Layout interactive UI against love.window.getSafeArea so notch, Dynamic Island, and home-indicator insets no longer clip controls, while keeping the game framebuffer edge-to-edge.
Co-authored-by: Cursor <cursoragent@cursor.com>
Pressing Import ROM on iOS takes the whole app down:
src/import/RomImporter.lua: attempt to call field 'pickFile' (a nil value)
love.system.pickFile is a NATIVE BRIDGE, not part of LOVE. It exists only on
builds that compiled one -- Android, and iOS builds patched by
mobile/ios/patch_love_src.py -- so on a build without it the field is simply
nil. RomImporter:546 routes iOS down the same path as Android
(`mobileOS == "Android" or mobileOS == "iOS"`), and all three mobile pick
sites called the field unguarded.
That is why the reports say "any version": nothing about it is version
specific. Red, Blue and Yellow all reach the same call.
Every one of those call sites already handles a device with no document
picker -- Choose falls back to "No picker available, copy your ROM into:"
plus the save directory, and the mod / save rows have their own notices --
and love.system.createFile at its single call site was already guarded this
way. These three were not, so the fallback that was written for exactly this
case could never be reached.
Route them through one small helper that answers false when the bridge is
absent. A build without a picker now degrades to the copy-into-the-save-folder
flow, which on iOS is a working path: the Files app exposes the app's
Documents folder and GRBootstrap sweeps what lands there into the save dir.
tests/rom_importer_no_picker_test.lua covers Import ROM, Import mod and
Import save with the bridge missing, and asserts the picker is still used
when it is present. Reverting the fix reproduces the reported error exactly.
Reported in #482 (confirmed by three people) and #512.
Introduce a tuned .luacheckrc and scripts/lint.sh so the engine has a
standing static-analysis baseline -- the tool that would have caught both
bugs in the previous commit before they shipped.
The config is high-signal by design: it keeps the categories that catch
real defects (undefined globals/locals, unused values, unreachable code)
and mutes the cosmetic ones the codebase deliberately lives with (a self/dt
an interface requires but a method ignores, documented empty fall-through
branches, long lines). It marks `love` mutable (games assign callbacks onto
it) and teaches it LuaJIT's table.unpack.
.luacheckrc is tracked via a .gitignore exception, matching how .github and
.gitignore opt out of the blanket dotfile ignore.
`luacheck src` now reports 7 benign warnings and 0 errors, down from 185.
Also drop one dead `require` (ItemEffects loaded src.pokemon.Pokemon and
never used it).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
Both are code paths that never run in a green test today but crash or
misbehave the moment a mod or a link failure exercises them.
1. Music.lua: applyVolume built its `music.volume` hook context from the
private `state` table, but was defined *above* `local state = {...}`, so
those reads bound to the nil global `state`. Any mod registering the
music.volume hook crashed with "attempt to index a nil value (global
'state')" the first time a volume was applied. Forward-declare `state`
above applyVolume. Regression test drives a file-backed song through the
hook and asserts the context resolves.
2. Tournament.lua: `local battle, why = isHost and newHost() or newGuest()`
had two defects. The and/or idiom truncates a call to its first result,
so `why` (the specific failure reason) was always dropped and every link
failure showed the generic "Link battle can't start" instead of e.g.
"same mods on both games". Worse, when a host's newHost() returned nil,
the `or` fell through and wrongly called newGuest() as the host. Split
into an explicit if/else so the reason is preserved and each role calls
its own constructor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
Introduce an OPTIONS -> PERFORMANCE setting that scales the port's
optional presentation extras down for weaker hardware, so older/lower-end
devices can run the game smoothly.
The tier governs the three heaviest non-faithful extras -- the 3D TILT,
the GBC FX post-process shader, and survey ZOOM (which renders connected
neighbor maps) -- plus a hard FPS ceiling. It never touches game logic,
which is fixed-step off dt, so every tier plays identically.
- src/core/Performance.lua: tiers (auto/high/balanced/low), a conservative
device auto-detect (ARM handhelds -> low, phones -> balanced, normal
desktops -> high), per-tier caps, and the option-row cycle. Zero
requires, like GameVersion.
- Game:applyOptions clamps the *live* presentation state against the tier
without rewriting stored options, so a lower tier hides the player's
TILT/GBC FX/ZOOM/FPS choices and a higher tier restores them exactly.
- Zoom.offsetRange floors the range at FIT when survey is disallowed, so
the option row, hotkey, and mouse wheel all stop at close-up on LOW.
- New save.options.performance default "auto"; OPTIONS row heads the
display group and re-applies live.
- Tests: tests/engine/performance_tiers.lua (ROM-free); mod_ui_tests row
golden updated for the spliced row.
AUTO resolves to HIGH on a normal desktop and on every options.lua that
predates the option, so the common case is unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
Battle commands toggled directly between rows and columns. An outward press therefore moved the cursor to the opposite command instead of leaving it at the edge.
The name-entry keyboard drew each cell literally, so the case-switch labels
("lower case" / "UPPER CASE") and the "ED" confirm cell could not be
localized. Wrapping the draw in Strings() makes them translatable; the grid
data keeps the original strings, so the case-switch detection is unaffected.
Behavior-neutral for the base game (Strings identity without a catalog).
Makes the iOS build a first-class citizen: ROM/mod/save import through
the system document picker (the README's missing "UIDocumentPicker
handoff"), Files-app drop-in support, and an opt-in Apple Health
step-sync seam consumed by a new gallery mod (Pokewalker).
Native layer (mobile/ios/native/, wired by mobile/ios/patch_love_src.py
on every build, so the fetched love-src tree stays pristine + re-patchable):
- GRPickerBridge.swift: love.system.pickFile("rom"|"mod"|"sav") and
love.system.createFile on iOS with the same contract as love-android's
SAF picker (picked_rom.gb / picked_mod.zip / picked_save.sav /
export_done.flag in the save dir). Reached from wrap_System.cpp via the
ObjC runtime, so liblove needs no Swift interop.
- GRBootstrap.m: sweeps .gb/.gbc/.zip/.sav dropped in Documents (Files
app / Finder sharing) into the save dir on every activation;
UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace in the plist
overlay. Drop a ROM, open the app, it imports with zero taps.
- GRHealthBridge.swift: love.system.syncHealthSteps() -> read-only
HealthKit step query anchored to the last sync, delivered as
steps_pending.json (merge-not-overwrite). HealthKit entitlement +
usage description included.
Lua:
- RomImporter: iOS rides the Android mobile flows; a 0.5s poll consumes
picker deliveries (iOS pickers are in-process modals, so the Android
refocus rescan never fires); failed pick copies surface as an
on-screen notice via pick_error.txt.
- main.lua: on iOS, stop forwarding touchpressed to the Importer - LOVE
already synthesizes a mousepressed for the primary touch, and the
resulting same-frame double-present made the document picker
auto-dismiss with zero documents (silent import failure).
- mods/pokewalker: opt-in Pokewalker mod (manifest v2, MECHANIC,
permissions declared, mod.card, CHANGELOG, headless test suite 9/9,
modkit validate --base imported + lint clean). Fused into iOS
game.love only; loads dormant anywhere without the bridge.
Build (scripts/build_ios.sh):
- Fix Xcode 26: the global PRODUCT_NAME override also renamed liblove.a
and broke the app link; the app bundle is renamed after the build
instead.
- Fix nondeterministic pack failures: grep -q + pipefail races SIGPIPE
on the game.love content checks.
- Simulator builds sign ad-hoc so entitlements embed (HealthKit works in
the simulator).
- Device builds: signing team auto-detected from the keychain,
CODE_SIGN_STYLE=Automatic + -allowProvisioningUpdates for CLI-only
provisioning, per-team derived bundle ID (explicit App IDs are
globally unique, so third parties can't sign the project default),
gitignored mobile/ios/bundle_id.local pin, and --install to push to a
connected iPhone.
- docs/ios-install.md: a zero-knowledge walkthrough from bare Mac to
playing on an iPhone.
Backward compatibility: no behavior change on desktop or Android. The
new love.system functions exist only under LOVE_IOS; RomImporter's
mobile flag simply includes iOS alongside Android; the main.lua change
is iOS-gated; the Pokewalker mod is packed only by the iOS build script
and its option defaults off.
Verified on an iPhone 17 Pro simulator and an iPhone 16 Pro device:
scripted ROM import to title screen, Files-drop zero-tap import,
picker-driven mod install and save import/export, HealthKit permission
sheet + step credit (4000 steps -> +200 EXP at the default rate through
the engine growth curve).
The ATTACK/DEFENSE/SPEED/SPECIAL labels on the status screen were drawn
literally; wrap them like the other UI so a language mod can translate them.
Behavior-neutral for the base game (Strings identity without a catalog).
Makes several UI spots reachable for translation mods without forking the
engine. All behavior-neutral for the base game: Strings(x) is the identity
function when no catalog is loaded, and the metric dex fields are opt-in.
- ListMenu: draw the title via Strings() (covers bag/PC/box/fly/move lists)
- Menu / (see follow-up ChoiceBox): grow the box to the widest label so longer
localized labels don't overflow the frame
- OptionsMenu: wrap toggle values (ON/OFF, SET/SHIFT, WIDE/OG, text speed) and
the ruleset display name in Strings()
- Schemas: add optional dexEntry.heightM / weightKg
- DexEntryMenu: render metric height/weight when those fields are present,
otherwise unchanged (ft/in + lb)