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feat(mods): add screen render visibility hook
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# RFC 0002 — Let mods hide an active screen state from the main render
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## Status
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Proposed. Engine: `StateStack.lua`, `Game.lua`. Tests:
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`screen_render_visible.lua`.
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## Motivation
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A mod can render a native menu on a companion display through
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`render.compose`, but it cannot remove that menu from the main display without
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also popping it. Popping transfers update and input ownership and forces the
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mod to reimplement native menu behavior.
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## The decision it extends
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No prior D-number. Extends the render-hook plan in `docs/modding.md` and the
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state-stack rendering contract in `docs/architecture.md`.
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## The exact API delta
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Backward-compatible, additive-only.
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### `screen.render_visible`
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New hook called with `(state) -> boolean` through the public wrapper signature
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`(next, state)`. Its vanilla result is `true`.
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Returning `false` excludes the state from the main draw, from opaque-base
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selection and from palette-zone ownership. It does not remove the state or
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change update, input, push or pop behavior. The call sites are
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`StateStack:visibleBase`, `StateStack:draw` and the equivalent draw and palette
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walks in `Game:draw`.
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The hook is guarded by `Runtime.wantsHook`, so the no-subscriber path allocates
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nothing. It is a pure render predicate and may be evaluated more than once per
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frame.
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## Migration note for existing mods
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**Nothing.** With no subscriber every state remains visible, and the existing
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state-stack, event and hook behavior is unchanged.
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## Parity tests
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- **No-mod:** the topmost opaque state still owns drawing and palette zones,
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and `Runtime.wantsHook("screen.render_visible")` stays false.
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- **Mod-API:** a fixture mod registers through `mod.hooks:wrap`, hides one
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opaque state and proves the state beneath draws and owns the palette while
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the hidden state remains topmost and continues updating.
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## Deprecation etiquette
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Nothing deprecated. This is one additive hook with a `true` vanilla default.
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