(f)
Theme.col(kind.ink, 1)
local ty = y + (h - f:getHeight()) / 2
if opts.align == "left" then
G.print(label, x + 10 * Kit.scale, ty)
elseif canPrintf() then
G.printf(label, x, ty, w, "center")
else
G.print(label, x + (w - f:getWidth(label)) / 2, ty)
-- Faux bold, the same trick the launcher uses: one weight of face, so
-- an emphasised run is the same text drawn a pixel across.
local function put(dx)
if opts.align == "left" then
G.print(label, x + 10 * Kit.scale + dx, ty)
elseif canPrintf() then
G.printf(label, x + dx, ty, w, "center")
else
G.print(label, x + (w - f:getWidth(label)) / 2 + dx, ty)
end
end
put(0)
put(Theme.BOLD_OFFSET or 1)
end
end
return enabled and Kit.press(x, y, w, h) or false
@@ -383,12 +380,21 @@ function Kit.chip(x, y, w, h, label, on, onColor, offColor)
audit("control", x, y, w, h, label)
local c = on and (onColor or PAL.green) or (offColor or PAL.steel)
if G then
local r = 6 * Kit.scale
Theme.col(c, on and 0.16 or 0.06)
G.rectangle("fill", x, y, w, h, r, r)
Theme.stroke(x, y, w, h, r, PAL.cardBorder, Kit.hover(x, y, w, h) and 0.5 or 0.28, 1)
Kit.textCenter("micro", label, x, y + (h - Kit.textHeight("micro")) / 2, w,
c, on and 1 or 0.75)
-- Same rule as the launcher's chips: an ON chip is FILLED with its colour
-- and prints black; an OFF chip is an outline. The old alpha-tinted fill
-- read as "slightly different dark rectangle" on a black field.
local hot = Kit.hover(x, y, w, h)
if on then
Theme.fillRounded(x, y, w, h, c, 1)
Theme.emboss(x, y, w, h, 1)
Kit.textCenter("micro", label, x,
y + (h - Kit.textHeight("micro")) / 2, w, PAL.inverse)
else
Theme.fillRounded(x, y, w, h, PAL.bg, 1)
Theme.strokeRounded(x, y, w, h, c, hot and 1 or 0.5, 1)
Kit.textCenter("micro", label, x,
y + (h - Kit.textHeight("micro")) / 2, w, c)
end
end
return Kit.press(x, y, w, h)
end