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Author SHA1 Message Date
bryanthaboi e3a215e081 Merge pull request #1052 from bryanthaboi/dev
revisions and buggies
2026-08-10 15:05:40 -04:00
bryanthaboi 7fa758602a Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-10 14:59:06 -04:00
bryanthaboi bb979911c8 Update common.sh 2026-08-10 14:59:04 -04:00
bryanthaboi f225f8a6e7 Merge pull request #918 from KikiManjaro/pok-nickname-changer-in-save
Add nickname editing to the save editor's mon inspector
2026-08-10 14:32:14 -04:00
bryanthaboi ee891fb8fa Merge pull request #993 from MaxTomahawk/feat/checkpoint-restore-event
feat(mods): signal verified checkpoint restores
2026-08-10 14:31:45 -04:00
bryanthaboi 9d73ff4110 yellow copyright diff 2026-08-10 14:27:00 -04:00
bryanthaboi 0b7ecf1599 Merge pull request #985 from steve1337/issue_#969_linux_app_image
[#969] Fixes linux AppImage
2026-08-10 14:21:57 -04:00
bryanthaboi aa45f05c63 Merge pull request #1038 from dlloa/upstream-pr/per-category-game-speed
Per-category GAME SPEED (overworld/battle/menu) + core.logic_speed hook
2026-08-10 14:15:59 -04:00
bryanthaboi 9234f12ed0 Merge remote-tracking branch 'origin/dev' into fix1038
# Conflicts:
#	docs/modding.md
2026-08-10 14:14:39 -04:00
bryanthaboi 26e0bd227e Merge pull request #1037 from dlloa/upstream-pr/platform-lifecycle-hooks
Add core.update / core.quit_to_launcher platform lifecycle hooks
2026-08-10 14:14:17 -04:00
bryanthaboi 64ce66a619 Merge pull request #1023 from AverageConsumer/feature/battle-ui-visibility
Mod API: expose battle UI visibility hooks
2026-08-10 14:12:57 -04:00
bryanthaboi 9302bbcbf3 Merge branch 'fix1037' into fix1038
# Conflicts:
#	docs/modding.md
2026-08-10 14:12:21 -04:00
bryanthaboi 1855f838ef Merge remote-tracking branch 'origin/dev' into fix1037
# Conflicts:
#	docs/modding.md
2026-08-10 14:11:45 -04:00
bryanthaboi 11af06a752 Merge remote-tracking branch 'origin/dev' into fix1023
# Conflicts:
#	docs/modding.md
2026-08-10 14:10:52 -04:00
bryanthaboi 05668591ef Merge pull request #965 from crusty/feat/worldapi-start-wild-battle
Add mod.world:startWildBattle
2026-08-10 14:09:28 -04:00
bryanthaboi e74beec32d Merge pull request #970 from swuff-star/modded-evo-item
add modding support for custom item effects
2026-08-10 14:09:23 -04:00
bryanthaboi 3efb2c9a6c Merge pull request #996 from thibautbus/fix/modkit-dump-dataset-utf8-decode
Fix: tools/modkit.py crashes on Windows when dumped text isn't representable in the system codepage
2026-08-10 14:09:19 -04:00
bryanthaboi d3af63e013 Merge pull request #1020 from ArmstrongThomas/agent/variable-size-overworld-sprites
Support variable-size anchored overworld sprites
2026-08-10 14:09:13 -04:00
bryanthaboi ca6bee64b9 Merge pull request #1042 from thibautbus/fix/android-ttf-dpi
Fix custom TTF rendering on Android
2026-08-10 14:09:07 -04:00
bryanthaboi b52d183dba Merge pull request #1024 from AverageConsumer/feature/semantic-pc-list-kinds
Mod API: expose semantic PC list kinds
2026-08-10 14:09:01 -04:00
bryanthaboi 23e1877a62 Merge pull request #1025 from AverageConsumer/feature/map-overview-detail-markers
Mod API: add detailed map overview data and POIs
2026-08-10 14:08:58 -04:00
bryanthaboi d8736fe33e Merge pull request #1015 from ShaneMcGovernIE/shanemcgovernie-fix-substitute-fainting
Fix Substitute exact-quarter-HP trainer softlock
2026-08-10 14:08:53 -04:00
bryanthaboi a74365a4fd Merge pull request #1043 from ShaneMcGovernIE/shanemcgovernie-fix-rival-collision
Fix champion rival walk-out route
2026-08-10 14:08:49 -04:00
bryanthaboi 1c2163bb5f Merge pull request #1046 from ShaneMcGovernIE/shanemcgovernie-fix-encounter-rate-grace-period
Fix wild encounter grace period
2026-08-10 14:08:46 -04:00
bryanthaboi 12c2677dc2 title screen issues, audio issues, and replacing gf c 2026-08-10 14:00:26 -04:00
Shane McGovern ae1b59ce7f fix: restore wild encounter grace period
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-10 12:15:18 +01:00
Shane McGovern 02c4de897d Fix champion rival walk-out route
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-10 10:59:06 +01:00
thibautbus 3c6242717e Use 1x TTF rasterizer on Android 2026-08-10 08:43:46 +02:00
david 3c71afb9fa Per-category GAME SPEED: overworld/battle/menu + core.logic_speed hook (RFC 0007)
GameSpeed is a single fast-forward multiplier applied uniformly to the
whole logic clock -- overworld walking, menu navigation and battle turns
all scale together. A player who wants 4X battles but 1X overworld (so a
cutscene or NPC dialogue doesn't blur past) has no way to get both.

Splits save.options.speed into speedOverworld/speedBattle/speedMenu, each
cycling independently, with an automatic migration so an existing save's
speed choice carries over. Game.speedCategoryInStack resolves which
category is active by walking the state stack (the same idiom
wideBattleInStack/fillScaleInStack already use), so a menu opened mid-
battle inherits battle speed rather than resetting to whatever "menu"
defaults to. Adds a new core.logic_speed hook so a mod can read or
override the resolved multiplier for the current frame regardless of
which category produced it, sitting after the link-play and run-argument
overrides so neither is a seam a mod can defeat.

RFC 0007 status: Proposed.
2026-08-09 20:13:21 -07:00
david e79107c644 Add core.update/core.quit_to_launcher platform lifecycle hooks (RFC 0006)
A platform-specific launcher wrapper (a native shell embedding this engine,
owning its own UI around the game window) needs to pause the simulation
while its own UI is on top, live-reload options it wrote outside any Lua
UI, and veto main.lua's "closing the window returns to the Lua launcher"
behavior when it owns that job itself. Implementing this by hand-patching
main.lua's love.update/love.quit directly ties every such integration to
editing the one file every other engine change also touches, guaranteeing
merge conflicts. No existing hook covers "should the per-frame simulation
step run" or "should closing the window return to the Lua launcher."

Adds two generic, additive hooks (src/core/PlatformHooks.lua): core.update
and core.quit_to_launcher, replacing what would otherwise be inline
main.lua special-casing. Also adds Manifest.force_enable_env, letting a
mod that cannot function disabled on the one build where its env var is
set (a platform-bridge mod bundled only with that build) re-enable itself
regardless of a saved disable.

RFC 0006 status: Proposed.
2026-08-09 20:05:06 -07:00
steve1337 0afce96c8d [#969] Fixes linux AppImage
StartupWMClass matches what SDL reports: AppRun execs bin/love, so the
window's WM_CLASS / Wayland app_id is "love" and without this the taskbar
entry never resolves back to this desktop file (no name, no icon).
2026-08-09 22:52:38 +07:00
AverageConsumer d881997acd feat(mods): add detailed map overview POIs 2026-08-09 15:57:17 +02:00
AverageConsumer 8906133b93 feat(ui): expose semantic PC list kinds 2026-08-09 15:49:28 +02:00
AverageConsumer b9e3c4a689 feat(mods): expose battle UI visibility hooks 2026-08-09 15:46:33 +02:00
Thomas Armstrong 81f18e244d Support variable-size anchored overworld sprites 2026-08-09 04:10:39 -04:00
Shane McGovern ff91481018 Fix Substitute zero-HP boundary
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-09 00:17:51 +01:00
thibautbus fdb3184c71 Fix Windows crash: decode LuaJIT dump output as UTF-8, not the locale codepage
subprocess.run(..., capture_output=True, text=True) with no explicit
encoding falls back to locale.getpreferredencoding(False) -- the OS
default codepage. On Windows that's a legacy single-byte codepage
(e.g. cp1252), never UTF-8. When the LuaJIT dump contains a byte with
no mapping in that codepage, subprocess's internal _readerthread
crashes with an uncaught UnicodeDecodeError in a background thread; the
thread dies silently and the caller gets back stdout=None instead of a
string, crashing one line later with
AttributeError: 'NoneType' object has no attribute 'splitlines'.

Concretely, the Yellow-side imported dataset contains:
  "_ColosseumHeightText" -> "...6’8” tall!"
The right double quotation mark (U+201D) encodes in UTF-8 as E2 80 9D;
0x9D has no defined character in cp1252, so decoding as cp1252 fails
outright. Verified against the real imported dataset: the Red/Blue-only
dump has zero bytes outside cp1252's defined range; the Yellow dump has
exactly one, at this row.

UTF-8 is the actual encoding these dumps are produced in -- the driver
Lua sources are read/written as UTF-8 throughout this file, and LuaJIT
writes those source strings' bytes back out verbatim -- so passing
encoding="utf-8" explicitly at the three affected call sites
(run_loader, check_data_dump, dump_dataset) is a no-op on platforms
whose default codepage is already UTF-8 (Linux/macOS) and a correctness
fix on Windows.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-08 16:14:07 +02:00
MaxTomahawk aa3b2a18ec feat(mods): signal verified checkpoint restores 2026-08-08 13:28:56 +02:00
Jakub Lisicki d498016a47 Merge remote-tracking branch 'origin/dev' into feat/worldapi-start-wild-battle 2026-08-08 12:42:10 +02:00
Jakub Lisicki 492e0344b5 Fold the startWildBattle coverage into mod_world_tests
mod_world_tests is already the mod.world suite and already the T3 tier,
with the same off-the-world refusal pattern the standalone file was
duplicating. Reuses its liveWorld fixture instead of standing up a
second one.
2026-08-08 12:35:06 +02:00
Jakub Lisicki a710c64909 Refuse re-entrant, fractional-level and no-party wild battles
overworld() resolves the world from under the stack, so a call from a
battle hook stacked a second battle over the live one -- on a loss its
afterBattle blacked out and warped with the outer battle still up.

newWild marks the species SEEN before it reports an empty party, so a
refused call still wrote the Pokedex; test the party before building it.

tonumber accepts 5.5, which Pokemon.new writes straight into the stat
calc and the exp curve.
2026-08-08 12:23:05 +02:00
bryanthaboi 943ba5dcbf Merge pull request #991 from AverageConsumer/codex/mod-world-map-tiles
Mod API: expose visual tile data in map overviews
2026-08-08 06:16:24 -04:00
AverageConsumer 371edd1a02 feat(mods): expose map tile shading 2026-08-08 11:59:57 +02:00
Jakub Lisicki 9fc6ba5b01 Add mod.world:startWildBattle
Starting a wild encounter had no supported entry point, so mods built a
BattleState and pushed it themselves -- silently losing onFinish (and
with it evolutions and blackout-on-loss) and pushBattle (entry wipe,
battle theme). Neither failure raises.

Also covers awardExp -> leveledUp -> afterBattle -> checkParty, which
parity_trainer_evolution_order stubs BattleState out of.
2026-08-08 11:58:10 +02:00
bryanthaboi 983bea61aa Merge pull request #986 from MaxTomahawk/feat/mod-battle-checkpoints
feat: add persistent battle safe-point checkpoints
2026-08-08 05:46:34 -04:00
bryanthaboi ab74f7adf7 Merge pull request #974 from hernan0078/mods/spanish-ui
mods: a Spanish translation of the app's own text
2026-08-08 05:45:29 -04:00
bryanthaboi bdd0bf45bd Merge pull request #973 from hernan0078/options/cancel-through-strings
OPTIONS: route CANCEL through Strings so a translation mod can reach it
2026-08-08 05:44:34 -04:00
bryanthaboi 4b950fc23d Merge pull request #972 from hernan0078/ios/stadium-picker-kind
iOS picker: a "stadium" kind, and a way to ask which kinds exist
2026-08-08 05:44:22 -04:00
bryanthaboi af183d95ad Merge pull request #962 from AverageConsumer/feature/mod-world-map-overview
Mod API: expose a read-only active map overview
2026-08-08 05:42:55 -04:00
bryanthaboi 1d4d5d2337 Merge pull request #940 from Yukitty/patch-title_player
Allow TitleState player overrides
2026-08-08 05:42:34 -04:00
bryanthaboi 653b72d86a Merge pull request #925 from Bortlesboat/multiplayer-session-foundation
Add a reusable multiplayer session layer
2026-08-08 05:42:23 -04:00
MaxTomahawk 12b6ef6350 test: prove complete overworld progress fidelity 2026-08-08 09:53:41 +02:00
MaxTomahawk c979685a1f test: cover switched battle party fidelity 2026-08-08 09:53:41 +02:00
MaxTomahawk 5b1d0261ff test: prove public battle checkpoint roundtrip 2026-08-08 09:53:41 +02:00
MaxTomahawk 5bffc89a2f docs: specify battle checkpoint extension 2026-08-08 09:53:41 +02:00
MaxTomahawk 2ce612d5b1 test: prove deterministic battle checkpoint fidelity 2026-08-08 09:53:41 +02:00
MaxTomahawk 6999e5aecf feat: preserve overworld checkpoint RNG 2026-08-08 09:53:41 +02:00
MaxTomahawk 44a7910c69 feat: reconstruct standard battle continuations 2026-08-08 09:53:41 +02:00
MaxTomahawk 85c6fde443 feat: reconstruct battle checkpoints from data 2026-08-08 09:53:41 +02:00
MaxTomahawk 67b6dcc293 feat: capture data-only battle checkpoints 2026-08-08 09:53:41 +02:00
MaxTomahawk 24d9f279ec feat: expose settled battle checkpoint boundary 2026-08-08 09:53:41 +02:00
hernan 83f93c27a1 mods: a Spanish translation of the app's own text
A LANGUAGE-profile mod filling the `strings` registry -- the seam #791 opened
up, used for the thing it was opened for. 566 keys: the launcher, OPTIONS,
the save-slot and profile screens, the mod manager, the naming screen, and
the battle menu.

WHAT IT DOES NOT TOUCH is the cartridge. Dialogue, species, items, moves and
places all come out of the player's ROM and stay exactly as they are, so an
English cartridge is still an English adventure with Spanish menus around
it. The lang/ tables for those ship empty on purpose rather than absent:
they are where a full translation would go, and an empty value falls through
to English, so anyone continuing this can fill one row at a time and the
game stays playable throughout.

THE FONT IS THE CONSTRAINT, and it decided the wording. The 8x8 charmap has
no N-tilde, no accented vowels and no inverted punctuation -- the sole
exception in the whole atlas is the small e-acute of POKeMON. So every value
on an 8x8 surface is plain A-Z: DISENO COMBATE, MESETA ANIL, SEGURO? OTRA
VEZ. Not a spelling preference; a glyph that is missing renders as a hole,
which is how the first cut of this shipped "ESPA OL" to a phone. The
launcher draws with a real font and keeps proper Spanish, inverted marks and
all -- the split is by surface, not by taste.

Adding the glyphs to the atlas would let the 8x8 side read properly too, and
lang/font.lua and lang/charmap.lua are already the place that would hook
into. I have not done it here: it is a separate change with its own taste
questions, and it should not ride in on a catalog.

Tested end to end on iOS and macOS.
2026-08-07 22:16:06 -04:00
hernan d756b7cd43 OPTIONS: route CANCEL through Strings so a translation mod can reach it
CANCEL is appended after the `ui.options.rows` hook, deliberately -- that is
what stops a mod from orphaning the exit. But it also means no translation
mod can ever see it: there is no row for one to rewrite, and the hook has
already run by the time it is added.

The result is that a fully translated OPTIONS menu has exactly one English
word left on it, and it is the way out. I hit this with a Spanish catalog
where every row translated and the exit did not.

One call, matching how every other label on this screen is already built.
Nothing changes without a catalog loaded: Strings is an identity function
until a mod supplies one.

Follows the same reasoning as #791.
2026-08-07 22:14:29 -04:00
hernan 1e6f504a84 iOS picker: a "stadium" kind, and a way to ask which kinds exist
Two things, the second of which is the reason the first is safe.

A NEW KIND. pickFile("stadium") opens the document picker for a Nintendo 64
cartridge and lands it as picked_stadium.z64. The caller I wrote it for is
the Dramatic Shape voxel mod, which builds Pokemon Stadium battle models out
of the player's own cartridge -- on desktop it opens a dialog for that, and
on iOS it could only print a sandbox path to a screen and ask the player to
put a file somewhere they cannot reach from a phone.

Its own filename, not picked_rom.gb, because that is the name the Game Boy
importer watches: a 32 MB N64 ROM landing there is deleted and then reported
to the player as a broken cartridge.

WHICH IS ALSO WHAT AN UNKNOWN KIND USED TO DO. The switch's default case
treated anything it did not recognise as a Game Boy ROM, so a caller asking
for a kind the build predates lost the player's file -- the worst available
answer to "I have not heard of that one". Unknown kinds are refused now.

That refusal is invisible on its own: pickFile returns false, which is also
what "the picker would not open" returns, and a mod cannot tell them apart.
So the host says what it knows -- love.system.pickFileKinds() returns
"rom,mod,sav,stadium", or nil where there is no bridge. A caller asks first
and keeps whatever fallback it had; the voxel mod shows its folder note
again, which is what it did before any picker existed.

Tested on an iPhone 17 Pro: a Stadium cartridge imports from the picker and
the models build.
2026-08-07 22:13:50 -04:00
Hanan Rodebaugh abb4f3f9f0 better mod item registry 2026-08-07 20:24:11 -04:00
Yukita Mayako 5b0209a7ce feat(TitleState): add field.title.player 2026-08-07 14:28:25 -04:00
AverageConsumer c1e0685e97 feat(mods): expose read-only map overview 2026-08-07 20:20:57 +02:00
Bortlesboat 3c57b28c6d ci: retrigger cancelled checks 2026-08-07 13:16:06 -04:00
bryanthaboi cab62ff7b3 Merge pull request #903 from martin2844/martin2844/fix-blue-rom-setup
Fix Blue ROM source setup
2026-08-07 12:50:26 -04:00
bryanthaboi 5b6dfed359 Merge pull request #959 from MaxTomahawk/feat/reproducible-mod-packages
fix: make modkit packages reproducible with SOURCE_DATE_EPOCH
2026-08-07 12:43:50 -04:00
bryanthaboi 91a85a065b Merge pull request #927 from AverageConsumer/feature/second-screen-touch
Mod API: expose Android second-screen touch input
2026-08-07 12:41:48 -04:00
bryanthaboi 32e2c51365 Merge pull request #957 from ShaneMcGovernIE/shanemcgovernie-issue-916-trainer-sprite-at-end-of-fly-animation-9e5f77
Hide trainer sprite through the Fly/Dig warp fade (#916)
2026-08-07 12:41:05 -04:00
bryanthaboi 1992fdf398 Merge pull request #955 from ShaneMcGovernIE/shanemcgovernie-issue-945-cannot-edit-trainer-class-s-battle-theme-ad701b
Honor trainer battleTheme override (fixes #945)
2026-08-07 12:40:55 -04:00
bryanthaboi 59ac27971a Merge pull request #953 from ShaneMcGovernIE/shanemcgovernie-fix-reset-settings-bugs
saveOptions three-way merge: stop partial writes dropping launcher keys (#932)
2026-08-07 12:39:56 -04:00
bryanthaboi cd0ace2a39 Merge pull request #952 from MaxTomahawk/feat/mod-state-checkpoints
Add playthrough-scoped storage and stable overworld checkpoints
2026-08-07 12:39:32 -04:00
bryanthaboi 274c728e77 Merge pull request #950 from jherediagu/fix/translation-readiness
Translation-readiness: route the last hardcoded labels through the Strings catalog.
2026-08-07 12:36:47 -04:00
bryanthaboi 8547127f54 Merge pull request #948 from ShaneMcGovernIE/shanemcgovernie-issue-915-wrong-sprite-used-in-opening-2f6ea5
Fix Yellow Oak speech showing Nidorino instead of Pikachu (#915)
2026-08-07 12:36:37 -04:00
bryanthaboi 45d799aa98 Merge pull request #946 from ShaneMcGovernIE/shanemcgovernie-issue-931-mod-update-checks-fail-594ba9
Fix mod update checks failing on non-JSON responses (#931)
2026-08-07 12:36:25 -04:00
bryanthaboi 660c90626d Merge pull request #937 from Yukitty/patch-oak_speech_shrink
feat(OakSpeech): use field.playerSprites.walk in shrink step
2026-08-07 12:36:14 -04:00
AverageConsumer d9dc42895f chore: retrigger CI 2026-08-07 18:10:22 +02:00
MaxTomahawk 02fd21bcdb fix: honor source date in mod packages 2026-08-07 17:54:06 +02:00
MaxTomahawk af00d6ad14 feat: expose storage engine compatibility context 2026-08-07 17:14:42 +02:00
Shane McGovern 0d4a518a08 saveOptions three-way merge: stop partial writes dropping launcher keys (#932)
options.lua is a whole-file rewrite, so a caller handing saveOptions a
partial table (only the keys it changed) silently dropped every key it did
not mention: launcher-only keys like lastVersion, and keys the launcher set
(battleBg, tilt) all fell back to defaults.

saveOptions now reads the on-disk file first and folds caller-absent
values underneath before mergeOptions backfills defaults.  A table holding
every defaultOptions key is a full snapshot and stays authoritative, so the
fold is inert for all in-repo writers (every one passes loadOptions-ed
tables) and cannot resurrect the bindings/activeProfile deletions the
RESET REBINDS and mod-manager paths make on full tables.

Adds a regression suite (options_partial_write_bug932.lua) pinning the
merge, and updates the #828 suite's partial-write assertion, which now
expects lastVersion to survive a delta write.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 14:55:55 +01:00
MaxTomahawk 05b43ca258 feat: include engine version in checkpoints 2026-08-07 15:21:16 +02:00
MaxTomahawk 9d6ea845d7 fix: reject invalid checkpoint content 2026-08-07 15:09:16 +02:00
MaxTomahawk bbca4e8e39 docs: specify mod storage and checkpoint APIs 2026-08-07 15:05:43 +02:00
MaxTomahawk 49954ec4ad fix: allocate playthrough identity only on demand 2026-08-07 15:01:18 +02:00
MaxTomahawk 6e94625f2a feat: expose stable overworld checkpoints to mods 2026-08-07 14:49:45 +02:00
MaxTomahawk 0399ad040f feat: add playthrough-scoped mod storage 2026-08-07 14:43:04 +02:00
MaxTomahawk 726ed1102e feat: add opaque playthrough identity 2026-08-07 14:43:04 +02:00
Juan Heredia 5bc7d203a5 Route the last hardcoded UI labels through the Strings catalog
Wrap the battle stat box, the PC quantity footer and the dex metric
labels in Strings() (SummaryMenu -- and MoveEffects since #811 --
already do this); give the battle menu a 'battle' lookup context so a
translation can shorten FIGHT/ITEM/RUN independently of the pause menu;
align the metric dex rows with the imperial ones and make the No.
prefix translatable; make the title menu's recolor zone follow Menu's
auto-grown width; honor the declared-but-unread boot.title seam,
drawing an explicit versionRibbon as one centered piece. With an empty
catalog every path is pixel-identical to vanilla.
2026-08-07 13:59:01 +02:00
Shane McGovern ce204aaf16 CLOSES #916: hide trainer sprite through the Fly/Dig warp fade
After the Fly departure animation finished (bird off-screen) and during
Dig/teleport, the trainer sprite popped back in standing at the old cell
for the whole 32-frame black fade-out before the transition.  The
player-hide guard only held while a departure animation was live:
flyAnim went nil the instant path2 completed and the teleportOut
countdown cleared the spin fields at 0, but startWarpTo's Transition
(not isOpaque) keeps the overworld drawing beneath the veil, and the
arrival animation is not armed until setMap's midpoint.

Add a playerHidden flag on OverworldState that bridges the gap:
- set when each departure completes (flyAnim path2 / teleportOut hit 0),
  immediately before the warp starts;
- cleared in startWarpTo's Transition enter callback, synchronously
  after setMap and before the arrival arms flyArrive / spinDrop, so the
  player is never drawable mid-fade and never bare on the landing frame;
- folded into both player-draw guards.

ROM-free regression test (tests/engine/warp_sprite_hidden_bug916.lua)
drives the REAL Transition + setMap headlessly for Dig and Fly and
asserts zero fade frames leave the player drawable bare (would have
observed 31/32 gap frames before the fix).  Runs in the CI headless T2
tier.

Dig spin timing/lift and the black fade color are left as-is (fade is
intentional per #607).

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 11:14:20 +01:00
Shane McGovern ed8a89c5ce Honor trainer battleTheme override (fixes #945)
trainers.battleTheme validated and merged onto the trainer record but was
never read: battle music came solely from data.audio.battle[kind] where
kind is computeMusicKind()'s final/gym/trainer/wild.  Route both battle-
theme start sites through a single choke point:

- BattleState:playBattleTheme() cues Music.playBattle with the override
  (self.trainer.battleTheme via battleTheme()), defaulting to the kind
  when unset, so vanilla fights and #782's non-gym Giovanni are unchanged.
- BattleState:enter() and OverworldController:pushBattle() both call it.
- Music.playBattle gains an optional 4th song arg that overrides the kind
  default, and real call sites now populate the music.select trainerId.
- Victory jingles stay kind-based: a custom battle theme has no derivable
  win-variant.

New ROM-free T2 suite tests/engine/trainer_battle_theme_bug945.lua covers
mod load, override resolution, the choke point, and the nil-override
parity gate.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 10:53:42 +01:00
Shane McGovern 66e7d9432e Fix Yellow Oak speech showing Nidorino instead of Pikachu (#915)
Yellow's field.oakSpeech manifest carried only shrink frames, so
OakSpeech.lua's `oakGfx.demoSpecies or "NIDORINO"` fallback fired and
the opening speech showed Nidorino's sprite and cry instead of the
player's Pikachu.

- Stamp demoSpecies "PIKACHU" in the Yellow import manifest (source of
  truth for fresh ROM imports and developer builds).
- Stamp it in make_yellow_manifest.py so regeneration keeps the value.
- Repair stale Yellow caches in Data:applyVersionedFieldData() with a
  fill-if-absent block, matching the #617 oldManBattle RATTATA pattern.
- Add parity test (manifest carries PIKACHU; stale cache filled;
  pre-stamped value left alone).

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 10:51:50 +01:00
Shane McGovern d59a9522ee Fix mod update checks failing on non-JSON responses (#931)
The mod update and Find Mods feeds feed the raw HTTP body straight to
Json.decode. When the endpoint hands back something that is not JSON
(an HTML error page, a proxy/captive prompt, or a plain-text outage
message like "Exceeded secondary rate limit" -- usually still HTTP 200),
the decoder's "unexpected character 'E'" assert escaped through the
pcall and became the error message, blaming the parser instead of the
response.

Add Json.describeUnexpected() as a pre-decode content-type guard: it
returns nil for body shapes the endpoints actually publish (JSON object
or array) and otherwise a short message naming what the server sent
(HTML page / plain text / empty, with a preview). Wire it into
ModUpdate.parseReleases and ModIndex.parse, so both the sync and async
update-check paths surface the real answer instead of the parse error.
HTTP status was already checked upstream by HostShell.httpGet (non-2xx
becomes "HTTP <code> from <url> (...)"); this closes the remaining
"2xx but not JSON" gap everywhere, including bridge platforms that
expose no status or headers.

Add regression tests for plain-text, HTML, and empty bodies; strengthen
the ModIndex HTML soft-fail test.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 10:49:10 +01:00
Yukita Mayako f1661b62b3 feat(OakSpeech): use field.playerSprites.walk in shrink step 2026-08-07 00:28:24 -04:00
AverageConsumer a98562f46b feat(android): expose secondary-screen touch events 2026-08-06 22:56:13 +02:00
Andrew Barnes 365bd24740 Document multiplayer session boundary 2026-08-06 16:50:30 -04:00
Andrew Barnes d50ea4d067 Route tournaments through multiplayer sessions 2026-08-06 16:50:30 -04:00
Andrew Barnes 52c96437fa Route link play through multiplayer sessions 2026-08-06 16:50:29 -04:00
Andrew Barnes 2a7c8ec81b Harden multiplayer session terminal handling 2026-08-06 16:50:29 -04:00
Andrew Barnes bd6c606303 Add multiplayer session FIFO facade 2026-08-06 16:50:28 -04:00
bryanthaboi 112120e8fe Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-06 14:36:03 -04:00
bryanthaboi 00f6e3a7b4 CLOSES #889 2026-08-06 14:36:01 -04:00
kikimanjaro 9cc72f951b Add nickname editing to the save editor's mon inspector
The mon inspector now has a NICKNAME section: a text field with Set / Clear, commit-on-Enter and discard-on-Escape.

Input is gated at the field instead of refused at commit. Only glyphs the game
font can actually draw AND that round-trip through a .sav are accepted, capped
at the naming screen's 10 glyphs, so a bad keystroke or paste never appears and
Set always succeeds. Chars like "@" (the Gen1 string terminator), "#" and the
dakuten kana have codec entries but no font tile so they are blocked rather than silently mangled.
2026-08-06 18:52:24 +02:00
github-actions 0f484682d8 chore(ios): update app-repo.json [skip ci] 2026-08-06 10:41:34 -04:00
bryanthaboi 60cf07fb0a Merge pull request #912 from bryanthaboi/dev
launcher update, switch and xbox updates
2026-08-06 10:32:17 -04:00
Martin 493caee715 Merge dev and fix headless ROM builder dependency 2026-08-06 16:22:34 +02:00
bryanthaboi aa6217e581 Merge pull request #910 from andrewqsantos/feat/switch-ota-unified-launcher
Feat Switch OTA Update
2026-08-06 10:20:23 -04:00
bryanthaboi a640f5504f Merge pull request #906 from caorthann-celt/dev
Fix Xbox mod downloads and internal ROM imports
2026-08-06 10:20:00 -04:00
Caorthann e01672b97d Update Xbox UWP assets to match upstream 2026-08-06 15:15:07 +01:00
Caorthann 9e3d487a08 Add UWP LocalState baserom discovery 2026-08-06 15:15:07 +01:00
Caorthann 506cd2c5c5 Enable UWP mod downloads 2026-08-06 15:13:54 +01:00
bryanthaboi 6cb0ac5666 Merge pull request #908 from johnjohto/fix-red-cache-folder-899
Move Red's extracted cache under red/ with a legacy migration
2026-08-06 10:09:34 -04:00
bryanthaboi b7d0ff2e16 Merge pull request #904 from ShaneMcGovernIE/shanemcgovernie-hit-sfx-pitch-regression-test
Guard hit-sfx noise pitch with a CI regression test (#902)
2026-08-06 10:09:08 -04:00
bryanthaboi 984cefdc7b launcher updates 2026-08-06 09:57:31 -04:00
johnjohto 6c892cb7c1 Move Red's extracted cache under red/ with a legacy migration
Importing Red unpacked data/generated, assets/generated and
rom-cache.complete straight into the save-dir root, while Blue and
Yellow land under blue/ and yellow/. Red now uses cachePrefix red/
like the others.

CacheFs.migrateLegacyRedCache moves a pre-existing root cache into
red/ on first boot, from RomImporter.new before the readiness loop
and from mountVersion, so existing installs keep their import instead
of being asked for the ROM again. The move only runs when the root
marker resolves to the save directory, so a dev checkout's source
tree is never touched, and the portable game folder is skipped when
it is the physfs source.

Closes #899
2026-08-06 09:55:28 -04:00
Andrew Quenehen 52d1ddc5af Fix Switch OTA clean and NX version chip test after launcher layout changes. 2026-08-06 10:29:43 -03:00
Andrew Quenehen 75cd28435c Update build scripts and tests for ports/switch OTA paths.
Point launcher, fused build, docs, and gitignore at the relocated Switch port tree.
2026-08-06 10:24:04 -03:00
Andrew Quenehen 9aa8b4e371 Move Switch OTA launcher sources under ports/switch.
Consolidate the native OTA launcher, bootstrap, and assets into the Switch port tree.
2026-08-06 10:22:51 -03:00
Andrew Quenehen e94d8e32ef Drop stb_image from Switch OTA launcher with a pre-baked logo asset. 2026-08-06 10:14:11 -03:00
Andrew Quenehen 3fae3088ca Fix Switch OTA launcher self-update via a bootstrap NRO.
A running launcher cannot replace its own NRO on sdmc/FAT; stage the new
binary and chainload a tiny helper from romfs to swap it in before loading
the game.
2026-08-06 09:59:01 -03:00
Shane McGovern cbb08f76ae Add ROM-free regression test for hit-sfx noise pitch (#826/#902)
The super-effective / not-very-effective hit sounds were only covered by
the manual ears-only driver (tests/drivers/hit_sfx_bug826_test.lua), so
the wFrequencyModifier wiring that fixed #826 (and that #902 reports as
a swap had no CI guard.  This suite pins the polynomial-counter bytes
for all three hit sounds against the real audio/sfx programs: bare they
read swapped (super effective ends duller), and pitched they read
correct (super effective 4 shift 1 crack, not very effective
shift 10 thud).  A port that drops the modifier fails 11 of 24 checks.

CLOSES #902

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
EOF
)
2026-08-06 13:35:07 +01:00
Andrew Quenehen dd503706b0 Merge origin/dev (v0.1.74) into feat/switch-ota-unified-launcher.
Keep Switch version chip alongside upstream's new quit button in the launcher header.
2026-08-06 09:28:26 -03:00
Andrew Quenehen eeb181bcc0 Wrap Switch OTA button labels in parentheses so A/B/+ read as controls. 2026-08-06 09:17:49 -03:00
Andrew Quenehen 287534cf26 Mount romfs before the quiet OTA release check so HTTPS can load cacert.pem.
ota_net_init() now mounts romfs and initializes curl before the GitHub check runs, fixing silent update-check failures after TLS verification was enabled.
2026-08-06 09:14:35 -03:00
Andrew Quenehen d08fce5fd5 Fix fused Switch build polluting GAME_LOVE path capture.
Route common.sh say() to stderr so sourcing it before pack_game_love does not
mix progress lines into command substitution output.
2026-08-06 09:07:58 -03:00
Martin 0ae29744c8 Fix Blue ROM source setup 2026-08-06 14:06:55 +02:00
Andrew Quenehen 84e1a5177b Harden Switch OTA install with TLS verification and reliable NRO replace.
Enable HTTPS peer checks via a romfs CA bundle, remove existing NROs before rename on sdmc, and surface launcher replace failures before writing version.txt.
2026-08-06 08:58:22 -03:00
Andrew Quenehen c7e72149f1 Tighten Switch docs prose and drop filler patterns. 2026-08-06 08:43:32 -03:00
Andrew Quenehen ecfca19f11 Consolidate Switch docs into three production guides.
Remove internal development and hardware-evidence docs, drop issue references, and update cross-links and doc gates.
2026-08-06 08:36:43 -03:00
Andrew Quenehen 90a53e509a Remove duplicate Switch port credits from the README footer. 2026-08-06 08:29:03 -03:00
Andrew Quenehen 15fc97a996 Unify --fused with OTA launcher and require DEVKITPRO preflight for release builds. 2026-08-06 08:28:31 -03:00
github-actions 35ed326dda chore(ios): update app-repo.json [skip ci] 2026-08-06 07:27:09 -04:00
bryanthaboi f4a1dd9e16 Merge pull request #900 from bryanthaboi/dev
some bugs
2026-08-06 07:18:33 -04:00
bryanthaboi 6f75a64c46 deleting stale tests 2026-08-06 07:11:16 -04:00
Andrew Quenehen dc04a4e848 Improve Switch OTA flow with download progress and clearer error screens. 2026-08-06 07:54:28 -03:00
bryanthaboi cd37aa175c Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-06 06:36:46 -04:00
bryanthaboi cb6cfb5556 CLOSES #883, CLOSES #887, CLOSES #894 2026-08-06 06:36:12 -04:00
github-actions 439e97aee6 chore(ios): update app-repo.json [skip ci] 2026-08-06 05:23:19 -04:00
bryanthaboi 5528525888 Merge pull request #892 from MyFriendPKMN/dev 2026-08-06 05:18:15 -04:00
bryanthaboi a49ba66c36 Merge pull request #871 from ratherDashing/linux-arm64-appimage 2026-08-06 05:17:55 -04:00
bryanthaboi 9de4db8531 Merge pull request #882 from bryanthaboi/dev 2026-08-06 05:17:04 -04:00
Marcelo Machado dbc48f377a feat(trainerCard): enhance player portrait handling with trueColor support 2026-08-06 00:15:07 -03:00
bryanthaboi 1d77d42fe2 Merge pull request #881 from AverageConsumer/codex/upstream-screen-render-visible
Mod API: allow active screen states to be hidden from the main render
2026-08-05 17:13:14 -04:00
github-actions 683fee8028 chore(ios): update app-repo.json [skip ci] 2026-08-05 16:49:41 -04:00
bryanthaboi a83d18fc51 Merge pull request #879 from bryanthaboi/dev
CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOS…
2026-08-05 16:42:56 -04:00
AverageConsumer b9e8b00af0 feat(mods): add screen render visibility hook 2026-08-05 22:42:37 +02:00
bryanthaboi e2820e02c5 CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOSES #781, CLOSES #784, CLOSES #799, CLOSES #801, CLOSES #810, CLOSES #828, CLOSES #834, CLOSES #838, CLOSES #849, CLOSES #852, CLOSES #857, CLOSES #863, CLOSES #864, CLOSES #867, CLOSES #869, CLOSES #870, CLOSES #872, CLOSES #839 2026-08-05 16:36:37 -04:00
ratherDashing f92364a002 Build SDL2, OpenAL and the codecs from source for the arm64 AppImage
CI on a headless ubuntu-24.04-arm runner caught what a desktop Pi could not:
the AppImage only started on a machine that already had a full desktop stack
installed. Three distinct causes, all from bundling Debian's builds of
libraries that Debian builds for a co-versioned system, which is the opposite
of an AppImage's situation.

1. Hard-linked backends. Debian's libSDL2 lists libpulse, libasound, libX11
   and libwayland-client as DT_NEEDED rather than dlopening them, so the
   loader demanded all four at startup; the CI job failed with
   "libpulse.so.0 => not found". Debian's OpenAL does the same through
   libsndio, which itself hard-links libasound. Built from source with
   --enable-*-shared and ALSOFT_DLOPEN, both dlopen their backends, so the
   image now runs on a Wayland-only session, a KMSDRM handheld with no X
   server, or a box with ALSA and no PulseAudio.

2. A stray link. Debian's libtheoradec is linked against libcairo, which
   drags in X11, xcb, fontconfig and freetype for a video decoder.
   --disable-examples leaves it needing only libogg.

3. SONAME collision with the host. OpenAL dlopens ALSA, ALSA's config loads
   its PulseAudio hook plugin, and that plugin pulls the host's libsndfile
   into the process. libsndfile links libogg, libvorbis and libmpg123 -- the
   same three we bundle -- and since the loader resolves a SONAME once per
   process it bound to our bullseye copies. A bullseye libmpg123 has no
   mpg123_info2 (added in 1.32), so the plugin failed to relocate, ALSA
   config collapsed, and the game ran with no audio device at all. Building
   them current means our copies satisfy the host's libsndfile instead of
   starving it.

The general rule, now stated as an assertion instead of a comment: never
bundle a library the host's own stack may also load unless ours is at least
as new as theirs. build_appimage.sh fails if any shipped object hard-requires
anything beyond glibc, libstdc++ and the font stack, and CI re-checks it on
the extracted artifact.

Host requirements drop from "a working desktop" to glibc 2.29+, libstdc++,
libfreetype6 and zlib. Bundled libraries drop from 13 to 10: libcairo,
libpixman and libsndio are gone entirely.

Verified on a Raspberry Pi 5 (trixie, Wayland): boots, imports, plays, and
audio works -- SDL 2.30 now picks the native Wayland backend rather than
falling back to XWayland as bullseye's 2.0.14 did.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 15:24:53 -04:00
github-actions 9696c8d3e2 chore(ios): update app-repo.json [skip ci] 2026-08-05 14:59:49 -04:00
bryanthaboi 18b2bcd0a7 Merge pull request #873 from bryanthaboi/dev
bug fixes
2026-08-05 14:53:57 -04:00
bryanthaboi f56970350a Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev
# Conflicts:
#	data/scripts/story4.lua
#	src/ui/DexEntryMenu.lua
#	tests/drivers/fighting_dojo_bug197_test.lua
2026-08-05 14:43:05 -04:00
bryanthaboi 863f371e68 CLOSES #806, CLOSES #809, CLOSES #853, CLOSES #854, CLOSES #860, CLOSES #862, CLOSES #865, CLOSES #866 2026-08-05 14:38:10 -04:00
Andrew Quenehen 1bfc89fdd4 Fix Switch OTA parser for GitHub releases/latest JSON.
Scan asset objects by brace bounds instead of an 800-byte window so
browser_download_url survives fat uploader blocks; mirror logic in Lua
and add realistic API fixtures.
2026-08-05 15:15:44 -03:00
ratherDashing 24c5114745 Ship a Linux arm64 (aarch64) AppImage
scripts/build.sh's `linux` target only ever produces x86_64: it unpacks
LOVE's official love-11.5-x86_64.AppImage and re-fuses game.love into it.
There is no aarch64 equivalent to unpack -- LOVE 11.5 publishes win32,
win64, macOS, Android, iOS and exactly one x86_64 AppImage -- so arm64
desktop Linux (Raspberry Pi 4/5, Armbian, arm64 VMs on Apple Silicon) had
no artifact at all.

Compile LOVE 11.5 from the official linux-src tarball instead, inside a
Debian bullseye arm64 container, and assemble the AppImage from scratch.
Both pinned inputs (the LOVE source tarball and the AppImage type-2
runtime, on a dated tag rather than `continuous`) are SHA-256 verified on
the host, so the container runs with no network access.

Bullseye is the compile environment, not a claim about where the artifact
runs: glibc is backward but not forward compatible, so linking against the
oldest supported glibc is the only thing that makes one artifact work
everywhere. The binaries come out needing only glibc 2.29 / GLIBCXX_3.4.21,
covering Raspberry Pi OS bullseye through trixie and Ubuntu 20.04 onward.

The dependency walker copies in LOVE's own libraries and leaves the
driver-coupled, loader-coupled and font-stack libraries to the host. That
last category is not cosmetic: Debian's libtheoradec is linked against
libcairo, so a host cairo gets loaded into the process, and because the
loader resolves one SONAME once per process it then binds to whatever
libfreetype we bundled -- bullseye's 2.10.4 has no FT_Get_Transform, which
cairo 1.18 needs, and the game died at startup with a symbol lookup error.
Excluding the whole font stack makes the process self-consistent.

CI gets three path-gated jobs: an offline selftest on ubuntu-latest (pins,
the host-arch guard, the exclude list, the AppRun fusion contract), a real
build on ubuntu-24.04-arm that asserts the layout, that every bundled
object resolves under AppRun's LD_LIBRARY_PATH, and that the glibc floor is
still <= 2.31, and a release job that reuses the shared game.love payload.
None of it needs secrets or self-hosted hardware, so it runs on fork PRs.

Verified end to end on a Raspberry Pi 5 (Debian trixie, Wayland): the
launcher boots from the AppImage and renders correctly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 13:39:48 -04:00
github-actions 7def560726 chore(ios): update app-repo.json [skip ci] 2026-08-05 12:08:35 -04:00
bryanthaboi 6cbd0de77d Merge pull request #861 from bryanthaboi/dev
dunka dunka dunka dunka dunkaccino
2026-08-05 12:00:32 -04:00
bryanthaboi 9a8101df6a Merge pull request #859 from dburton95/modkit-validate-fedora-fix
Added Love stub table to validate codeblock
2026-08-05 11:20:51 -04:00
bryanthaboi 78744a6853 Merge pull request #856 from johnjohto/fix-karate-master-dex-entry
Show the Pokédex entry for the Fighting Dojo prize balls
2026-08-05 11:18:03 -04:00
bryanthaboi efce1bb116 Merge pull request #858 from johnjohto/fix-modkit-headless-love
Keep CacheFs.read from crashing when modkit runs headless
2026-08-05 11:17:07 -04:00
bryanthaboi 104c95a942 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-05 11:15:49 -04:00
bryanthaboi f6392e8932 CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847 2026-08-05 11:09:05 -04:00
Dorian Burton 88e34ef65c Added Love stub table to validate codeblock
This fixes the nil value returned when running validate or pack on Fedora 43. Since Love isn't running, luajit calls on an empty table. Providing a stub table resolves the nil error.
2026-08-05 10:55:58 -04:00
johnjohto 8f0117a145 Treat headless cache reads as misses in CacheFs
The modkit validate and pack drivers run the real loader under plain
luajit, with no love global.  With --base imported, Data:load falls
back to CacheFs.readActive for a generated module require cannot find
(an optional module like data/generated/audio.lua is legitimately
absent from developer and stale caches), and CacheFs.read indexed
love.filesystem once there was no portable root, so validate and pack
died with MK100 before the mod was even looked at.  Headless there is
no save directory to read from, so return nil like any other cache
miss.

Refs #850
2026-08-05 10:25:19 -04:00
johnjohto 1f878c3098 Show the Pokédex entry for the Fighting Dojo prize balls 2026-08-05 10:18:47 -04:00
Andrew Quenehen ae5276b2d1 Show the running app version on the Switch launcher header.
Add an NX-only yellow version chip so players can confirm which build is on the microSD after OTA or zip updates.
2026-08-05 02:08:20 -03:00
Andrew Quenehen 4dd4c5c463 Add launcher-styled framebuffer UI for Switch OTA prompts.
Replace the console flash with a quiet branded screen (RGB rail, logo, A/B buttons) that only appears when an update needs confirm.
2026-08-05 02:03:51 -03:00
Andrew Quenehen cafa6f3d61 Add Switch OTA launcher with unified SD zip and quiet UI.
Ships a dual-NRO native launcher that checks GitHub Releases, updates both NROs from gen1recomp-*-switch.zip with matching NACP versions, and stays silent unless an update needs confirm.
2026-08-05 01:48:39 -03:00
bryanthaboi f0ed2efe07 Merge pull request #832 from KikiManjaro/add-sprites-to-dex-of-file-editor 2026-08-04 21:10:08 -04:00
bryanthaboi bbf48c7e9e Merge pull request #831 from KikiManjaro/order-dex-in-file-editor 2026-08-04 19:04:30 -04:00
bryanthaboi 99d54b82b6 Merge pull request #829 from KikiManjaro/oversize-save-import 2026-08-04 19:04:19 -04:00
kikimanjaro 49776ca1eb Show front sprites in the save editor DEX grid 2026-08-05 01:03:01 +02:00
kikimanjaro 272305f3a4 Validate save imports by main-data checksum, not raw file size
The SAVE FILES card only accepted saves of exactly 32768 bytes and
refused anything else. importToSlot now classifies a non-32768 file by
the integrity of its main-data checksum instead:

- Oversize + valid checksum -> an emulator RTC footer, so the launcher
  asks for confirmation, then truncates to 32768 on force.
- Oversize + invalid checksum -> rejected.
- Undersize + valid checksum -> imports zero-padded; otherwise refused.

Adds the "Oversized save file" confirm modal, a new vendor-oracle test
built by gen1lib (PKHeX-derived) run as its own Lua 5.4 tier, oversize/
truncated policy tests, and the LUA54 wiring in test.sh.

# Conflicts:
#	src/import/LauncherView.lua
2026-08-05 00:50:35 +02:00
kikimanjaro 89f023c7dd Order the save editor DEX grid by Pokedex number or name
The DEX grid now defaults to Pokedex-number order with an A-Z view, set
from two chips in the header.  Sorting is view-only: it never dirties the
save, resets the scroll, and no-ops on a re-click.  Ops.dexList builds the
order deterministically and sorts partial mod records last.  Tests pin the
orderings against the real generated data.
2026-08-05 00:10:10 +02:00
github-actions afc5a52978 chore(ios): update app-repo.json [skip ci] 2026-08-04 16:55:32 -04:00
bryanthaboi 12a04f4188 Merge pull request #827 from bryanthaboi/dev
bang bang
2026-08-04 16:48:50 -04:00
bryanthaboi 0fe7a96781 Merge pull request #818 from johnjohto/fix-rare-candy-menu-796
Keep the bag open after using a Rare Candy
2026-08-04 16:38:21 -04:00
bryanthaboi a06a49bfed Merge pull request #820 from johnjohto/fix-gym-bag-full-797
Gym leaders skip the TM hand-over when the bag is full
2026-08-04 16:38:11 -04:00
bryanthaboi 86b90fd4b8 Merge pull request #821 from johnjohto/fix-held-direction-799
Rebuild held input after lifecycle resets
2026-08-04 16:37:59 -04:00
bryanthaboi d18824cfae bang bang 2026-08-04 16:37:21 -04:00
bryanthaboi 12b4c93279 Merge branch 'dev' into performance-enhanced 2026-08-04 15:21:23 -04:00
bryanthaboi af47e19e1a 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.
2026-08-04 15:17:09 -04:00
bryanthaboi 4e666303d0 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-04 15:13:07 -04:00
bryanthaboi 0fa8206321 CLOSES #785, CLOSES #807, CLOSES #811, CLOSES #814 2026-08-04 15:13:06 -04:00
johnjohto 78ac154998 Rebuild held input after lifecycle resets
A focus flip, visibility flip, joystick add/remove, or resume reset all
held input, and a still-held direction never re-fires keypressed, so any
spurious reset (macOS Bluetooth re-enumeration fires joystickadded with
no hotplug) parked the player until every direction was re-pressed.
Reconcile from device ground truth after each reset; only what is
physically down comes back, so swallowed releases still clear.
2026-08-04 14:08:15 -04:00
johnjohto bbcaac7b71 Skip the gym leader TM hand-over when the bag is full
The originals run GiveItem before printing the received texts, and when
the bag can't hold the TM they print a make-room line instead and leave
EVENT_GOT_TM* unset, so talking to the leader again retries the give.
The victory reward path added the TM straight into the inventory, so a
full bag went to 21/20.

Route the gym TM give through Bag.add, split the TM lines out of the
victory dialogue table into tmPre/tmDialogue/noRoom, and port the
beaten-leader middle branch that re-runs the ReceiveTM script. Saves
that already hold the TM without the flag count as received so they
don't collect a second copy.

Refs #797
2026-08-04 13:44:46 -04:00
bryanthaboi 719ba49a85 Merge pull request #816 from johnjohto/fix-hm-menu-position-792 2026-08-04 13:18:38 -04:00
johnjohto 54ae20c69b Keep the bag open after using a Rare Candy (#796) 2026-08-04 13:18:32 -04:00
bryanthaboi f864837cbe Merge pull request #815 from johnjohto/fix-fly-menu-788-795 2026-08-04 13:18:25 -04:00
bryanthaboi 21191b8e80 Merge pull request #813 from johnjohto/fix-leech-seed-784 2026-08-04 13:18:08 -04:00
johnjohto 6426e913b6 Pin HM moves above STATS/SWITCH in the party submenu (#792) 2026-08-04 12:42:22 -04:00
johnjohto 3d3e42c6a3 Fix the fly map cursor start and cycle directions 2026-08-04 12:28:24 -04:00
johnjohto 6fe106f55c Stop offering the route Pokemon Centers as fly destinations 2026-08-04 12:28:08 -04:00
johnjohto ba8ac3d143 Tick residuals after each move in Gen 1 mode
In pokered, MainInBattleLoop calls HandlePoisonBurnLeechSeed right
after every Execute*Move (core.asm:426-464), so a seeded, poisoned or
burned mon takes its residual before the slower side acts. The port
ran the whole sweep in endOfTurn, which made leech seed behave like
Gen 3+ and never showed the drain animation (#784).

The residual sweep now runs per action under the gen1_faithful
ruleset, gated by a new residualAfterMove flag; modern_clean keeps
the end of round sweep. The leech seed drain plays the ABSORB
animation from the healing side, the way the original flips
hWhoseTurn before PlayMoveAnimation. Item, ball, failed run and
ghost-fear turns still tick the player's residual, matching
ExecutePlayerMoveDone.
2026-08-04 12:06:21 -04:00
github-actions 1963a5453e chore(ios): update app-repo.json [skip ci] 2026-08-04 11:10:21 -04:00
bryanthaboi 59a383736c Merge pull request #804 from bryanthaboi/dev
NOW AVAILABLE ON XBOX LFG
2026-08-04 11:03:21 -04:00
bryanthaboi 1820f411ae Merge pull request #802 from caorthann-celt/dev
Add Xbox Dev Mode UWP support
2026-08-04 11:01:15 -04:00
Caorthann 8327942a9c Pin Xbox UWP builds to Visual Studio 2022 2026-08-04 15:51:55 +01:00
Caorthann aec7f6001a Fix love payload version stamping in CI 2026-08-04 15:48:48 +01:00
github-actions d377518632 chore(ios): update app-repo.json [skip ci] 2026-08-04 10:41:03 -04:00
Caorthann ad9b03fe56 Add Xbox UWP build workflow 2026-08-04 15:36:35 +01:00
Caorthann 3b490bc42f Make UWP dependencies self contained 2026-08-04 15:35:52 +01:00
Caorthann dacd9abe73 Add Xbox UWP port 2026-08-04 15:35:52 +01:00
bryanthaboi f74e21782b Merge pull request #798 from bryanthaboi/dev
perhaps a massive PR
2026-08-04 10:35:29 -04:00
bryanthaboi 8fbe819493 bingus dingus 2026-08-04 10:32:51 -04:00
Shane McGovern 626080d228 Show mod downloads and release dates in the launcher MODS and Find Mods panels (#793)
* Resolve Find Mods stats from each mod's GitHub repo when the feed lacks them

A FIND MODS row now shows download/date stats even when its feed publishes
none: the row fetches the mod's own GitHub releases through the same
cached ModUpdate.fetchReleases the MODS tab uses (six-hour options cache,
so an installed mod's repo is instant). Feed-published stats still win
when present; otherwise one repo is fetched per frame -- the thumbnail
budget pattern -- so opening the tab never stalls for the whole listing.
ModUpdate.statsForReleases is the shared resolver.

* Fix crash opening the Find Mods tab: rename the stats cache field

The resolver stored results in self._findStats, which collides with the
method of the same name: self._findStats resolves through the metatable to
the function, so the or {} guard never fired and indexing it crashed the
launcher the moment the panel built. State now lives in _findStatsCache.

* Fix Find Mods crash: require ModUpdate in the find panel

buildFindPanel called ModUpdate.statsLine without a local require --
only buildModsPanel had one -- so opening the tab indexed a nil global.

* Retry Find Mods stats after failed repo fetches

A failed repo fetch (hourly GitHub API rate limit, transient network error)
was memoized as resolved, so a rate-limited first visit left those rows
empty for the whole session. Failures now schedule a 60s retry; a 404 is
still permanent so a renamed or vanished repo is fetched once.

* Add the MODS tab sort options to the Find Mods tab
2026-08-04 10:16:44 -04:00
bryanthaboi f56e82de81 translate the launcher: load mod string catalogs before it draws (#794)
the launcher runs before Game:load, so #767's Strings hooks had nothing
filling the catalog and a restart could not help - the ordering is the same
every launch. reads lang/strings.lua from enabled mods only, data not the
entry chunk, sandboxed.

plus a plain pixel fallback on the ui faces, or the kana draw as tofu.
2026-08-04 10:15:10 -04:00
bryanthaboi 7d3950658a launcher: route the last raw literals through strings (#791)
finishes what #767 started (thanks @hernan0078). most of that pr landed
already when the launcher panels moved to LauncherView; these six sites were
what was left, and they sit next to siblings that already call Strings.

also pins the delete chip to the wider of Delete/Sure? instead of to Delete.
english happens to have the longer word first, a translation need not.
2026-08-04 09:50:51 -04:00
bryanthaboi 3c1246ee06 Merge pull request #787 from luisgonzaleznf/fix/love12-scissor-bias
Fix LÖVE 12 anchored UI scissor seam
2026-08-04 09:45:17 -04:00
bryanthaboi d69965e3b1 Merge pull request #790 from bryanthaboi/ttf-box-color
fix ttf text erased after a box, and type names outside battle
2026-08-04 09:44:46 -04:00
bryanthaboi 30edac03a6 fix ttf text erased after a box, and type names outside battle
drawBox left the color white, which tiles ignore but ttf text does not, so
every label after a box drew white on white.

typechart only loaded on entering a battle, so the summary screen got raw
type ids back instead of display names.
2026-08-04 09:43:01 -04:00
bryanthaboi dd4aface93 test fixes 2026-08-04 09:41:44 -04:00
bryanthaboi b1350fdecd Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-04 09:25:30 -04:00
bryanthaboi f2d9b74490 CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782 2026-08-04 09:25:28 -04:00
luisgonzaleznf 84d09d0894 Fix LÖVE 12 scissor seam 2026-08-04 15:20:06 +02:00
bryanthaboi e61f231316 Merge pull request #789 from bryanthaboi/ttf-tiles
add ttf tiles option
2026-08-04 09:14:49 -04:00
bryanthaboi 33998aab5d add ttf tiles option
lets a translation keep chosen characters on the rom tiles instead of the ttf.
needed for japanese: sizing the font for kana makes latin narrower, which
knocks the party menu numbers out of line.
2026-08-04 09:11:05 -04:00
bryanthaboi 9ce7379946 Merge pull request #786 from ShaneMcGovernIE/find-mods-release-stats
Show feed-published release stats on Find Mods rows
2026-08-04 08:00:46 -04:00
Shane McGovern b692474e24 Show feed-published release stats on Find Mods rows
A mod index can now publish three optional per-entry fields -- downloads
(total across every release), first_release and last_release (ISO days) --
which the FIND MODS listing shows in the same gold line the MODS tab uses.

The fields are additive by design: feeds that carry them stay readable by
every build that predates them (schema_version stays 1), and feeds that do
not render exactly as before. ModUpdate.statsLine builds the shared line;
the MODS tab reuses it. Parser, formatting, and parse coverage are tested.
2026-08-04 12:37:28 +01:00
bryanthaboi 6cfc85ca83 icons update 2026-08-04 06:52:06 -04:00
github-actions 7b060c19f4 chore(ios): update app-repo.json [skip ci] 2026-08-04 06:50:19 -04:00
bryanthaboi 604b9338f9 Merge pull request #783 from bryanthaboi/dev
fixing some bugs and adding another tool to the translation toolbelt
2026-08-04 06:45:30 -04:00
bryanthaboi 3a6557ffe2 CLOSES #779 , CLOSES #743 + new font 2026-08-04 06:41:34 -04:00
bryanthaboi fe139ca7f4 CLOSES #691 maybe 2026-08-04 05:47:58 -04:00
bryanthaboi 5c617d3e32 Merge pull request #776 from vegerot/max/yellow-docs 2026-08-03 23:20:24 -04:00
Max 👨🏽‍💻 Coplan 8d11c04d43 fix(docs): add support for Blue and Yellow 2026-08-03 17:09:20 -07:00
github-actions 92f73d8bed chore(ios): update app-repo.json [skip ci] 2026-08-03 17:28:07 -04:00
bryanthaboi 8da51aa7ba Merge pull request #759 from jherediagu/fix/rom-text-statuses-items-evolve
Extend ROM-text messages to statuses, items and the learn/evolve flows
2026-08-03 17:23:34 -04:00
bryanthaboi 78f87111de Merge pull request #762 from ShaneMcGovernIE/launcher-mod-downloads
Show mod downloads and release dates in the launcher MODS panel
2026-08-03 17:23:26 -04:00
Shane McGovern 6ea59f1a79 Show mod downloads and release dates in the launcher MODS panel
The MODS tab now shows each installed mod's total GitHub downloads
(summed asset download_count across all releases), its first and latest
release dates, and a Sort row (Name / Popularity / Release date /
Last updated) persisted in options.modSort.

The launcher already fetched per-repo release lists for update checks, so
the data rides the same cached fetch: parseRelease keeps download_count
and published_at, writeCache persists them, and a cache entry written
before the fields existed is treated as stale and refetched once instead
of hiding the line behind an old cache.
2026-08-03 22:17:56 +01:00
Juan Heredia a2bf08c6ff Extend ROM-text messages to statuses, items and the learn/evolve flows 2026-08-03 23:04:29 +02:00
590 changed files with 97866 additions and 37707 deletions
+193
View File
@@ -181,6 +181,196 @@ jobs:
if-no-files-found: error
retention-days: 7
xbox-uwp-changes:
name: detect Xbox UWP changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(ports/uwp/|scripts/build_xbox_uwp\.sh$|scripts/xbox-uwp/|scripts/pack_love\.sh$|\.github/workflows/(ci|release)\.yml$|src/core/Platform\.lua$|src/import/(CacheFs|LauncherView|RomImporter)\.lua$|src/update/Check\.lua$|tests/engine/(platform_nx|uwp_baseroms|uwp_native_picker)_test\.lua$|tests/rom_importer_double_pick_test\.lua$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
xbox-uwp-selftest:
name: Xbox UWP offline selftest
needs: xbox-uwp-changes
if: needs.xbox-uwp-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: Xbox UWP offline selftest
run: bash scripts/xbox-uwp/selftest_build_xbox_uwp.sh
- name: Build shared payload
run: |
scripts/pack_love.sh \
--output .bazinga/work/ci-game.love \
--listing .bazinga/work/ci-love-listing.txt \
--version 0.0.0
- name: Upload shared payload
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp-payload
path: .bazinga/work/ci-game.love
if-no-files-found: error
retention-days: 1
xbox-uwp-build:
name: Xbox UWP build
needs: [xbox-uwp-changes, xbox-uwp-selftest]
if: |
always()
&& needs.xbox-uwp-changes.outputs.changed == 'true'
&& needs.xbox-uwp-selftest.result == 'success'
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-xbox-uwp-payload
path: .bazinga/work
- name: Build Xbox UWP package
shell: bash
run: |
bash scripts/build_xbox_uwp.sh \
--release \
--version 0.0.0 \
--game-love .bazinga/work/ci-game.love
- name: Upload Xbox UWP package
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp
path: |
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip
dist/xbox-uwp/gen1recomp-0.0.0-xbox-uwp.zip.sha256
if-no-files-found: error
retention-days: 7
linux-arm64-changes:
name: detect Linux arm64 changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_linux_arm64\.sh$|scripts/linux-arm64/|scripts/pack_love\.sh$|docs/linux-arm64-build\.md$|\.github/workflows/(ci|release)\.yml$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
linux-arm64-selftest:
name: Linux arm64 offline selftest
needs: linux-arm64-changes
if: needs.linux-arm64-changes.outputs.changed == 'true'
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
# Deliberately on x86_64: everything this gate checks (pins, the
# host-arch guard, the dependency exclude list, the AppRun fusion
# contract) is answerable without a container or an aarch64 machine,
# so the slow native job below only ever starts on a sane tree.
- name: Linux arm64 offline selftest
run: bash scripts/linux-arm64/selftest_build_linux_arm64.sh
linux-arm64-build:
name: Linux arm64 AppImage build
needs: [linux-arm64-changes, linux-arm64-selftest]
if: |
always()
&& needs.linux-arm64-changes.outputs.changed == 'true'
&& needs.linux-arm64-selftest.result == 'success'
# No fork restriction, unlike switch-build: this needs no secrets and no
# self-hosted hardware, just GitHub's free arm64 runner for public repos,
# so contributors get the same coverage on their own PRs.
runs-on: ubuntu-24.04-arm
steps:
- uses: actions/checkout@v7
- name: Build the aarch64 AppImage
run: |
set -euo pipefail
scripts/build_linux_arm64.sh --version 0.0.0
- name: Verify the AppImage is self-contained and bullseye-compatible
run: |
set -euo pipefail
image="dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage"
# --appimage-extract needs no FUSE, so this works on a runner
# without /dev/fuse and still exercises the real payload.
"$image" --appimage-extract >/dev/null
for required in AppRun bin/love game.love lib/liblove-11.5.so; do
[ -e "squashfs-root/$required" ] \
|| { echo "::error::AppImage is missing $required"; exit 1; }
done
# Every bundled object must resolve once AppRun's LD_LIBRARY_PATH is
# applied; an unresolved soname here is a user-visible launch crash.
#
# This runs on a HEADLESS runner on purpose, and that is the point.
# The first version of this build bundled Debian's SDL2, which
# hard-links libpulse/libasound/libX11/libwayland, so it only ever
# started on a full desktop -- a bare runner is what exposed it.
missing="$(LD_LIBRARY_PATH="$PWD/squashfs-root/lib" \
ldd squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
| grep 'not found' || true)"
[ -z "$missing" ] || { echo "::error::unresolved deps:"; echo "$missing"; exit 1; }
# Nothing may hard-link a driver, session or audio-stack library:
# those must be reached through dlopen so the AppImage runs on a box
# with only ALSA, only Wayland, or only KMSDRM.
linked="$(for f in squashfs-root/bin/love squashfs-root/lib/*.so*; do
objdump -p "$f" 2>/dev/null | awk '/NEEDED/{print $2}'
done | sort -u | grep -E '^lib(pulse|asound|X11|wayland|GL|EGL|drm|gbm|xcb|cairo|sndio|dbus)' || true)"
[ -z "$linked" ] \
|| { echo "::error::these must be dlopened, not linked:"; echo "$linked"; exit 1; }
# The whole point of compiling on bullseye. If a future change moves
# the builder to a newer base, the glibc floor silently rises and
# every user on an older distro gets "GLIBC_2.xx not found" -- catch
# it here instead of in a release.
floor="$(objdump -T squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
| grep -o 'GLIBC_[0-9.]*' | sort -V | tail -1)"
echo "highest required glibc symbol version: $floor"
[ -n "$floor" ] \
|| { echo "::error::found no versioned glibc symbols -- objdump read nothing"; exit 1; }
highest="$(printf '%s\n' "$floor" "GLIBC_2.31" | sort -V | tail -1)"
[ "$highest" = "GLIBC_2.31" ] \
|| { echo "::error::AppImage requires $floor, above the bullseye 2.31 floor"; exit 1; }
- name: Upload the AppImage
uses: actions/upload-artifact@v7
with:
name: gen1recomp-linux-arm64
path: |
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage.sha256
if-no-files-found: error
retention-days: 7
headless:
name: headless suites (no ROM)
runs-on: ubuntu-latest
@@ -193,6 +383,9 @@ jobs:
- name: install luajit
run: sudo apt-get update && sudo apt-get install -y luajit
- name: install Pillow
run: python3 -m pip install --upgrade pillow
- name: interpreter version
run: luajit -v
+197 -28
View File
@@ -1,9 +1,9 @@
name: Release
# Builds the macOS, Windows, and Linux desktop apps, an Android APK, an iOS
# IPA, a Nintendo Switch SD-ready zip (experimental), and the Anbernic RG34XXSP
# (Stock OS 64-bit MOD / PortMaster) port on the self-hosted Mac runner, and
# publishes them as a GitHub Release.
# IPA, a Nintendo Switch SD-ready zip (experimental), Xbox UWP, and the Anbernic
# RG34XXSP (Stock OS 64-bit MOD / PortMaster) port, then publishes them as a
# GitHub Release.
#
# Versioning:
# - First ever release is 0.1.0.
@@ -43,22 +43,17 @@ concurrency:
cancel-in-progress: false
jobs:
release:
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
version:
name: determine release version
runs-on: ubuntu-latest
outputs:
version: ${{ steps.ver.outputs.version }}
tag: ${{ steps.ver.outputs.tag }}
steps:
# The self-hosted runner lives under the machine owner's home
# directory; mask it first so absolute paths in every later step's
# output show up as *** in the public workflow logs.
- name: Mask runner paths
run: echo "::add-mask::$HOME"
- name: Checkout
uses: actions/checkout@v7
- uses: actions/checkout@v7
with:
fetch-depth: 0
fetch-tags: true
- name: Determine version
id: ver
env:
@@ -66,7 +61,6 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
semver_re='^[0-9]+\.[0-9]+\.[0-9]+$'
# 1) Explicit override from a manual run.
@@ -96,7 +90,6 @@ jobs:
| grep -E "$semver_re" \
| sort -t. -k1,1n -k2,2n -k3,3n \
| tail -1 || true)"
if [ -z "$latest" ]; then
version="0.1.0"
echo "No existing release tag; starting at $version"
@@ -124,10 +117,157 @@ jobs:
echo "::error::Release $tag already exists. Pick a different version."
exit 1
fi
echo "version=$version" >> "$GITHUB_OUTPUT"
echo "tag=$tag" >> "$GITHUB_OUTPUT"
love-payload:
name: build release game.love
needs: version
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- name: Build shared payload
run: |
scripts/pack_love.sh \
--output dist/payload/game.love \
--listing dist/payload/love-listing.txt \
--version "${{ needs.version.outputs.version }}"
- name: Upload shared payload
uses: actions/upload-artifact@v7
with:
name: gen1recomp-release-love
path: dist/payload/game.love
if-no-files-found: error
retention-days: 1
linux-arm64:
name: build Linux arm64 AppImage
needs: [version, love-payload]
# GitHub's free arm64 runner for public repos. It has to be arm64: the
# AppImage compiles LÖVE natively inside a Debian bullseye arm64
# container, and the qemu-emulated alternative takes hours.
runs-on: ubuntu-24.04-arm
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-release-love
path: .bazinga/work
- name: Build Linux arm64 AppImage
run: |
set -euo pipefail
scripts/build_linux_arm64.sh \
--version "${{ needs.version.outputs.version }}" \
--game-love .bazinga/work/game.love
- name: Upload Linux arm64 release
uses: actions/upload-artifact@v7
with:
name: gen1recomp-linux-arm64-release
path: |
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage
dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage.sha256
if-no-files-found: error
retention-days: 1
xbox-uwp:
name: build Xbox UWP release
needs: [version, love-payload]
runs-on: windows-2022
steps:
- uses: actions/checkout@v7
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-release-love
path: .bazinga/work
- name: Prepare signing certificate
shell: pwsh
env:
CERTIFICATE_BASE64: ${{ secrets.XBOX_UWP_SIGNING_CERTIFICATE }}
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
if ($env:CANONICAL_REPOSITORY -eq 'true' -and
[string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
throw 'XBOX_UWP_SIGNING_CERTIFICATE is not configured.'
}
if ([string]::IsNullOrWhiteSpace($env:CERTIFICATE_BASE64)) {
"UWP_PUBLISHER=CN=Gen1Recomp" | Out-File $env:GITHUB_ENV -Append
exit 0
}
$pfx = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.pfx'
[IO.File]::WriteAllBytes($pfx, [Convert]::FromBase64String($env:CERTIFICATE_BASE64))
$flags = [Security.Cryptography.X509Certificates.X509KeyStorageFlags]::EphemeralKeySet
$cert = [Security.Cryptography.X509Certificates.X509Certificate2]::new(
$pfx, $env:CERTIFICATE_PASSWORD, $flags)
$cer = Join-Path $env:RUNNER_TEMP 'gen1recomp-uwp.cer'
[IO.File]::WriteAllBytes(
$cer,
$cert.Export([Security.Cryptography.X509Certificates.X509ContentType]::Cert))
Import-Certificate -FilePath $cer -CertStoreLocation Cert:\LocalMachine\TrustedPeople | Out-Null
"UWP_PFX=$pfx" | Out-File $env:GITHUB_ENV -Append
"UWP_CERT_THUMBPRINT=$($cert.Thumbprint)" | Out-File $env:GITHUB_ENV -Append
"UWP_PUBLISHER=$($cert.Subject)" | Out-File $env:GITHUB_ENV -Append
- name: Build Xbox UWP package
shell: bash
run: |
bash scripts/build_xbox_uwp.sh \
--release \
--version "${{ needs.version.outputs.version }}" \
--publisher "$UWP_PUBLISHER" \
--game-love .bazinga/work/game.love
- name: Sign and stage Xbox UWP release
shell: pwsh
env:
CERTIFICATE_PASSWORD: ${{ secrets.XBOX_UWP_SIGNING_PASSWORD }}
run: |
if (-not $env:UWP_PFX) {
exit 0
}
scripts/xbox-uwp/stage_release.ps1 `
-Version '${{ needs.version.outputs.version }}' `
-Configuration Release `
-BuildInfo .bazinga/work/xbox-uwp-build-info.json `
-CertificatePath $env:UWP_PFX `
-CertificatePassword $env:CERTIFICATE_PASSWORD
- name: Upload Xbox UWP release
uses: actions/upload-artifact@v7
with:
name: gen1recomp-xbox-uwp-release
path: |
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip
dist/xbox-uwp/gen1recomp-${{ needs.version.outputs.version }}-xbox-uwp.zip.sha256
if-no-files-found: error
retention-days: 1
- name: Remove signing certificate
if: always()
shell: pwsh
run: |
if ($env:UWP_CERT_THUMBPRINT) {
Remove-Item "Cert:\LocalMachine\TrustedPeople\$env:UWP_CERT_THUMBPRINT" -ErrorAction SilentlyContinue
}
if ($env:UWP_PFX) {
Remove-Item $env:UWP_PFX -Force -ErrorAction SilentlyContinue
}
release:
needs: [version, xbox-uwp, linux-arm64]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps:
# The self-hosted runner lives under the machine owner's home
# directory; mask it first so absolute paths in every later step's
# output show up as *** in the public workflow logs.
- name: Mask runner paths
run: echo "::add-mask::$HOME"
- name: Checkout
uses: actions/checkout@v7
with:
fetch-depth: 0
fetch-tags: true
- name: Import signing certificate into a temporary keychain
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
@@ -172,12 +312,12 @@ jobs:
# notarize separately below so it uses secret credentials, not a
# login-keychain profile. "all" also builds the Linux AppImage,
# which needs no signing/notarization.
scripts/build.sh all --version "${{ steps.ver.outputs.version }}" --no-notarize
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
- name: Build Android
run: |
set -euo pipefail
scripts/build_android.sh --version "${{ steps.ver.outputs.version }}"
scripts/build_android.sh --version "${{ needs.version.outputs.version }}"
- name: Install xcbeautify
run: |
@@ -191,10 +331,10 @@ jobs:
set -euo pipefail
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release \
--version "${{ steps.ver.outputs.version }}"
--version "${{ needs.version.outputs.version }}"
else
scripts/build_ios.sh --fetch --release \
--version "${{ steps.ver.outputs.version }}"
--version "${{ needs.version.outputs.version }}"
fi
- name: Build Switch
@@ -206,14 +346,14 @@ jobs:
# Needs native switch-tools (nacptool/elf2nro) and/or Docker on the
# Mac self-hosted runner; see docs/switch-build.md.
scripts/build_switch.sh --fetch --fused \
--version "${{ steps.ver.outputs.version }}"
--version "${{ needs.version.outputs.version }}"
- name: Build Anbernic RG34XXSP port
run: |
set -euo pipefail
# Self-contained aarch64 PortMaster-style pack; pulls the LÖVE 11.5
# runtime from PortMaster-GUI, so it needs no signing/notarization.
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
./build-rg34xxsp.sh --version "${{ needs.version.outputs.version }}"
- name: Notarize & staple macOS app
if: github.repository == 'bryanthaboi/gen1recomp'
@@ -250,18 +390,41 @@ jobs:
ditto -c -k --sequesterRsrc --keepParent "$app" "$zip"
echo "Notarized + stapled ✓"
- name: Download Xbox UWP release
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/download-artifact@v8
with:
name: gen1recomp-xbox-uwp-release
path: dist/xbox-uwp
- name: Download Linux arm64 release
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/download-artifact@v8
with:
name: gen1recomp-linux-arm64-release
path: dist/linux-arm64
- name: Stage release assets
if: github.repository == 'bryanthaboi/gen1recomp'
id: assets
run: |
set -euo pipefail
v="${{ steps.ver.outputs.version }}"
v="${{ needs.version.outputs.version }}"
outdir="dist/release"
rm -rf "$outdir"
mkdir -p "$outdir"
cp "dist/mac/gen1recomp-macos.zip" "$outdir/gen1recomp-${v}-macos.zip"
cp "dist/win/gen1recomp-win64.zip" "$outdir/gen1recomp-${v}-windows.zip"
cp "dist/linux/gen1recomp-linux.zip" "$outdir/gen1recomp-${v}-linux.zip"
# arm64 desktop Linux (Raspberry Pi, Armbian, arm64 VMs). Built on
# its own runner because LÖVE publishes no aarch64 binary and the
# AppImage has to be compiled natively; ships as a runnable
# AppImage rather than a zip so `chmod +x && ./it` just works.
arm64_appimage="dist/linux-arm64/gen1recomp-${v}-linux-arm64.AppImage"
[ -f "$arm64_appimage" ] || { echo "::error::$arm64_appimage not found (expected from the linux-arm64 job)"; exit 1; }
cp "$arm64_appimage" "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
chmod +x "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
apk="$(find dist/android/debug -name '*.apk' | head -1)"
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
@@ -276,6 +439,10 @@ jobs:
# Local fused .nro stays under dist/switch/ for PR CI / debug; release
# publishes the SD-ready zip only.
uwp="dist/xbox-uwp/gen1recomp-${v}-xbox-uwp.zip"
[ -f "$uwp" ] || { echo "::error::$uwp not found (expected from the Xbox UWP job)"; exit 1; }
cp "$uwp" "$outdir/gen1recomp-${v}-xbox-uwp.zip"
# Anbernic handheld port (suffix names the CFW it targets, so a
# future RG35XX/other-CFW pack can ship alongside it).
rg34="dist/rg34xxsp/gen1recomp-rg34xxsp-stockos64-mod.zip"
@@ -302,8 +469,8 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
v="${{ steps.ver.outputs.version }}"
tag="${{ steps.ver.outputs.tag }}"
v="${{ needs.version.outputs.version }}"
tag="${{ needs.version.outputs.tag }}"
# Issues this release closes. Three sources, deduped by number:
# 1. GitHub's own "closing issues" links on every PR whose
@@ -391,9 +558,11 @@ jobs:
"dist/release/gen1recomp-${v}-macos.zip"
"dist/release/gen1recomp-${v}-windows.zip"
"dist/release/gen1recomp-${v}-linux.zip"
"dist/release/gen1recomp-${v}-linux-arm64.AppImage"
"dist/release/gen1recomp-${v}-android.apk"
"dist/release/gen1recomp-${v}-ios.ipa"
"dist/release/gen1recomp-${v}-switch.zip"
"dist/release/gen1recomp-${v}-xbox-uwp.zip"
"dist/release/gen1recomp-${v}-rg34xxsp-stockos64-mod.zip"
"dist/release/gen1recomp-${v}.love"
"dist/release/sha256sums.txt"
@@ -411,7 +580,7 @@ jobs:
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
v="${{ steps.ver.outputs.version }}"
v="${{ needs.version.outputs.version }}"
ipa="dist/release/gen1recomp-${v}-ios.ipa"
app_repo="mobile/ios/app-repo.json"
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
+23 -1
View File
@@ -31,12 +31,29 @@ mobile/ios/love-src/
mobile/ios/cache/
mobile/ios/build/
# love-nx vendor binaries (fetch per docs/switch-development.md; also covered by .*)
# love-nx vendor binaries (fetch per docs/switch-build.md; also covered by .*)
.bazinga/love-nx/
# Final packaged build artifacts (mac/win/web/android/ios/switch) — see scripts/build.sh
/dist/
# Switch OTA launcher build outputs
ports/switch/ota-launcher/build/
ports/switch/ota-launcher/build-host/
ports/switch/ota-launcher/*.nro
ports/switch/ota-launcher/*.nacp
ports/switch/ota-launcher/*.elf
ports/switch/ota-launcher/*.map
ports/switch/ota-launcher/romfs/logo.rgba
ports/switch/ota-launcher/romfs/logo.png
ports/switch/ota-launcher/romfs/cacert.pem
ports/switch/ota-launcher/romfs/ota-bootstrap.nro
ports/switch/ota-bootstrap/build/
ports/switch/ota-bootstrap/*.nro
ports/switch/ota-bootstrap/*.nacp
ports/switch/ota-bootstrap/*.elf
ports/switch/ota-bootstrap/*.map
# Legacy manual convenience-copy location (superseded by /dist/android/)
mobile/dist/
@@ -46,3 +63,8 @@ mobile/dist/
# per-machine iOS bundle-id pin (see scripts/build_ios.sh)
mobile/ios/bundle_id.local
# Xbox UWP build output
/ports/uwp/build/
/ports/uwp/third_party/*/source/
/ports/uwp/third_party/angle/depot_tools/
+76 -18
View File
@@ -205,6 +205,39 @@ even on a different computer, as long as the same folder comes along.
already written to either location is touched automatically, so copy files
over yourself if you want to carry existing progress across the switch.
## Launch Options
By default the app opens the launcher so you can pick a game. Launch options
skip it and start one game directly, which is what you want for a one-click
entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
| Option | Effect |
| --- | --- |
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
| `--slot=2` | load that save slot; takes a slot number or a slot id |
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
## Linux on arm64 (Raspberry Pi)
Alongside the x86_64 `gen1recomp-*-linux.zip`, every release ships
`gen1recomp-*-linux-arm64.AppImage` for 64-bit ARM desktop Linux — Raspberry
Pi 4/5, Armbian and other SBC distros, and arm64 VMs on Apple Silicon:
```sh
chmod +x gen1recomp-*-linux-arm64.AppImage
./gen1recomp-*-linux-arm64.AppImage
```
LÖVE publishes no aarch64 binary of any kind, so this artifact compiles the
engine — and SDL2, OpenAL and the codecs — from source inside a Debian
bullseye arm64 container. It needs only glibc 2.29+, libstdc++, freetype and
zlib on the host; OpenGL, X11, Wayland, KMSDRM, ALSA and PulseAudio are all
dlopened, so the same image runs on a full desktop, a Wayland-only session or
a KMSDRM handheld with no X server. Build instructions and the reasoning are
in [docs/linux-arm64-build.md](docs/linux-arm64-build.md).
## iOS
Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
@@ -222,6 +255,40 @@ build and install from source on a Mac instead, see
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
</div>
## Xbox Dev Mode
Every release ships `gen1recomp-*-xbox-uwp.zip` for Xbox One and Xbox Series
consoles in Developer Mode. It cannot be installed in retail mode.
Extract the archive, then use Xbox Device Portal to install the `.msix` and
the x64 package under `Dependencies`.
### External setup
1. Put your legally obtained Red, Blue, or Yellow ROMs on an external drive.
Mod ZIPs can go on the same drive.
2. Connect the drive to the Xbox and open Gen1Recomp.
3. Select **Import ROM** or **Import Mod**, then choose the file with the Xbox
file picker.
4. Repeat the ROM import for each version you want to use.
### Internal setup
1. Create a folder named `baseroms` on your PC and place your legally obtained
Red, Blue, or Yellow ROMs inside it.
2. ZIP the folder, keeping `baseroms` at the top level of the archive.
3. Launch Gen1Recomp once, then close it.
4. Open Xbox Device Portal and upload the ZIP to
`Gen1Recomp/LocalState/pokemon-love2d/`.
5. Choose **Yes** when Device Portal asks whether to extract the archive.
6. Open Gen1Recomp. The launcher checks baseroms once at startup. When it finds a compatible ROM, that games tab shows ROM FOUND and an Import detected ROM button.
ROMs, generated game data, saves, and mods remain in LocalState and are not
included in the app.
Source builds and package details are covered in
[the Xbox UWP build notes](ports/uwp/BUILD.md).
## Handhelds
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
@@ -231,24 +298,18 @@ Install steps, controls, and troubleshooting live in
## Nintendo Switch
Releases ship an SD-ready `gen1recomp-*-switch.zip` (issue
[#531](https://github.com/bryanthaboi/gen1recomp/issues/531)). Runtime target
is pinned [love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`.
Requires a console that can run Switch homebrew. Hardware evidence: **OLED**
(author) and **V1 / Erista** boot (community).
Releases ship an SD-ready `gen1recomp-*-switch.zip`. Runtime target is pinned
[love-nx](https://github.com/retronx-team/love-nx) `11.5-nx1`. Requires a
console that can run Switch homebrew.
- Players: [docs/switch-install.md](docs/switch-install.md) — download the
- Players: [docs/switch-install.md](docs/switch-install.md). Download the
zip, extract at the microSD root (install or update), title-override
launch, import your own legal ROM, Joy-Con controls and shortcuts.
- Builders: [docs/switch-build.md](docs/switch-build.md) `--fetch` /
`--loose` / `--fused`, toolchain, Docker fallback, and **CI vs release**
(path-gated ubuntu selftest, canonical fused PR artifact, release hard-fail).
Limitations, Dusklight-derived method, and how we tested:
[docs/switch-development.md](docs/switch-development.md) and
[docs/switch-hardware-evidence.md](docs/switch-hardware-evidence.md). Community
help — especially HOS / love-nx packaging and broader hardware coverage — is
welcome.
- Builders: [docs/switch-build.md](docs/switch-build.md). `--fetch` /
`--loose` / `--fused`, toolchain, Docker fallback, and CI vs release
(path-gated ubuntu selftest, fused PR artifact on the main repo, release
hard-fail).
- File transfer (MTP / SD / FTP): [docs/switch-transfer.md](docs/switch-transfer.md).
## Modding
@@ -297,7 +358,4 @@ This project would not be possible without [pret](https://github.com/pret) >
the pret band of decompiling maniacs > and their
[pokered](https://github.com/pret/pokered) disassembly.
Nintendo Switch port: [andrewqsantos](https://github.com/andrewqsantos).
Switch hardware testing (V1 boot): [booshankles](https://github.com/booshankles).
<p align="center"><a href="https://boisclub.games"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/bcg.png"></a></p>
Binary file not shown.
+13
View File
@@ -0,0 +1,13 @@
# Plain Pixel font
"Plain Pixel Font" by Douglas Vautour (Burpy Fresh) is licensed under
CC-BY 4.0: https://burpyfresh.itch.io
Version 0.009 (CJK character additions), unmodified. Characters for most
languages have a 5x11 base but can extend vertically; double-width
characters such as Hiragana and Katakana are 11x11.
Bundled so a translation mod can opt into TTF text rendering
(`mod.content.font:register("ttf", {})`; see the Translation support
section of docs/new-features.md) instead of drawing hundreds of glyph-page
tiles. The tile font extracted from the player's ROM stays the default.
+6 -2
View File
@@ -16,9 +16,13 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
M.PEWTER_CITY = {
+6 -2
View File
@@ -23,9 +23,13 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
M.VIRIDIAN_CITY = {
+37 -14
View File
@@ -18,6 +18,26 @@ local M = {
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
}
-- The originals' middle branch shared by every leader's text_asm: beaten
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
-- Returns true when the retry took over the talk. A save from before
-- #797 already holds the TM without the flag; treat the owned TM as
-- received so those saves fall through to the advice text instead of
-- collecting a second copy.
local function retryTmGive(game, ow, victoryKey, done)
local reward = require("data.scripts.victories")[victoryKey]
if not (reward and reward.gotFlag) then return false end
if game.save.flags[reward.gotFlag] then return false end
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
if owned > 0 then
game.save.flags[reward.gotFlag] = true
return false
end
ow:offerGymTm(reward, done)
return true
end
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
-- _PewterGymBrockPreBattleText and engages the leader battle
@@ -25,12 +45,14 @@ local M = {
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
-- the GYM in CERULEAN..."). The original's middle branch (beat but
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
-- unreachable in the port: the TM is granted with the victory.
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
-- at the victory (#797).
M.PEWTER_GYM.talk = {
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
if game.save.flags.EVENT_BEAT_BROCK then
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._PewterGymBrockPostBattleAdviceText
@@ -48,16 +70,17 @@ M.PEWTER_GYM.talk = {
-- (engageTrainer shows that same pre-battle text via resolveText; the
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
-- -- and once beaten print the post-battle advice text. As with Brock,
-- the originals' middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
-- granted with the victory.
-- the middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
-- full at the victory.
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
-- done) and must call done() itself once whatever it's doing (e.g. a fade
-- around a HideObject) finishes, rather than having it invoked
-- automatically. Only Giovanni's farewell uses this.
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
return function(game, ow, npc, done)
if game.save.flags[beatFlag] then
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
local TextBox = require("src.render.TextBox")
local finish = done
if afterAdvice then
@@ -79,42 +102,42 @@ end
M.CERULEAN_GYM.talk = {
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
"_CeruleanGymMistyTM11ExplanationText",
"TM11 teaches\nBUBBLEBEAM!"),
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
}
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
M.VERMILION_GYM.talk = {
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
"_VermilionGymLTSurgePostBattleAdviceText",
"A little word of\nadvice, kid!"),
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
}
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
M.CELADON_GYM.talk = {
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
"_CeladonGymErikaPostBattleAdviceText",
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
}
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
M.FUCHSIA_GYM.talk = {
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
"_FuchsiaGymKogaPostBattleAdviceText",
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
}
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
M.SAFFRON_GYM.talk = {
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
"_SaffronGymSabrinaPostBattleAdviceText",
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
}
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
M.CINNABAR_GYM.talk = {
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
"_CinnabarGymBlainePostBattleAdviceText",
"FIRE BLAST is the\nultimate fire\ntechnique!"),
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
}
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
@@ -142,7 +165,7 @@ M.VIRIDIAN_GYM.talk = {
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
end
end, done))
end),
end, "OPP_GIOVANNI#3"),
}
return M
+61 -45
View File
@@ -800,9 +800,13 @@ M.SILPH_CO_11F = {
-- line) would touch, and the whole Silph ending -- the flag, the Master
-- Ball, the Saffron streets clearing -- silently never happened.
--
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
-- sets nothing, so the trigger re-arms exactly as vanilla does.
-- SilphCo11FDefaultScript orders it DisplayTextID TEXT_SILPHCO11F_GIOVANNI
-- FIRST, then MoveSprite .GiovanniMovement: he speaks from behind the desk
-- and only then walks the three tiles down. Moving him before the box made
-- him cross the room in silence and deliver the speech point-blank (#869),
-- so the box comes first here and engageTrainer skips its own battle text.
-- victories.lua OPP_GIOVANNI#2 sets the event on a win; a loss sets
-- nothing, so the trigger re-arms exactly as vanilla does.
onStep = function(game, ow, x, y)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
@@ -811,21 +815,28 @@ M.SILPH_CO_11F = {
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
end
if not gio or ow:trainerDefeated(gio) then return false end
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!" speech,
-- then SilphCo11FTeamRocketLeavesScript behind a fade so every Silph
-- rocket leaves off-screen (the street rockets are handled by
-- M.SAFFRON_CITY.onEnter in story4.lua). Queued, not run here: the
-- battle's own callbacks are still unwinding, so queueScript starts
-- it on the first idle overworld frame -- after the end-battle
-- "Arrgh!!" box victories.lua OPP_GIOVANNI#2 pushes (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
ow:queueScript(silphAftermathRows())
end
end)
end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._SilphCo11FGiovanniText
or "Ah {PLAYER}!\nSo we meet again!",
function()
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!"
-- speech, then SilphCo11FTeamRocketLeavesScript behind a fade so
-- every Silph rocket leaves off-screen (the street rockets are
-- handled by M.SAFFRON_CITY.onEnter in story4.lua). Queued, not
-- run here: the battle's own callbacks are still unwinding, so
-- queueScript starts it on the first idle overworld frame --
-- after the end-battle "Arrgh!!" box victories.lua OPP_GIOVANNI#2
-- pushes (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
ow:queueScript(silphAftermathRows())
end
end, nil, true)
end)
end))
return true
end,
onEnter = function(game, ow)
@@ -1031,38 +1042,43 @@ local championsRoomRivalScript = {
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
{ "play_music", "Music_Cities1", { keep = true } }, -- 11
{ "show_text", "_ChampionsRoomOakText" }, -- 12
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 13
{ "move_npc", 2, "up", 5 }, -- 14 OakEntranceAfterVictoryMovement
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
-- reading of the town theme this scene is known for (#847).
{ "fade_music", 10 }, -- 11
{ "wait", 100 }, -- 12
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
{ "show_text", "_ChampionsRoomOakText" }, -- 14
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
{ "face_object", 1, "left" }, -- 15
{ "face_object", 2, "down" }, -- 16
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 17
{ "face_object", 1, "left" }, -- 17
{ "face_object", 2, "down" }, -- 18
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 18
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 19
{ "face_object", 2, "right" }, -- 20
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
-- OakComeWithMeScript: Oak faces down again, then exits up
{ "face_object", 2, "down" }, -- 20
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 21
{ "move_npc", 2, "up", 2 }, -- 22 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 23
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement
-- (PAD_UP 4, PAD_LEFT 1): the player walks out after Oak instead of the
-- screen just fading on the spot (#704). The entrance walk leaves the
-- player at (4,3) and both north-wall warps sit on row 0, so the original
-- only ever spends three of those simulated steps -- CheckWarpsNoCollision
-- takes the HALL_OF_FAME warp the moment the walk lands on (4,0) and the
-- trailing UP/LEFT are dropped. Scripted steps ignore collision here just
-- as they do in the original (CollisionCheckOnLand skips its checks while
-- wSimulatedJoypadStatesIndex is non-zero), so stepping through the
-- rival's cell at (4,2) is the ported behavior, not a clip.
{ "move_player", "up", 3 }, -- 24
{ "face_object", 2, "down" }, -- 22
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement.
-- The player walks out after Oak instead of the screen just fading on the
-- spot (#704). Route one tile right before walking north so the player
-- reaches the north-wall HALL_OF_FAME warp without sharing the rival's
-- (4,2) cell. The original simulated movement bypasses entity collision,
-- but this scene should not visibly walk through the defeated rival.
{ "move_player", "right", 1 }, -- 26
{ "move_player", "up", 3 }, -- 27
-- hand the induction off to the HALL_OF_FAME room (consumed by its
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
{ "set_field", "pendingHallOfFame", true }, -- 25
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 26
{ "set_field", "pendingHallOfFame", true }, -- 28
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 29
}
M.CHAMPIONS_ROOM = {
+66 -15
View File
@@ -151,9 +151,27 @@ M.POKEMON_TOWER_6F = {
-- trick, and the speedrun route this bot follows depends on it.
if result == "win" or battle.pokeDollEscape then
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
game.stack:push(TextBox.new(game,
t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
-- PokemonTower6FMarowakDepartedText (scripts/PokemonTower6F.asm)
-- is two texts, not one: the CUBONE's-mother line first, then
-- PlayCry RESTLESS_SOUL (EQU MAROWAK, constants/pokemon_constants
-- .asm:209) + WaitForSoundToFinish + DelayFrames 30 before the
-- calmed line; the port dropped the first text and the cry
-- (#867). play_cry arms the next show_text, so the cry rides
-- the calmed box's open with the button prompt kept, and the
-- wait row stands in for the asm's 30-frame gap.
local rows = {
{ "show_text", t._PokemonTower6FGhostWasCubonesMotherText
or "The GHOST was the\nrestless soul of\vCUBONE's mother!" },
{ "play_cry", "MAROWAK", true },
{ "wait", 30 },
{ "show_text", t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!" },
}
if ow.runner then
ow.runner:run(rows)
elseif ow.queueScript then
ow:queueScript(rows)
end
elseif result ~= "lose" then
-- .did_not_defeat: one simulated step right, off the trigger,
-- so fleeing does not leave you standing on a cell that
@@ -517,6 +535,14 @@ M.GAME_CORNER = {
done()
return
end
-- GameCornerRocketText hands the battle its own loss line through
-- SaveEndBattleTextPointers (.BattleEndText ->
-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
-- prints it ON the battle screen between TrainerDefeatedText and
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
-- He is a text_asm trainer with no def_trainers header, so there is no
-- header.won for engageTrainer to find and the line has to be handed
-- over here or it never shows at all (#862).
ow:engageTrainer(npc, function()
if not ow:trainerDefeated(npc) then
done()
@@ -527,19 +553,44 @@ M.GAME_CORNER = {
game.data.text._GameCornerRocketAfterBattleText
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
function()
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
-- ApplyMovementData walks the grunt one tile UP into the poster
-- (the hideout's secret entrance at 9,4) before HideObject, so
-- he leaves the floor rather than popping out of existence on
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
-- ignores collision, so we despawn + unfreeze (done) only once
-- the step lands.
ow:scriptMove(npc, "up", 1, function()
hideRocket()
done()
end)
-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
-- picks the exit walk from where the player is standing, because
-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
-- from the south) or wXCoord == 8 (from the west) leaves the row
-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
-- RIGHT; otherwise the player is east of him on (10,5) and
-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
-- and right again to go AROUND him. pokeyellow's copy of the
-- around-path takes one extra RIGHT on the lower row before coming
-- back up (it also has to clear Pikachu); both versions end on
-- (15,5). He never steps UP: (9,4) is the poster wall, which is
-- where the old single UP step sent him.
local px = ow.player and ow.player.cellX
local py = ow.player and ow.player.cellY
local path
if py == 6 or px == 8 then
path = { { "right", 5 } }
elseif require("src.core.GameVersion").isYellow() then
path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
else
path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
end
-- GameCornerRocketExitScript only HideObjects him once
-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
-- scriptMove locks player input (#scriptMoves>0) and ignores
-- collision, so the despawn + unfreeze (done) ride the final step.
local function step(i)
if i > #path then
hideRocket()
done()
return
end
ow:scriptMove(npc, path[i][1], path[i][2],
function() step(i + 1) end)
end
step(1)
end))
end)
end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
end,
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
+31 -15
View File
@@ -13,9 +13,18 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- The question stays on screen under the YES/NO menu. The dojo prize
-- balls are the clearest case: FightingDojoHitmonleePokeBallText
-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
-- (engine/menus/text_box.asm) puts the menu above the dialogue box
-- rather than replacing it. Ride TextBox's opts.choice, the same as
-- Commands.ask, instead of popping the box with an A press and leaving a
-- bare ChoiceBox over the overworld (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
@@ -155,19 +164,26 @@ local function dojoBall(species, ownBall, otherBall, askKey)
push(game, "You'll have to\nbeat the master\nfirst!", done)
return
end
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
if not yes then done() return end
flags["EVENT_GOT_" .. species] = true
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
-- Examining a ball shows that species' POKéDEX entry first
-- (DisplayPokedex in FightingDojo.asm, which also marks it seen),
-- then the yes/no take-it prompt (#853).
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.mark_seen(ctx, species)
local DexEntryMenu = require("src.ui.DexEntryMenu")
game.stack:push(DexEntryMenu.new(game, species, function()
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
if not yes then done() return end
flags["EVENT_GOT_" .. species] = true
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end))
end
end
+12 -2
View File
@@ -49,7 +49,7 @@ local function gift(opts)
end
end)
end
if opts.pre then say(opts.pre, "", give) else give() end
if opts.pre then say(opts.pre, opts.preFallback or "", give) else give() end
end
end
@@ -118,11 +118,21 @@ M.CINNABAR_LAB_METRONOME_ROOM = {
},
}
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher; no pre text)
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher). The fisher's
-- YouCanHaveThisText prints before GiveItem, so this gift needs a pre
-- text (#775). Like the SilphCo2F worker (#393) that label carries no
-- leading underscore, and on Red it sits outside the extractor's symbol
-- set, so the literal from text/ViridianCity.asm rides along as the
-- fallback; Yellow resolves the ROM string instead.
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_FISHER = gift({
flag = "EVENT_GOT_TM42", item = "TM_DREAM_EATER",
pre = "ViridianCityFisherYouCanHaveThisText",
preFallback = "Yawn!\nI must have dozed\voff in the sun."
.. "\fI had this dream\nabout a DROWZEE\veating my dream."
.. "\vWhat's this?\vWhere did this TM\vcome from?"
.. "\fThis is spooky!\nHere, you can\vhave this TM.",
received = "_ViridianCityFisherReceivedTM42Text",
explain = "_ViridianCityFisherTM42ExplanationText",
noRoom = "_ViridianCityFisherTM42NoRoomText",
+6 -2
View File
@@ -12,9 +12,13 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
-- -------------------------------------------------------------------
+50 -8
View File
@@ -18,6 +18,16 @@
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won -- checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
--
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
-- this!"), shown at the victory and again when a beaten leader retries
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
-- the bag; `noRoom` is the "make room" line shown instead when the bag
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
-- successful give, which is what makes the leader's talk script retry
-- later (gyms.lua).
local function range(prefix, first, last)
local t = {}
@@ -33,6 +43,8 @@ return {
-- escort NPC and the first Route 22 rival stay gone after the badge.
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
item = "TM_BIDE",
gotFlag = "EVENT_GOT_TM34",
noRoom = "_PewterGymTM34NoRoomText",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
@@ -41,69 +53,99 @@ return {
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
},
tmPre = { "_PewterGymBrockWaitTakeThisText" },
tmDialogue = {
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
},
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
tmDialogue = {
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
},
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
tmDialogue = {
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
},
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
tmDialogue = {
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
},
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
tmDialogue = {
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
},
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
tmDialogue = {
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
},
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
tmDialogue = {
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
gotFlag = "EVENT_GOT_TM27",
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
},
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
tmDialogue = {
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
+45 -12
View File
@@ -62,10 +62,15 @@ M.MT_MOON_B2F = {
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
{ "face_object", 6, "left" },
{ "show_text", "_MtMoonJessieJamesText2" },
-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
-- SaveEndBattleTextPointers before it sets wCurOpponent, so
-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
-- Its one-word first line only reads right behind that tag (#866).
{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_MtMoonJessieJamesText3" },
{ "show_text", "_MtMoonJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
@@ -85,7 +90,8 @@ M.MT_MOON_B2F = {
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
-- (24,10) and whichever of them shares the player's column ($18=24 or
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
-- tiles down to loom over the player while the other steps one. A loss
-- tiles down to loom over the player while the other walks four and ends
-- up beside him. A loss
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
-- trigger re-arms clean.
-- -------------------------------------------------------------------
@@ -106,7 +112,7 @@ M.ROCKET_HIDEOUT_B4F = {
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
-- ON_LEFT: player under James's column (25); movement data pairs
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
-- column-mate walks 3, the other 1.
-- column-mate walks 3, the other 4.
local onLeft = (x == 25)
ow.runner:run({
{ "stop_music" },
@@ -116,16 +122,30 @@ M.ROCKET_HIDEOUT_B4F = {
{ "emote", "player", "shock", 30 },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
-- James (object 2) then Jessie (object 3), Script4..Script9 order
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
-- James (object 2) then Jessie (object 3), Script4..Script9 order.
-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
-- collision test. From (25,10)/(24,10) against a player on y=14 the
-- column-mate stops three down, right above him, and the other walks the
-- full four to stand alongside -- which is what the facings below assume.
-- Reading _45605 as a single step stranded whoever was off-column three
-- tiles away, so James never reached the player (#865).
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
or { "down", "down", "down", "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
or { "down", "down", "down" } },
{ "face_object", 3, onLeft and "right" or "down" },
{ "show_text", "_RocketHideoutJessieJamesText2" },
-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
-- the battle screen ahead of MoneyForWinningText (#866).
{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
{ "check_battle_result", "win" },
{ "jump_if_false", "lost" },
{ "show_text", "_RocketHideoutJessieJamesText3" },
{ "show_text", "_RocketHideoutJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
@@ -175,16 +195,27 @@ M.POKEMON_TOWER_7F = {
{ "show_text", "_PokemonTowerJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
-- Jessie (object 1) then James (object 2), Script1..Script6 order
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
-- Jessie (object 1) then James (object 2), Script1..Script6 order.
-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
-- y=12 the column-mate halts one tile above him and the other closes the
-- full four to his side; the single-step reading is why James only
-- "moved a bit" here (#865).
{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
or { "down", "down", "down" } },
{ "face_object", 1, onLeft and "right" or "down" },
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
or { "down", "down", "down", "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "show_text", "_PokemonTowerJessieJamesText2" },
-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
-- before the prize money (#866).
{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_PokemonTowerJessieJamesText3" },
{ "show_text", "_PokemonTowerJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
@@ -254,10 +285,12 @@ M.SILPH_CO_11F = {
{ "walk_npc", 6, jessieDirs },
{ "face_object", 6, jessieFace },
{ "show_text", "_SilphCoJessieJamesText2" },
-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_SilphCoJessieJamesText3" },
{ "show_text", "_SilphCoJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
+1 -1
View File
@@ -38,7 +38,7 @@ the same core data and graphics into the source tree for verification.
| | `src/core/SaveData.lua` | Lua-serialized save in the LÖVE save dir |
| render | `src/render/Renderer.lua` | 160x144 canvas, integer nearest scaling |
| | `src/render/TileRenderer.lua` | one SpriteBatch per map (8x8 quads) + border-block ring |
| | `src/render/SpriteRenderer.lua` | 6-frame walker sheets, flipped right facing |
| | `src/render/SpriteRenderer.lua` | variable-size anchored sprite sheets, 6-frame walkers and flipped right facing |
| | `src/render/Font.lua` | glyph rendering via charmap (greedy longest match) |
| | `src/render/TextBox.lua` | dialogue box: typewriter, `\n` line, `\v` scroll, `\f` page |
| | `src/render/Camera.lua`, `Transition.lua` | follow camera, warp fades |
+6 -2
View File
@@ -234,8 +234,12 @@ What was ported from pokered's engine code and where it came from.
pre-battle text and engages the leader battle (badge/TM via
data/scripts/victories.lua); post-badge talk prints the leader's
post-battle advice text (Misty's is her TM11 explanation). The
originals' middle branch (beaten but TM not handed over) is
unreachable since the TM is granted with the victory. Giovanni's
originals' middle branch (beaten but TM not handed over,
CheckEventReuseA EVENT_GOT_TM*) is ported too: the victory's GiveItem
goes through the bag's capacity check, a full bag shows the leader's
"make room" text instead of the received lines and leaves
EVENT_GOT_TM* unset, and talking to the leader re-runs the ReceiveTM
script until the TM goes in (#797). Giovanni's
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
fade-to-black/fade-in Transition matching ViridianGym.asm's
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
+18 -5
View File
@@ -153,6 +153,17 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
`options.mods[id]` so a later reinstall starts from the loader's default
(enabled). The mods panel Delete control calls this and re-derives the list.
- A mod that declares `github` shows its total GitHub downloads (every
release's summed asset `download_count`, from the same cached release
fetch the update check uses) as a highlighted body line like "12,345
downloads across all releases - Released 2024-05-31 - Updated 2026-07-01"
(first and latest `published_at`). Old cache entries written before the
counts existed show no line rather than a wrong zero; a manual check
refreshes them.
- The MODS panel sorts its rows by Name, Popularity (downloads),
Release date (first release), or Last updated, chosen by chips under the
header and persisted in `options.modSort`. Mods without release data
(no `github` field, or a stale cache) sink to the bottom of data sorts.
## Import / Export save
@@ -184,11 +195,13 @@ through `src/import/SaveFileIO.lua`, which sits on top of
(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
`rawImport`, so this is a zero-filled template export, which is valid), and
writes `exports/<version>/gen1recomp-<version>-<slotId>.sav` in the save
directory (`exports/` and `exports/<version>/` are created as needed). On
desktop it returns the absolute path (`love.filesystem.getSaveDirectory()`),
which the notice line shows with an "Open folder" affordance
(`love.system.openURL("file://" .. dir)`).
writes `exports/<version>/gen1recomp-<version>-<slotId>.sav` under the same
root `persistFs` writes slots to: the portable game folder when `portable.txt`
marks the install, otherwise the save directory (`exports/` and
`exports/<version>/` are created as needed; #752). On desktop it returns the
absolute path (`SaveData.portableBaseDir()` when portable, else
`love.filesystem.getSaveDirectory()`), which the notice line shows with an
"Open folder" affordance (`love.system.openURL("file://" .. dir)`).
On Android the bytes are also staged as `pending_export.sav` and
`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
player can save to Downloads / Drive / etc.; on return `export_done.flag`
+202
View File
@@ -0,0 +1,202 @@
# Linux arm64 (aarch64) AppImage
Releases ship `gen1recomp-<version>-linux-arm64.AppImage` alongside the
existing x86_64 `gen1recomp-<version>-linux.zip`. It targets 64-bit ARM
desktop Linux: Raspberry Pi 4/5 running Raspberry Pi OS, Armbian and other
SBC distros, arm64 VMs on Apple Silicon, Ampere/Graviton desktops, and the
aarch64 handhelds that run a full distro.
> The Anbernic RG34XXSP has its own PortMaster-style pack
> (`gen1recomp-*-rg34xxsp-stockos64-mod.zip`, see
> [anbernic-rg34xxsp.md](anbernic-rg34xxsp.md)). That one bundles PortMaster's
> LÖVE runtime and expects the device's own SDL; this AppImage is the generic
> desktop-Linux artifact and shares nothing with it but the `game.love`.
## For players
```sh
chmod +x gen1recomp-*-linux-arm64.AppImage
./gen1recomp-*-linux-arm64.AppImage
```
Then use **Import ROM** in the launcher to point it at your own legal Red /
Blue / Yellow cartridge dump, exactly as on every other platform.
If your system has no FUSE (`dlopen(): error loading libfuse.so.2`), either
install it (`sudo apt install libfuse2`) or run without it:
```sh
./gen1recomp-*-linux-arm64.AppImage --appimage-extract-and-run
```
### What the host has to provide
Very little, and this is enforced by an assertion in the build rather than by
good intentions. The only libraries the AppImage requires at startup are:
```
glibc 2.29+ libstdc++ libfreetype6 zlib
```
Everything else — OpenGL/Mesa, X11, Wayland, KMSDRM, ALSA, PulseAudio — is
**dlopened**, so it is used when present and skipped when absent. That means
one image runs on a full desktop, on a Wayland-only session, on a
KMSDRM-only handheld with no X server, and on a box with ALSA but no
PulseAudio, without a different build for each.
That property does not come for free from Debian's packages, and getting it
is most of what the build below is doing; see
[Why five libraries are built from source](#why-five-libraries-are-built-from-source).
## For builders
```sh
scripts/build_linux_arm64.sh --version 0.1.0
```
Output:
```
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage
dist/linux-arm64/gen1recomp-<version>-linux-arm64.AppImage.sha256
```
Useful flags: `--game-love PATH` reuses an already-packed payload (CI does
this so every platform ships identical bytes), `--rebuild-image` forces the
builder container to rebuild, `--clean-cache` throws away the pinned
downloads and the compiled LÖVE prefix.
### Requirements
An **aarch64 host** with **docker or podman**. A Raspberry Pi 5 is the
reference machine (a cold build takes about 10 minutes on one — six libraries
plus the engine; rebuilds reuse the cached prefix and take seconds). Apple Silicon with Docker
Desktop and GitHub's `ubuntu-24.04-arm` runner both work too.
The script refuses to run on x86_64 rather than falling back to qemu-user
emulation: that path takes hours and has produced miscompiled LuaJIT.
### Why this is not just another `scripts/build.sh` target
`scripts/build.sh linux` downloads LÖVE's official `love-11.5-x86_64.AppImage`,
unpacks its squashfs, drops `game.love` in, and glues it back together. That
trick is not available here — **LÖVE publishes no aarch64 binary at all.** The
11.5 release has win32, win64, macOS, Android, iOS and one x86_64 AppImage,
and that is the entire list.
So this build compiles LÖVE 11.5 from the official `linux-src` tarball and
assembles the AppImage from scratch. Every pinned input — the LÖVE source, the
five libraries built alongside it, and the AppImage type-2 runtime — is
SHA-256 verified on the host before the container ever sees it, and the
container itself runs with no network access.
### Why the build happens in a Debian bullseye container
glibc is backward compatible but not forward compatible: a binary linked
against glibc 2.41 will not start on a system with 2.31, and there is no way
to fix that after the fact. Compiling on the oldest base we support is
therefore the only thing that makes one artifact work everywhere.
Bullseye (glibc 2.31) is that base. The resulting binaries actually come out
needing only **glibc 2.29** and **GLIBCXX_3.4.21**, so the AppImage covers
everything from Ubuntu 20.04 and Raspberry Pi OS bullseye through current
trixie.
This is a statement about the *compile environment*, not about where the
artifact runs — building on your own newer distro would silently raise that
floor and strand every user on an older one, with no symptom until they
download it. CI enforces the floor: `linux-arm64-build` fails if the highest
required glibc symbol version climbs above 2.31.
### Why five libraries are built from source
SDL2, OpenAL, libtheora, libogg/libvorbis and libmpg123 are compiled rather
than installed from bullseye. In every case the reason is *correctness*, not
a newer version number — Debian builds these for a system where every
dependency is installed and co-versioned, which is the opposite of an
AppImage's situation. Each one broke the build in a different way, and all
three failure modes are now assertions that fail the build instead of
shipping.
**1. Hard-linked backends (SDL2, OpenAL).** Debian's `libSDL2` lists
`libpulse`, `libasound`, `libX11` and `libwayland-client` as `DT_NEEDED`
resolved by the loader at startup, not dlopened. An AppImage bundling it
refuses to start unless the host has *all four*. It appeared to work in
testing only because a desktop Pi has all four; a headless CI runner is what
exposed it. Debian's OpenAL does the same via `libsndio`, which itself
hard-links `libasound`. Built from source with `--enable-*-shared` and
`ALSOFT_DLOPEN`, both dlopen their backends instead.
**2. A stray link (libtheora).** Debian's `libtheoradec.so.1` is linked
against `libcairo.so.2` — a packaging artifact, since a video decoder has no
business drawing vector graphics — and cairo drags in X11, xcb, fontconfig
and freetype. `--disable-examples` produces a `libtheoradec` needing only
`libogg`.
**3. SONAME collision with the host (ogg, vorbis, mpg123).** The subtle one.
OpenAL dlopens ALSA, ALSA's config loads its PulseAudio hook plugin, and that
plugin pulls the *host's* `libsndfile` into our process. `libsndfile` links
`libogg`, `libvorbis` and `libmpg123` — the same three we bundle. The loader
resolves a SONAME exactly once per process, so the host's `libsndfile` binds
to *our* copies:
```
openal -> libasound -> libasound_module_conf_pulse -> libsndfile (host, new)
`-> mpg123_info2 -> libmpg123 (ours, bullseye 1.26)
```
`mpg123_info2` arrived in mpg123 1.32, so the plugin failed to relocate, ALSA
config collapsed, and the game ran with **no audio device at all**. Not
bundling these instead would make `libogg`/`libvorbis`/`libmpg123` mandatory
host packages; building them current means our copies *satisfy* the host's
`libsndfile` rather than starving it.
The same collision is why the font stack — freetype, fontconfig, libpng,
brotli, zlib — is left to the host entirely. Bundling a bullseye freetype
2.10.4 meant a host `libcairo` could not find `FT_Get_Transform` (added in
2.11) and the game died at startup. Leaving the whole stack to the host keeps
it self-consistent, while `liblove` — compiled against 2.10.4 — only ever
asks for symbols every supported host already has.
The general rule this all reduces to: **never bundle a library the host's own
stack may also load, unless yours is at least as new as theirs.**
### CI
Three jobs, path-gated on `scripts/build_linux_arm64.sh`,
`scripts/linux-arm64/`, `scripts/pack_love.sh` and this document:
- **`linux-arm64-selftest`** (`ubuntu-latest`, x86_64) — offline gate. Checks
the pins are real digests on a dated tag rather than the moving
`continuous` one, that the Dockerfile still builds on bullseye, that the
exclude list still classifies known sonames correctly, that AppRun still
launches `game.love` with `--fused`, and that the host-arch guard actually
fires. Needs no container and no arm64 machine.
- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then extracts
the artifact and asserts the layout, that every bundled object resolves
under AppRun's `LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31.
Uploads the AppImage for 7 days.
- **release**`linux-arm64` runs on `ubuntu-24.04-arm`, reuses the shared
`game.love` from the `love-payload` job, and the AppImage is staged and
published like every other release asset.
Unlike the Switch job, none of this needs secrets or self-hosted hardware, so
it runs on fork PRs too.
### Updating the pins
Both pins live in `scripts/linux-arm64/common.sh`:
- `LOVE_VERSION` / `LOVE_SRC_SHA256` — bumping any version invalidates the
cached prefix automatically (its name is keyed by every source version at
once, so a partial rebuild cannot mix vintages). Check that bullseye still
has `-dev` packages new enough for the new release; `build_appimage.sh`
asserts every optional module actually linked, because LÖVE's `configure`
exits 0 and silently drops a module when one is missing.
- `SDL2_*`, `OPENAL_*`, `THEORA_*`, `OGG_*`, `VORBIS_*`, `MPG123_*` — the
source-built libraries. Bumping these is usually safe and occasionally
necessary: `libmpg123` in particular must stay at least as new as what a
target host's `libsndfile` expects, which is asserted for `mpg123_info2`.
- `APPIMAGE_RUNTIME_TAG` / `APPIMAGE_RUNTIME_SHA256` — always a dated tag
from [AppImage/type2-runtime](https://github.com/AppImage/type2-runtime/releases).
The selftest fails the build if this ever points at `continuous`.
+228 -4
View File
@@ -35,6 +35,16 @@ An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
fields that moved; a new map becomes a `:register`. See
`docs/new-features.md` and the extension's own README.
## Read-only map overviews
`mod.world:mapOverview()` returns collision `rows` at map-cell resolution,
optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
4x resolution. Visual rows contain Game Boy shades from `"0"` (lightest) to
`"3"` (darkest); their matching width and height fields describe the grid.
`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
`warp`, visible `item`, and untaken `hidden` locations. All fields are
read-only snapshots; mods choose which layers to render.
## Rendering pipelines
Most registries hand the engine *content*. `render_pipelines` hands it
@@ -100,6 +110,44 @@ Three rules worth knowing:
Returning `nil` from `drawWorld` is a normal answer meaning "not this
frame"; the engine draws the vanilla world instead.
## Variable-size overworld sprites
The `sprites` registry keeps the vanilla 16x16 grounded walker as its default,
but a mod can describe any frame rectangle and anchor for player characters,
NPCs, followers, mounts, vehicles, bosses, or other field actors:
```lua
mod.content.sprites:register("SPRITE_COMPANION", {
image = "mods/example/companion.png", -- one frame per row
frames = 6,
walker = true,
frameWidth = 32,
frameHeight = 32,
anchorX = 16, -- frame-relative bottom-center anchor
anchorY = 32,
})
```
`frameWidth` and `frameHeight` are sheet pixels. `anchorX` and `anchorY` are
measured from each frame's top-left; when omitted they default to the frame's
horizontal center and bottom edge, so a larger sprite grows upward while its
feet stay on the same world cell. Omitting all four fields is exactly the
vanilla 16x16 placement. The normal player/NPC/follower draw paths consume
these values automatically, including horizontal flips and the fishing pose.
Custom render pipelines can use the same geometry without reproducing the
pose rules:
```lua
local geometry = sprite:getPoseGeometry(facing, walkPhase, stepFlip)
-- geometry.quad, .x/.y/.width/.height, .anchorX/.anchorY, .mirror
local originX, originY = sprite:getScreenOrigin(px, py, camX, camY)
```
`getFrameGeometry(frame)` is the corresponding accessor for a specific
zero-based sheet frame. Both accessors return fresh tables and share the
renderers frame selection and mirror conventions.
## Battle sprite scaling
The enemy's front pic draws at 1x and the player's back pic at 2x, the way
@@ -140,6 +188,90 @@ default** (1x front, 2x back).
ball-to-pic grow multiplies your scale through each stage, so a rescaled
mon still grows into place from the ball, grounded the whole way.
## Durable tool storage and runtime checkpoints
`mod.save` remains the right place for state that should travel with the next
normal Pokémon SAVE. Tools that need independently written, larger data-only
records can use `mod.storage`; the engine scopes every logical key by game
version, opaque playthrough identity, and mod id, and routes it through the same
standard or portable persistence backend as saves:
```lua
local context, code, message = mod.storage:context(game)
local ok, code, message = mod.storage:write(game, "history/quick/q0001", {
format = 1, createdAt = os.time(), payload = { money = 3000 },
})
local value, code, message = mod.storage:read(game, "history/quick/q0001")
local keys, code, message = mod.storage:list(game, "history/quick")
local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
```
`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
version is compatibility metadata; physical launcher-slot and path identity stays
private.
Values must be tables containing serializable data only. Keys are conservative
slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
handles are never exposed. Writes are staged and decode-verified, reads recover
from a valid staged/backup generation, and methods return structured errors for
normal data or I/O failures. The playthrough identity is allocated lazily on the
first storage/checkpoint call, so an unused API changes no save bytes.
`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state:
```lua
local capability = mod.checkpoints:inspect(game)
if capability.canCapture then
local checkpoint, code, message = mod.checkpoints:capture(game)
-- Store the detached data-only checkpoint through mod.storage.
end
local ok, code, message = mod.checkpoints:restore(game, checkpoint)
```
Checkpoint format 1 supports settled overworld control and proven battle
player-decision safe points. Battle checkpoints are limited to ordinary
single-player wild/trainer origins with no suspended script; link, Safari,
ghost, demo, scripted, animation, message, queue, and forced-action phases fail
closed. New checkpoints preserve gameplay RNG, while legacy overworld records
without RNG remain loadable. Capture excludes global options and runtime
objects. Restore validates format, game/playthrough identity, content,
coordinates, battle relationships, continuation, and RNG before mutation;
preserves current options; suppresses normal map-entry/save-load/intro side
effects; verifies a recapture; and rolls back runtime plus RNG in memory if
reconstruction fails. Callers that need crash recovery should durably capture
their own recovery checkpoint before restore.
Checkpoint ownership follows the persistence model rather than mod identity:
- canonical `game.save` progress, including every mod's `save.modData` /
`mod.save` bucket and data-only fields added to saved Pokémon, rewinds;
- global and per-mod options remain at their current values;
- independently written `mod.storage` records do not rewind; and
- mod-owned runtime objects, references, and caches are never serialized.
Successful restore emits `checkpoint.restored` only after reconstruction and
differential recapture have committed. Mods that cache rewound progress or hold
references to reconstructed runtime objects can re-read their own public state
and rebuild at that point:
```lua
mod.events:on("checkpoint.restored", function(ev)
-- ev.kind is "overworld" or "battle"; ev.game is fully reconstructed.
cachedQuestStage = mod.save:get("quest_stage", 0)
rebuildRuntimeFor(ev.game, ev.kind)
end)
```
The event is not emitted for validation failure, failed reconstruction, or a
successful rollback. Its payload contains no checkpoint data or other mod's
private state. A mod that deliberately stores progress-coupled truth in
`mod.storage` must version and reconcile that relationship itself; the engine
cannot distinguish it safely from independent history, configuration, or cache
data.
See RFC 0003, RFC 0004, and RFC 0005 for exact contracts and error codes.
## Developer console
Boot with developer mode on to unlock the in-game console and hot-reload
@@ -174,6 +306,32 @@ It runs immediately before queued button edges are promoted, so input added by
the wrapper is visible during that same fixed step. The callback receives
`(next, game, dt)` and must call `next(game, dt)`.
`input.pointer` delivers uncaptured gameplay pointer events -- touches and
real mouse input alike. The callback receives `(next, game, ev)` where `ev`
is `{ phase, source, id, x, y, dx, dy, pressure, button }`: `phase` is
`"pressed"`, `"moved"`, `"released"` or `"cancelled"`; `source` is `"touch"`
or `"mouse"`; `id` is the LÖVE touch id or `"mouse"`; and the coordinates
are LOVE window units, the same space `render.hud`'s viewport and the touch
overlay lay out in. The on-screen touch controls keep first refusal: a
pointer that begins on a virtual control belongs to the pad for its whole
lifecycle and never reaches the hook, while one that begins outside stays
visible even if it later crosses a control. A real mouse reaches the hook
without `POKEPORT_TOUCH` (synthesized `istouch` mouse twins are dropped, so
a mobile touch fires once), and focus or visibility loss and input recovery
deliver a `"cancelled"` for every pointer the hook saw pressed but not yet
released. Return `true` without calling `next` to consume the event.
`mod.input` presses GB buttons source-safely. `mod.input:tap(game, btn)`
queues exactly one `wasPressed` edge for the next fixed step and holds
nothing; `local token = mod.input:press(game, btn)` holds the button until
`mod.input:release(token)`. Buttons are `up`, `down`, `left`, `right`, `a`,
`b`, `start` and `select`. Every press is its own input source inside the
engine's multi-source bookkeeping, so releasing a token never clears a hold
the keyboard, a controller, the touch overlay or another mod still owns;
`release` is idempotent and refuses tokens taken by another mod.
Outstanding tokens are released automatically on entry-chunk rollback, hot
reload and input recovery.
`ui.title_menu.items` receives `(next, game, items)` and follows the same
decorate-after-`next` convention as `ui.start_menu.items`. It is the safe place
for a tool to offer a fresh-session action before gameplay begins.
@@ -195,10 +353,76 @@ the finished `worldCanvas` and `uiCanvas` with their SGB `zones` / `worldZones`,
`worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`,
`vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a
palette-correct blit of either canvas into an arbitrary screen rect, and the
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `setEnabled`)
for driving a second physical display. This is what lets a mod lay the two
passes out as two stacked Game Boy screens, or push one onto a second screen,
without the engine knowing the layout.
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `pollTouch()` /
`setEnabled`) for driving a second physical display. `pollTouch()` returns the
oldest queued event as `"action,x,y"` in submitted-frame coordinates, or `nil`.
This is what lets a mod lay the two passes out as two stacked Game Boy screens,
or push one onto a second screen, without the engine knowing the layout.
`screen.render_visible` receives `(next, state)` while the main screen is being
composed. Return `false` to omit that state from drawing, opacity selection and
palette-zone ownership. The state remains on the stack and keeps its normal
update and input ownership, so a mod can mirror a native menu on another
display without reimplementing it. The default is `true`. Treat the wrapper as
a pure predicate: the renderer may ask it more than once per frame.
Scrollable list states expose `state.kind` for use with this hook. Generic
lists fall back to their title; PC lists use stable, localization-independent
identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
`pc_box_change`, `pc_item_withdraw`, `pc_item_deposit`, and `pc_item_toss`.
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
control the battle text/menu layer and the HP/status panels. Both receive
`(next, state)` and default to `true`, so vanilla rendering is unchanged.
Pushed text boxes also pass through `battle.bottom_ui_visible`; a wrapper that
only owns battle presentation should return `false` only for its active battle
or text-box state.
`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
(once per frame). Vanilla behavior resolves the per-category GAME SPEED
option (`GameSpeed.CATEGORIES`: overworld/battle/menu) for whichever
category `Game.speedCategoryInStack` says is active right now. A mod may
call `next(game)` and return its result to pass that resolution through, or
return a different number outright to override it for that frame (a bot mod
forcing 1X for one route segment, say, regardless of the category or saved
option). The result is clamped to the nearest valid `GameSpeed.LEVELS` entry
regardless of what a subscriber returns, so a bad value (0, negative, `nil`)
cannot destabilize the fixed-step accumulator. This hook runs *after* link
play's 1X lock and the `--speed`/equivalent run-argument override, both of
which stay unconditional and are never visible to a subscriber.
Developer mode also arms the mod loader's dev tripwire, which flags mods
that reach outside their permission set.
## Process-lifecycle hooks
These exist so a platform-specific launcher integration (a native shell
that embeds this engine and wraps its window in platform UI) can live
entirely in a mod instead of hand-patching `main.lua`, which every other
engine change also touches.
`core.update` receives `(next, game, dt)` once per frame from
`love.update`. Vanilla behavior is `game:update(dt)`, unconditionally. A
mod may skip calling `next(game, dt)` to pause the simulation for that
frame (e.g. while a native settings sheet is on top), and may run
additional per-frame polling before or after that call regardless of
whether it calls `next` -- useful for one-shot flags that must be observed
every frame even while paused.
`core.quit_to_launcher` receives `(next)` once from `love.quit()`. `next()`
returns the engine's own decision for whether closing the window should
return to the Lua launcher instead of exiting; a mod may return `false`
outright, without ever calling `next`, to veto that and let the process
really quit -- for a platform host that owns its own "return to launcher"
UI and would otherwise get looped straight back into the game it just
quit.
A manifest may also declare `force_enable_env`, an environment variable
name that re-enables the mod regardless of a saved disable in
`options.mods` when that variable is set to `"1"`. This is for a mod that
cannot function disabled on the one build where its env var is set (a
platform-bridge mod bundled only with that build's launcher, for example).
Neither hook needs a `Runtime.wantsHook` guard before calling it: `Hooks:call`
already falls straight through to the vanilla function when no mod has
wrapped the name, at negligible cost.
+26 -521
View File
@@ -1,521 +1,26 @@
# New features (deliberate additions beyond the original)
Intentional enhancements this port adds on top of faithful Pokémon Red
behavior. They have no Game Boy equivalent and are kept by design.
Genuine divergences from the original (things still missing, wrong, or
approximated) live in docs/known-differences.md; faithfully-ported
behavior is in docs/behavior-porting-notes.md.
## Survey zoom
The mouse wheel (or `-`/`=`), the Options **ZOOM** row, or hotkey `4`
zooms the overworld between 1 pixel per world pixel (full survey) and 2×
the window fit scale (close-up), in crisp integer steps. This has no Game
Boy equivalent:
- Connected maps render their full bodies, and their NPCs appear as
visual-only "ghosts", they wander but have no sight lines, triggers,
dialogue, or collision until the map is actually entered.
- Menus, text boxes, and battles draw at normal scale on top of the
zoomed world. Zoom input is ignored while a script, menu, or battle is
active; the zoom offset is persisted as `save.options.zoom` (default
`0` = FIT) and survives New Game via `options.lua`.
- Hotkey `4` ticks through every integer zoom level (survey → FIT →
close-up → wrap). The Options row shows `FIT` / `OUTn` / `INn`.
- Beyond the border ring the void fill repeats indefinitely (see VOID
FILL below); interiors keep their own border block. Each visible map
area is colorized with its own SGB palette (the original recolored the
whole screen per map).
- Neighbor maps load two connection hops out so corner-adjacent maps
don't pop in and out, and ghost NPCs share instances with the real ones
so their wander positions persist across seamless connection crossings
(a warp or fresh map entry still respawns everything at its script
position, like the original's per-entry sprite init).
## VOID FILL
The Options **VOID FILL** row picks what paints the infinite beyond-edge
space on OVERWORLD-tileset maps during survey zoom:
- **TREES** (default): solid tree wall block `$0F`.
- **WATER**: animated water tile `$14` (same hshift cycle as on-map water).
- **BLACK**: solid black.
Other tilesets are unchanged (house/cave borders stay as authored).
Persisted as `save.options.voidFill`.
## Tilt mode
The `3` key (and the Options menu TILT row) cycles a visual-only perspective
tilt of the overworld through **OFF → 15° → 35° → 50° → OFF** for an HD-2D /
diorama look. Like survey zoom this is purely presentational and has no
Game Boy equivalent:
- The entire map tilts as one rigid ground plane, paths, grass, water,
floors, and every background-tile structure (buildings, trees, fences,
signs; in Gen 1 these are baked into the tile layer, not sprites), so
rows above the player recede and rows below come toward the viewer. Only
things that actually *stand* on the ground draw as upright billboards,
unscaled and pixel-identical to flat mode: the player, NPCs, item balls,
and the standing FX attached to them (emote bubbles, the fishing rod,
the FLY bird). The Poké Center heal-machine overlay stays on the ground
plane with the machine tiles (it is OAM glued to a BG graphic, not a
standing sprite). An earlier revision tried
billboarding buildings/trees/signs too (cutting them out of the ground
per hand-curated per-tileset tables); that chased an endless tail of
special cases, dense tree canopy, fences fused into grass, building
facades with their own baked-in fake perspective, because Gen 1's art
was never drawn with a clean seam between ground and standing scenery. It
wasn't merged; tilting everything but the characters as one plane is the
simpler, shipped tradeoff (buildings recede/foreshorten with the ground
like a photo of a diorama, rather than standing fully upright next to
a full-height character).
- Cycling tweens the angle between levels over ~0.25s rather than snapping;
with tilt fully off the world pass drops back onto the flat blit path, so
flat rendering stays pixel-identical to tilt-off and off costs nothing.
- Tilt input is gated exactly like survey zoom, honored only while
free-roaming, ignored while a script, menu, or battle is active, and it
composes with survey zoom (the zoom scale feeds the projection). The tilt
level is persisted in `save.options.tilt` (default OFF).
- It applies everywhere the overworld draws, interiors and caves included.
Menus, text boxes, and battles render flat on top, unaffected, and the
infinite beyond-the-border-ring fill stays flat by design.
- Collision, movement, sight lines, triggers, encounters, and scripts are
untouched; nothing about the tilt reaches gameplay.
## Colors mode
The `2` key (and the Options menu COLORS row) cycles the display mode
through **OG RED → SGB → ADVANCED → OG → OG INV → SGB INV → CLASSIC → OG RED**
(on Blue the first slot labels **OG BLUE**; on Yellow, **OG YELLOW**).
The first three are the real colorizations; the rest are DMG-shade novelties:
- **OG RED** / **OG BLUE**: the Game Boy Color boot-ROM look for that cart --
one global BG palette + one OBJ palette, every map, no per-map variation
(Red/Blue ship no CGB code, so on a GBC the boot ROM colors them globally).
The player/NPCs keep the boot-ROM OBJ color over the terrain via the OBP
bake + post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`, or Blue's blue/pink
pair).
- **OG YELLOW** (Yellow playthrough, same `ogred` save id): Pokemon Yellow's
authentic GBC look from `CGBBasePalettes` (`data/palettes_yellow.lua`,
sourced from pret/pokeyellow). Per-map / per-species colors, not a single
boot-ROM ramp -- Yellow was CGB-enhanced.
- **SGB** (default): the per-map Super Game Boy region palettes
(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
real SGB. (This is the mode formerly mislabeled "GBC".)
- **ADVANCED**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
per-species mon colors (`data/palettes_gbc.lua`). (Formerly labeled
"RED++"; it is the richest colorization rather than anything Red-specific.)
- **OG**: force the four DMG grays (colorization off).
- **OG INV**: inverted DMG grays.
- **SGB INV**: each SGB zone palette with shade order reversed.
- **CLASSIC**: original Game Boy pea-soup greens
(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
it covers overworld, menus, battles, and tilt upright billboards. OG RED's
global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
override in the overworld pass). Persisted as `save.options.colors`; the
`gbc` / `gbc_inv` / `redpp` save ids are kept for back-compat under the new
labels.
## GBC FX
The `5` key (and the Options menu GBC FX row) cycles a "played on real
unlit-GBC hardware" post-process through **OFF → 1 → 2 → 3 → 4**. The
levels are a cumulative ladder:
- **1**: reflective-screen backing transparency.
- **2**: + LCD pixel grid.
- **3**: + pixel drop shadows.
- **4**: + sunlight glare and rainbow shimmer with a drifting light.
It runs as a final present pass after world + UI composite in
`Renderer:endFrame`, inspired by the Pixel Transparency RetroArch shader
([github.com/mattakins/Pixel_Transparency](https://github.com/mattakins/Pixel_Transparency)).
Default OFF; persisted as `save.options.gbcfx`.
Mobile GPUs often compile the pass but present a black frame, so Android and
iOS hide the row entirely, pin the level to OFF, and rewrite a level already
persisted in `options.lua` (issue #136). `POKEPORT_GBCFX` overrides that
decision either way, same tri-state as `POKEPORT_TOUCH`: `=0` refuses the
effect, `=1` forces it available. The Anbernic handheld pack exports `0` from
its launcher because the device reports `"Linux"` while its GPU is in the
phone class (see [Anbernic RG34XXSP](anbernic-rg34xxsp.md)).
## Performance tier (low-end devices)
The Options **PERFORMANCE** row scales the port's optional presentation
extras down for weaker hardware. The extras it governs are the three
heaviest things the port adds on top of the original -- the whole-screen 3D
**TILT** (transforms the entire map as a ground plane), the **GBC FX**
post-process shader (a fullscreen pass), and survey **ZOOM** (zooming out
renders the connected neighbor maps, a lot of extra overdraw) -- plus a hard
FPS ceiling. None of this touches game logic, which is fixed-step off `dt`
(`src/core/FixedStep.lua`), so every tier plays identically; they differ
only in how much eye-candy the renderer is allowed to do.
| Tier | TILT | GBC FX | Survey ZOOM | Extra FPS ceiling |
| ------------ | ---- | ------ | ----------- | ----------------- |
| **HIGH** | on | on | on | none |
| **BALANCED** | off | off | on | none |
| **LOW** | off | off | off | 60 |
| **AUTO** | picks a default from the device (below) |||
- **AUTO** (the default) reads the device once at boot: ARM Linux handhelds
(e.g. the RG34XXSP) resolve to **LOW**, phones/tablets and very-low-core
desktops to **BALANCED**, and everything else -- a normal desktop, and
every existing `options.lua` that predates this option -- to **HIGH**,
so the common case is unchanged. See `src/core/Performance.detect`.
- AUTO only chooses the *default*; all four tiers are selectable, so a
wrong guess is one row away from being overridden.
- The clamps are applied **live** against your stored options and never
rewrite them (`Game:applyOptions`), so a lower tier hides your TILT / GBC
FX / ZOOM without forgetting them -- raising the tier restores exactly
what you had. (This is why the TILT / GBC FX / ZOOM rows still show your
saved choice on a clamped tier: it's your preference, waiting for a tier
that can afford it.)
- Persisted as `save.options.performance` (`auto` | `high` | `balanced` |
`low`); unit-tested in `tests/engine/performance_tiers.lua`.
## Peer-to-peer link play (lua-enet)
Trades and link battles connect two copies of the game directly over
lua-enet (ENet ships inside LÖVE, nothing to install, no server to run)
on a reliable-ordered channel, replacing the original standalone Python
room-code relay (`tools/relay_server.py`, deleted). HOST A GAME shows the
host's LAN address (UDP 7777; `POKEPORT_LINK_PORT` overrides); JOIN A
GAME enters it. Closing performs a graceful ENet disconnect so the final
confirm/bye always lands; a vanished peer exits with "The link was
broken." Internet play needs a forwarded UDP port or a VPN (deliberate
tradeoff vs. the relay). Headless tests drive the protocol over an
in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
also exercises real UDP pairing.
Red, Blue, and Yellow copies link with each other, as the real cable
does. The compatibility fingerprint hashes only data a link mode can
actually read, so Yellow's Dragonair/Dragonite catch-rate retunes (the
only R/B/Y link-surface difference) no longer read as different games
(issue #511). Moving the fingerprint is a link parity change: builds
from before this fix will refuse to pair with builds after it.
## Fair play in link and online matches
A link session is decided by the battle and nothing else, so for its
duration:
- **Game speed is pinned to normal.** The GAME SPEED option and
`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
closes, and apply again after. Fast-forward otherwise runs one peer's
queue faster than the peer it is locked to and drains a tournament shot
clock faster than the opponent racing it.
- **Online play runs vanilla, except for your language.** Picking ONLINE
MATCH or TOURNAMENT with mods enabled offers to switch the gameplay ones
off and relaunch (mods merge at boot, so a restart is the only way). The
restart is confirmed, not silent. They stay listed as disabled, ready to
switch back on. A mod that declares itself a translation and provably
writes nothing but text stays on: the two games hash the same link
surface, so a Spanish install and an English one can battle and trade,
each reading the game in its own language and naming the other player's
party out of its own text.
- **Only a meaningful split ends a match.** The per-turn state signature
both peers exchange is split three ways: `actives` and `bench` carry
species, HP, status, stat stages, PP and the rest of the party, and a
divergence there ends the match as a draw. `volatile` carries per-turn
flags both sides recompute anyway - a divergence there is logged and
reported to mods, and play continues.
The relay logs which component diverged on which turn, so a desync report
names something specific.
## Custom boot text
The boot sequence replaces the Nintendo / GAME FREAK identifiers with
"bois club" / "bryanthaboi", a deliberate branding customization. The
rest of the boot beats (copyright splash, "presents" shooting-star, the
Nidorino-vs-Gengar attract scene) mirror the original.
## Custom Options
Options persist in a standalone `options.lua` (separate from the game
progress `save.lua`), so audio/display/battle preferences survive New Game
and aren't wiped when a save slot is cleared. Changing a row in the Options
menu or cycling hotkeys `2`/`3`/`4`/`5` writes immediately; an in-game save also
flushes the live options. Old saves that still embed an `options` table are
migrated once into `options.lua` on load.
- Music / SFX volume
- PIKACHU VOL (0-7, Yellow only): trims Pikachu's PCM voice clips under the
SFX level, so the follower's constant chatter, the title-screen cry and
every in-battle "Pika!" can be pulled down (or muted at 0) without
quieting the rest of the sound effects. The row is hidden on Red/Blue,
which have no voice clips.
- Music Filter
- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
- COLORS (OG RED / SGB / ADVANCED / OG / OG INV / SGB INV / CLASSIC), also
hotkey `2` (OG RED = GBC boot-ROM look; ADVANCED uses pokered-gbc
SuperPalettes + per-species mon colors)
- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
- ZOOM (FIT / OUTn / INn), also hotkey `4` while free-roaming; wheel and
`-`/`=` step one level and save
- VOID FILL (TREES / WATER / BLACK) for OVERWORLD beyond-edge space
- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
- MAX FPS (30 / 40 / 50 / 60 / 75 / 90 / 100 / 120 / 144 / 160, default 60),
a hard render frame-rate cap (`save.options.fpsCap`).
## Battle transition cascade + white battle letterbox
Into-battle wipes still run the original eight styles inside the classic
160×144 letterbox. On wide/tall windows (survey zoom), matching black 8×8
blocks cascade outward from that square into the surrounding world so the
void outside the OG wipe fills in lockstep. Once the battle state is up,
letterbox voids around the battle canvas fill **white** instead of black
so the whole window reads as one continuous battle screen.
## Widescreen battle layout
Options **BATTLE LAYOUT** picks the battle screen's composition: **OG**
(the default: the original 160×144 arrangement, unchanged) or **WIDE**,
which gives battles a 304×144 native-pixel surface and a Gen 3-style
arrangement on it:
- the foe's status box upper left, the foe's picture upper right;
- the player's picture lower left, the player's status box lower right,
with a longer HP bar and the numeric HP under it;
- a full-width message window;
- a split "What will X do?" prompt / 2×2 command window;
- a 2×2 move menu, navigated with all four directions, with a PP and type
panel attached to its right.
Only the composition changes. Pictures, palettes, HP-bar colors, font
pages, window borders, sounds, animations, timing and every battle rule
stay the engine's, so a COLORS mode or an asset mod still owns the look.
Each side's picture keeps its original pixels and placement math and is
composited into its own region of the wider battlefield -- nothing is
scaled or squeezed -- and animations, which are authored in the original
160-pixel space, shift as one rigid group onto whichever side they play
on. The whole screen is drawn at the window's integer fit scale for the
wider surface, so a 304-pixel screen is drawn a step smaller than a
160-pixel one in the same window.
The wide surface is live only while the battle itself is the screen on
top: a party menu, the bag or a nickname prompt is a 160×144 screen and
brings the classic surface back with it.
## On-screen touch controls (mobile)
On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
buttons (bottom-right, Game Boy diagonal), and +/- START/SELECT (bottom
center) over the frame, using Xelu's CC0 controller prompts
(`assets/touch/`). Real buttons, not gestures: press lands the frame the
finger does, sliding on the d-pad changes direction without lifting, and
multi-touch chords (e.g. hold a direction + tap B) work. The overlay only
appears while no controller is being used: the first gamepad button or
stick push hides it, the next screen touch brings it back, and unplugging
the last controller restores it immediately. Layout re-derives from the
window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
the overlay on and lets the mouse act as a finger (`=0` forces it off).
The launcher's **Touch Controls** button opens a drag editor: move each
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
to hide the overlay permanently (for controllers / emulation handhelds --
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
**Done** to save into `options.lua` as normalized window fractions so a
different screen keeps the relative placement.
Portrait and landscape are edited and saved separately (#633): the editor
follows whichever orientation is on screen, and **Reset** only clears that
one, so a layout that works held upright does not have to double as the
one used sideways. An `options.lua` from before this split keeps its single
layout in both orientations until one of them is edited. In-game, Options →
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
## Screen orientation lock (Android)
Options → **ORIENTATION** (also in the launcher's gear menu) locks the
screen to **PORTRAIT**, **LANDSCAPE** (either landscape, following the
device), or **REVERSE LANDSCAPE**, or leaves it on **AUTO** (#592). AUTO
allows every orientation but defers to the system: with auto-rotate turned
off in Android's quick settings, the game stays put instead of following
the sensor (#716). Changes apply immediately -- the screen rotates as the
row is stepped -- and persist in `options.lua`. Android only: iOS follows
the app's fixed orientation list, and desktop windows rotate nothing.
## Translation support
Every string the player can read is now reachable from a mod, so a
translation is an ordinary content mod rather than a fork.
Two things had to change. Text layout stopped counting bytes: the dialogue
box measures a line in glyphs (charmap sequences), so a 3-byte character
costs one column, a cut never lands inside a character, and a page with a
non-default `advance` re-measures instead of overflowing. That also fixed
25 vanilla English lines that were wrapping early because `é` in POKéMON
and POKéDEX costs two bytes ("I study POKéMON as" is 19 bytes and 18
glyphs, and the box was breaking it).
Second, the text the engine writes itself - battle messages, item results,
menu labels, the link-play screens - moved behind `src/core/Strings.lua`
and the new `strings` registry. Extracted script text was already
overridable through `text`; this covers the other half. Entries are keyed
by the English source, so a translation that has not reached a string yet
keeps rendering in English and a half-finished translation stays playable.
Authors generate the whole thing:
```sh
python3 tools/modkit.py translation francais --language "Francais"
```
That scaffolds a mod with every translatable string as an empty catalog,
plus a glyph-page and charmap stub, a naming-grid stub, and a
`francais-worksheet/` directory holding the English to translate from
(deliberately outside the mod: extracted text is ROM content and must not
be packed). `--refresh` re-harvests after an engine update, keeping
existing translations and parking orphaned keys rather than dropping them.
See the wiki's Translations guide.
## Save editor (bundled, reachable from the launcher)
The save editor ships inside every build instead of being a developer-only
script, and the launcher's SAVE SLOT card grows an **Edit** label next to
Delete on every slot that actually holds a save. Edit suspends the
launcher, opens that slot's file in the editor, and **Close** hands the
process back to the launcher with the slot list re-read (a rename, a badge
or a dex change shows up on the row immediately). Unsaved edits arm a
confirm first, so leaving cannot lose work. `love . --editor` still opens
it standalone, where Close quits instead; `--save <path>` points it at any
file, and a save can be dragged onto the window.
The editor now wears the launcher's visual language - the same navy radial
field, 16px translucent cards, tri-colour version rail and green/yellow/red
semantics - so the two windows read as one app. Six tabs:
- **Party**: the roster with sprites, HP bars and level chips on the left,
and the mon inspector permanently docked on the right instead of floating
over the list. Species, level, DVs and moves all round-trip through the
Gen 1 formulas, so the inspector can never show illegal stats.
- **Boxes**: the 12 PC boxes as a 5x4 grid with a fill meter per box and a
party dock, so deposit and withdraw live in one place. Empty slots are
clickable and create a mon there.
- **Items**: money, a searchable item picker (replacing the arrows that
cycled one id at a time through ~250 items), the configurable bag (20 slots
by default), PC storage
with no slot cap, and the eight badges as toggle chips. The picker, the bag
and PC storage all scroll under the mouse wheel, so the whole catalog is
reachable one-handed without typing a query.
- **Events**: flags, defeated trainers, taken items and per-map object
toggles, with a real filter field and a two-column paged grid.
- **Map**: any map rendered with the game's own renderer, warps followable,
and the player / lastHeal / lastOutdoor spawn points settable by clicking
a cell. Setting lastOutdoor on a map the game would not accept as an
outdoor source is refused with the reason.
- **Dex**: seen / owned completion meters and a four-column grid; owning
implies seen and un-seeing clears owned, exactly as the game requires.
Two rules run through all of it. Every mutation goes through one funnel
that sets the dirty flag and writes the status line together, so nothing
changes silently and no branch can quietly no-op - "Party is full", "Bag is
full", "click a cell first" all say so. And every destructive verb (Remove,
Release, Clear all, Wipe dex) arms on the first click and commits on the
second, relabelling itself to `Confirm?` in between.
A validation pill in the tab rail mirrors what the running game would
quarantine on load; clicking it jumps to the tab holding the first problem.
## Tiled map editing (mod authoring)
`tools/tiled_export.py` turns the imported ROM cache into a Tiled workspace,
so maps can be edited in a real map editor and exported back out as a mod.
It has its own document: docs/tiled-map-editing.md.
## Pokédex diploma (both versions)
The Celadon Mansion 3F game designer shows the dex-completion diploma
once 150 species are owned. On Yellow, the graphic artist next to him
then offers to print it, saving the certificate as a PNG under `prints/`
in the save directory, and Bill's PC gains Yellow's PRINT BOX item which
exports the current box list the same way.
## Pokédex printing (Yellow)
Yellow's Game Boy Printer PRNT option in the Pokédex side menu is stood in
for by an image export: choosing PRNT renders the mon's entry page (sprite,
kind, number, height/weight, dex text) to a PNG at 4x scale under
`prints/` in the save directory, then reports the filename in a dialog.
No printer hardware or link cable emulation involved; the file is the
printout.
## Find Mods (community mod indexes)
A FIND MODS tab sits beside MODS in the launcher and browses a published
mod index: a metadata-only feed listing mods that live in their authors'
own repositories. No index ships with the launcher and none is ever added
automatically, so the tab opens on an "Add an index" prompt until you name
one; paste an index URL or its `owner/repo` and it is remembered in
`options.lua`. More than one index can be added, and the listings merge.
## Soft reset (all versions)
Holding A, B, START and SELECT together restarts the game the way flicking
a Game Boy's power switch did, dropping straight back to the title screen.
It works from anywhere, including mid-battle, which the QUIT entry on the
start menu cannot do: the original combo is how stationary and gift
Pokemon get their stats rerolled without sitting through a full relaunch.
Unsaved progress is discarded, exactly as on hardware.
As on the original, the four buttons have to stay held for 16 straight
polls (better than a quarter of a second) and any direction in the mix
cancels it, so it is hard to hit by accident -- including on the on-screen
touch controls, where it would take four fingers held on four separate
controls.
## Controls rebinding (CONTROLS screen)
OPTIONS -> CONTROLS lists every Game Boy button with its current keyboard
key and controller button side by side (Z/A). Press A on a row, then press
and release the key or pad button you want; the rebind commits on the
release. If that input already belongs to another row, the two rows swap,
so no button is ever stranded without an input and no input ever serves
two buttons. Holding a second key or pad button while the first is still
down backs out of the capture without touching a keyboard; Escape still
cancels too. SELECT clears one row back to its default, and START resets
every binding after a confirmation.
Controllers a system has no mapping for (common on Linux handhelds and
off-brand pads) report bare button numbers rather than names. Those are
rebindable on the same screen and show up as JOY1, JOY2 and so on in the
controller column. Recognized controllers are read only through their
named buttons, so a rebind on those is never shadowed by the factory
layout underneath it.
## Mod profiles (#593)
The mod manager's PROFILES tab holds named setups. A profile remembers which
mods are on, every mod's own options, and which save slot each game version
plays, so swapping profiles swaps the whole playthrough and not just the mod
list. The setup that existed before profiles shipped becomes PROFILE 1 the
first time the manager opens.
EXPORT.. writes the selected profile to `profiles/<NAME>.g1rmodlist` in the
save directory; drop a `.g1rmodlist` someone shared into that folder and
IMPORT.. adds it. Imported profiles never overwrite an existing one (a name
clash gets a number). Mods the shared profile names but that are not installed
are reported when the profile is applied; installing them is still a manual
trip through the mods list or Find Mods.
## Windows: no console windows on launcher actions
Checking for updates, browsing a mod index, adding a mod repo, installing a
mod and picking a ROM all run a host tool (curl, PowerShell) in a child
process. On Windows those children used to each open their own console
window, so a session could end up buried under half a dozen of them. The
game now claims one console for itself at boot and hides it; the children
inherit that invisible console and nothing pops up. Nothing else changes:
file pickers are ordinary desktop dialogs and still appear normally, and a
run started from a terminal (`lovec.exe`, what `scripts\run.ps1` prefers)
keeps its terminal and its printed output. Set `POKEPORT_CONSOLE=1` to opt
out.
# New Features
Features intentionally added beyond the original Pokémon Red, Blue, and Yellow games:
* **Survey zoom** with connected-map rendering and configurable void fill
* **Perspective tilt mode** for an HD-2D-style overworld
* **Multiple color modes**, including original, SGB, advanced GBC, monochrome, and classic green
* **Optional GBC screen effects**, including pixel grids, shadows, glare, and transparency
* **Performance presets** and configurable FPS limits
* **Peer-to-peer link play** for trades and battles between Red, Blue, and Yellow
* **Persistent custom options** stored separately from game saves
* **Optional widescreen battle layout**
* **Mobile touch controls** with editable layouts, vibration, and orientation settings
* **Translation and custom font support**
* **Built-in save editor** for parties, boxes, items, events, maps, and Pokédex data
* **Tiled map editing tools** for mod authors
* **Pokédex diploma and printer image exports**
* **Community mod browser**
* **Soft reset button combination**
* **Keyboard and controller rebinding**
* **Mod profiles** with separate mod settings and save slots
* **Improved launcher and save editor UI**, including background downloads and update checks
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
* **Custom boot branding**
Actual approximations, and missing original behavior are documented separately in `docs/known-differences.md`.
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# What This Port Requires
The packaged desktop app requires one user-supplied input on first boot: a
canonical 1 MiB US Pokemon Red ROM.
canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM.
The importer verifies SHA-1
`ea9bcae617fdf159b045185467ae58b2e4a48b9a`. Other revisions, Virtual
Console releases, and Pokemon Blue are rejected rather than decoded with
incorrect addresses.
The importer verifies the SHA-1 for the game (see `src/core/GameVersion.lua`
for specific hashes). Other revisions and Virtual Console releases are rejected
rather than decoded with incorrect addresses.
After verification, the app generates its private cache in the LÖVE save
directory. It does not keep a copy of the ROM. Later boots use the cache.
@@ -15,9 +14,11 @@ Python and Pillow are not required by the packaged app.
## Bundled Metadata
Assembly removes high-level names and some relationships that the Lua port
needs. `tools/rom_manifest.json` therefore contains:
needs. The version-specific files `tools/rom_manifest.json`,
`tools/rom_manifest_blue.json`, and `tools/rom_manifest_yellow.json` therefore
contain:
- the 3,268 ROM symbol addresses actually read by the extractor
- the ROM symbol addresses actually read by the extractor
- symbolic IDs and ordering for maps, species, moves, items, and trainers
- source-erased dimensions, image names, and map object integration names
- hand-ported field/script integration tables
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# RFC 0002 — Let mods hide an active screen state from the main render
## Status
Proposed. Engine: `StateStack.lua`, `Game.lua`. Tests:
`screen_render_visible.lua`.
## Motivation
A mod can render a native menu on a companion display through
`render.compose`, but it cannot remove that menu from the main display without
also popping it. Popping transfers update and input ownership and forces the
mod to reimplement native menu behavior.
## The decision it extends
No prior D-number. Extends the render-hook plan in `docs/modding.md` and the
state-stack rendering contract in `docs/architecture.md`.
## The exact API delta
Backward-compatible, additive-only.
### `screen.render_visible`
New hook called with `(state) -> boolean` through the public wrapper signature
`(next, state)`. Its vanilla result is `true`.
Returning `false` excludes the state from the main draw, from opaque-base
selection and from palette-zone ownership. It does not remove the state or
change update, input, push or pop behavior. The call sites are
`StateStack:visibleBase`, `StateStack:draw` and the equivalent draw and palette
walks in `Game:draw`.
The hook is guarded by `Runtime.wantsHook`, so the no-subscriber path allocates
nothing. It is a pure render predicate and may be evaluated more than once per
frame.
## Migration note for existing mods
**Nothing.** With no subscriber every state remains visible, and the existing
state-stack, event and hook behavior is unchanged.
## Parity tests
- **No-mod:** the topmost opaque state still owns drawing and palette zones,
and `Runtime.wantsHook("screen.render_visible")` stays false.
- **Mod-API:** a fixture mod registers through `mod.hooks:wrap`, hides one
opaque state and proves the state beneath draws and owns the palette while
the hidden state remains topmost and continues updating.
## Deprecation etiquette
Nothing deprecated. This is one additive hook with a `true` vanilla default.
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# RFC 0003 — Add a reusable multiplayer session layer
## Status
Proposed. Engine: `Session.lua`, `Net.lua`, `LinkState.lua`,
`Tournament.lua`. Tests: `link_session.lua`.
## Motivation
Link play and tournaments currently own transport lifecycle details and
temporarily remove and reinsert packets in `Net.inbox` when a handshake or
battle starts. That makes packet ownership fragile and gives a future
shared-world mode no stable host/guest-aware boundary to reuse.
The engine needs one small layer that preserves today's wire protocol while
owning received-packet order and terminal cleanup. Pokémon, battle, tournament,
save, and overworld rules remain outside that layer.
## The decision it extends
Extends the existing split between `Net` (backend setup, framing, and relay
controls), `Handshake`/`Protocol` (mode payloads), and the states that
interpret those payloads. It does not replace any of those components.
## The exact API delta
Backward-compatible and internal-only.
### `Session.new(transport, options)`
Wraps one successfully configured Net-compatible transport. `options.role`
is exactly `"host"` or `"guest"`; `options.kind` is a non-empty
local label such as `"link"` or `"tournament"`. Role and kind are
immutable session metadata selected locally and are never inferred from peer
packets.
The facade forwards the narrow fields current consumers need:
`paired`, `code`, `address`, `target`,
`error`, and `closed`.
It forwards valid outbound tables unchanged through `send(message)`.
### Receive and lifecycle methods
- `update()` pumps the transport, validates decoded inbound values, and
appends accepted messages to a private FIFO.
- `pollOne()` removes the oldest queued message.
- `poll()` removes every queued message in order.
- `take(type)` removes the first queued message with that type without
disturbing any other message.
- `hasPending()` reports whether the FIFO is non-empty.
- `getRole()`, `getKind()`, `getStatus()`, and
`getFailure()` expose local metadata and lifecycle.
- `close()` closes the underlying transport once and is safe to repeat.
Statuses are `connecting`, `paired`, `draining`, `closed`,
and `failed`. A transport close or failure becomes `draining` while
accepted packets remain queued. The terminal `closed`/`error`
compatibility projection appears only after that FIFO drains, so a last packet
travelling with a disconnect remains observable.
An inbound value is structurally valid only when it is a table with a string
`type`. Invalid decoded values end the session with a protocol failure.
Unknown but structurally valid types remain queued for the owning mode; the
session does not contain a packet allowlist.
## Authority direction
A later `WorldSession` may compose this facade. In that mode the host
will own the world snapshot, map state, NPC state, event results, and shared
progression. A guest will bring a trainer identity plus their Pokémon party,
inventory, and other explicitly selected profile snapshot.
Guest profile data and commands will be untrusted input. The host must validate
them and must authorize every world mutation before rebroadcasting the result.
The concrete snapshot schema, command vocabulary, conflict rules, and
persistence policy require a separate RFC and are not introduced here.
## Compatibility and security
No packet envelope, message name, payload shape, framing rule, relay protocol,
save schema, or engine protocol version changes. Existing valid outbound
messages encode exactly as before, and existing link and tournament screens
keep their current player-facing behavior.
The layer does not authenticate players or encrypt traffic. Existing LAN and
relay access assumptions remain unchanged; knowledge of a join address or code
still grants the same access it grants today. Authentication, reconnect
identity, rate limits, and abuse controls remain future protocol decisions.
## Migration note for players, mods, and peers
**Nothing.** `LinkState` and `Tournament` adopt the facade
internally. Existing peers receive the same messages, mods gain no new API, and
players do not migrate saves or settings.
## Parity tests
- **ROM-free facade:** constructor validation, immutable role/kind, unchanged
send shape, FIFO ordering, typed retrieval, unknown typed packets, draining,
terminal failure latching, protected transport calls, and decoded-value
rejection.
- **Existing modes:** source guards prohibit direct inbox mutation; headless
module loads and the complete engine tier cover both migrated states.
- **ROM-backed link play:** run the existing link driver when generated ROM
data is available; the normal quick suite remains the required baseline.
## Deprecation etiquette and non-goals
Nothing deprecated. This RFC adds an internal facade and removes no transport
method.
It does not add shared-world packets, co-op screens, a remote actor, save
transfer, server persistence, matchmaking, reconnect, or a protocol-version
bump. Those changes require the world-specific layer and its own review.
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# RFC 0003 — Playthrough-scoped mod storage
## Status
Proposed. Engine: `SaveData.lua`, `SaveSerializer.lua`, `Storage.lua`,
`Loader.lua`. Tests: `playthrough_identity.lua`, `storage.lua`, the existing
save-slot and mod-save suites.
## Motivation
`mod.save` intentionally lives inside the normal progress record. That is the
right home for quest state, but not for independent tool data such as replay
captures, checkpoint histories, or recovery records: writing it would require a
normal Pokémon SAVE, and storing copies of progress beneath `save.modData` would
recursively embed the save that contains them.
Mods also cannot safely infer which launcher slot or portable filesystem backs
the active playthrough. Direct filesystem access would expose private paths and
make isolation dependent on engine implementation details.
## The decision it extends
Extends the per-mod persistence contract documented in `docs/modding.md` and the
wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior.
## The exact API delta
Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage`
facade to the calling mod id. Mods receive logical keys and decoded values, never
filesystem handles or physical paths.
### Lazy opaque playthrough identity
`SaveData.ensurePlaythroughId(save[, fs]) -> id | nil` allocates an opaque
32-hex-character identity without consuming gameplay RNG. It is called only when
`mod.storage` or `mod.checkpoints` first needs a scope; New Game, ordinary SAVE,
and ordinary load remain byte-compatible when no caller uses either API.
The id is stored in `save.meta.playthroughId` after allocation. Until the next
ordinary SAVE writes it into progress, a mapping in `options.lua` keeps legacy
saves stable by game version and active launcher slot (or the legacy flat-save
scope). A newly created playthrough never adopts the previous playthrough's
mapping for that slot.
`SaveData.persistenceFs([fs])` is engine-only routing used by the storage
implementation. It follows the same standard/portable backend as progress and
honors injected test filesystems; it is not exposed on the mod object.
### `mod.storage:context(game)`
Returns:
```lua
{ engineVersion = "0.9.0", gameVersion = "red", playthroughId = "..." }
```
or `nil, code, message`. `engineVersion` is warning-grade compatibility metadata;
the context intentionally omits launcher slot ids and paths.
### `mod.storage:write(game, key, value)`
Accepts a data-only table and returns `true`, or
`false, code, message`. Keys are nonempty slash-separated segments containing
letters, digits, underscore, or dash. Empty segments, leading/trailing slash,
`.`/`..`, and other characters are rejected.
The engine encodes deterministically, stages and decodes a `.tmp` witness,
preserves the previous valid generation, writes and decodes the main record,
then rolls the verified bytes to `.bak`. A failed stage or replacement leaves a
verified prior generation readable.
### `mod.storage:read(game, key)`
Returns a freshly decoded table, or `nil, code, message`. It tries main, staged,
then backup data. A valid staged/backup value is returned and promoted
best-effort; corrupt bytes are never executed.
### `mod.storage:list(game[, prefix])`
Returns sorted logical keys beneath a valid prefix, an exact key when the prefix
names one, or `nil, code, message`. Physical witness filenames are hidden.
### `mod.storage:delete(game, key)`
Deletes only that key's main, backup, and staged witnesses. Returns `true`, or
`false, code, message`.
### Scope and errors
Physical records are scoped as:
`persistence root / mod_storage / game version / playthrough id / mod id`
Stable error codes are `not_in_playthrough`, `storage_unavailable`,
`invalid_key`, `encode_failed`, `write_failed`, `verify_failed`, and
`not_found`. Ordinary data and I/O failures are return values, not callback-
terminating errors.
The restricted serializer's recursive writer runs outside LuaJIT traces. A
1,000-process GC stress regression found compiled recursion could intermittently
drop a newly inserted nested identity entry and produce undecodable bytes; save
encoding is infrequent and I/O-bound, so interpreter execution is the safe
boundary.
## Migration note for existing mods
**Nothing.** No API is removed, no manifest field changes, and no storage path or
playthrough id is created unless a mod invokes `mod.storage` or
`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path.
## Parity tests
- **No-mod:** New Game plus ordinary save/load creates no identity or storage
file; the existing save-slot and mod-save suites remain green.
- **Engine identity:** lazy allocation, save/load preservation, stable legacy
mapping, fresh-playthrough replacement, and version/slot isolation.
- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip,
deterministic listing, key rejection, mod/game/playthrough isolation,
corrupt-main recovery, failure retention, exact delete, and no-mod no-write.
## Deprecation etiquette
Nothing deprecated. The additions are one bound public facade and engine-private
persistence/identity helpers.
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# RFC 0004 — Stable runtime checkpoints for mods
## Status
Proposed. Engine: `Checkpoint.lua`, `Game.lua`, `OverworldController.lua`,
`Loader.lua`. Tests: `checkpoints.lua`, existing world and engine suites.
## Motivation
Mods can observe world events and request semantic actions, but no supported API
can capture canonical progress at a proven-safe runtime boundary or reconstruct
the overworld without replaying map-entry scripts. Reaching into the state stack,
controller, ScriptRunner, or save restore internals would bind distributable mods
to private objects and can duplicate story side effects.
The engine is the only component that can authoritatively decide whether the
runtime is settled and rebuild its controller objects. A generic checkpoint seam
lets tools store data-only records while keeping those responsibilities private.
## The decision it extends
Extends the public world/tool surfaces in `docs/modding.md`. It does not change
`mod.world`, normal CONTINUE, vanilla SAVE, or save lifecycle hooks/events.
## The exact API delta
Backward-compatible, additive-only. `Loader:_api` binds `mod.checkpoints`; mods
never receive `Game`, StateStack, controller, coroutine, renderer, or filesystem
internals inside a checkpoint.
### `mod.checkpoints:inspect(game)`
Returns a capability record. Stable overworld control returns:
```lua
{ canCapture = true, canRestore = true, kind = "overworld" }
```
A refusal returns the same booleans as `false` plus `kind`, `reason`, and a
player-readable `message`. Format-1 supports only an overworld whose controller
is topmost, player movement has settled on a tile, and no transition, foreground
or parallel ScriptRunner, queued script, scripted move, engagement, emote,
teleport, field animation, or similar partial controller mutation is active.
Refusal reasons are `not_in_playthrough`, `not_overworld`, `screen_busy`,
`transition_busy`, `script_busy`, `animation_busy`, and `movement_busy`.
Identity allocation is lazy and happens only after an active topmost overworld
has been established.
### `mod.checkpoints:capture(game)`
Returns a detached data-only format-1 checkpoint, or
`nil, code, message`:
```lua
{
format = 1,
kind = "overworld",
identity = {
engineVersion = "...", gameVersion = "red", playthroughId = "...",
},
save = { -- canonical dynamic progress, excluding global options },
runtime = { overworld = {
map = "PALLET_TOWN", x = 5, y = 6,
facing = "down", surfing = false,
} },
}
```
`engineVersion` is metadata for caller compatibility warnings; the engine does
not reject patch/minor mismatches on restore. Capture deep-copies through the restricted serializer before and after
`OverworldController:captureSave` synchronizes live map, tile, facing, and surf
state. It excludes `save.options`, functions, userdata, threads, metatables as
behavior, controller instances, and static content registries. Failure code
`capture_failed` covers non-data progress and synchronization errors.
### `mod.checkpoints:restore(game, checkpoint)`
Returns `true`, or `false, code, message`. Before mutation it requires the current
runtime to be capturable and validates a detached copy of the complete record:
format, kind, internal identity consistency, current game/playthrough identity,
map availability, integral in-bounds tile, facing, surfing, and synchronized save
position.
Validation codes are `invalid_checkpoint`, `invalid_content`, `unsupported_format`,
`unsupported_runtime_kind`, `wrong_game`, `wrong_playthrough`, `invalid_map`, and
`invalid_position`, in addition to the capability refusal reasons.
The canonical save validator runs against the detached record. Unlike ordinary
CONTINUE, a checkpoint never accepts a quarantine, remap, reclaim, clamp, or
repair: any such content change returns `invalid_content` before live mutation.
The engine captures an in-memory rollback checkpoint, preserves current global
options, then reconstructs semantic overworld state through
`Game:restoreCheckpointSave`. Checkpoint entry suppresses normal map exit/entry
events, `onEnter` scripts, forced-movement/current checks, and last-map rewrites;
it does not emit normal `save.loading`/`save.loaded` lifecycle events. After
reconstruction, the engine recaptures and byte-compares normalized data. A failed
apply rolls back and returns `restore_failed`; failure of that rollback returns
`rollback_failed`. Only after a successful comparison does the engine emit
`checkpoint.restored` with `{ game = game, kind = "overworld" }`. Validation
failure, failed apply, and successful rollback emit nothing.
Durable recovery remains a caller responsibility: in-memory rollback handles a
runtime exception, not process termination.
## Runtime boundary and future kinds
This RFC's original Level A contract intentionally rejects battles, menus,
transitions, animations, and suspended/queued scripts. RFC 0005 subsequently
adds a separately inventoried `battle` kind with deterministic RNG and
differential reconstruction tests; it does not broaden script or arbitrary-frame
support implied here.
## Migration note for existing mods
**Nothing required.** No existing hook, save, controller, or world action changes
when `mod.checkpoints` is unused. The reconstruction path is called only by a
successful public restore after validation. Mods whose runtime caches derive from
rewound `game.save` or `mod.save` state may optionally subscribe to
`checkpoint.restored` and rebuild from their own public state.
## Parity tests
- **No-mod:** the complete ROM-free engine suite and existing world behavior stay
green; ordinary New Game/save/load allocates no checkpoint identity.
- **Public Mod API:** a real API-2 entry chunk proves stable inspection and every
unsafe refusal, detached data-only capture, exact map/tile/facing/surf sync,
`A -> mutate B -> restore A -> recapture A2` equality across representative
progress, settings preservation, compatibility rejection without mutation,
map-side-effect suppression, injected reconstruction rollback, mod-owned
metadata and `mod.save` rewind, independent `mod.storage`/options preservation,
and success-only runtime-cache reconciliation through `checkpoint.restored`.
## Deprecation etiquette
Nothing deprecated. This adds one public facade and a checkpoint-only semantic
reconstruction route.
@@ -0,0 +1,140 @@
# RFC 0005 — Persistent battle safe-point checkpoints
## Status
Proposed. Extends RFC 0004. Engine: `BattleCheckpoint.lua`, `Checkpoint.lua`,
`Game.lua`, `BattleState.lua`, and `OverworldController.lua`. Tests:
`battle_checkpoint_*.lua`, `checkpoints.lua`, and the existing no-mod suites.
## Motivation
RFC 0004 lets a tool capture and reconstruct settled overworld progress without
private engine access. A battle is a different runtime: its queue can hold Lua
functions and UI factories, its controller contains renderer objects and live
references, completion is currently an `onFinish` closure, and scripted battles
resume a suspended `ScriptRunner` coroutine. Copying the controller would create
a record that is neither data-only nor process-independent.
The engine can instead expose a narrow semantic safe point. This gives all mods
the strongest persistent battle checkpoint the current architecture can prove,
without claiming mid-animation or suspended-script support.
## API delta
No new facade is added. The existing additive `mod.checkpoints` API gains a
second format-1 runtime kind.
### Capability
`mod.checkpoints:inspect(game)` returns this only when an ordinary single-player
wild or trainer battle is settled at the player command menu:
```lua
{ canCapture = true, canRestore = true, kind = "battle" }
```
The action/message queue, waits, UI, animations, HP/status presentation, and
faint processing must be settled. The player must actually control the menu.
The underlying overworld must have no running/queued script or scripted move,
and the battle must carry an engine-owned semantic continuation descriptor.
Additional refusal codes are `battle_phase_busy`, `battle_origin_unsupported`,
`battle_variant_unsupported`, and `link_battle_unsupported`. Link, Safari,
ghost, old-man/demo, fishing, static-object, script-suspended, and mod-created
closure continuations remain rejected.
### Capture
A battle checkpoint remains detached and data-only:
```lua
{
format = 1,
kind = "battle",
identity = { engineVersion = "...", gameVersion = "red",
playthroughId = "..." },
save = { -- canonical dynamic progress, excluding global options },
runtime = {
overworld = { map = "ROUTE_1", x = 7, y = 8,
facing = "left", surfing = false },
battle = { -- normalized semantic model and continuation },
},
rng = { love = "..." },
}
```
The model carries player/enemy roster indices, dynamic enemy Pokémon, turn and
escape state, HP/PP/status/stages/volatiles, participants, level-up tracking,
trainer AI state, battle ruleset identity, side/field extension data, and
normalized pointer relationships such as multi-turn move slots and Mimic
restoration entries. Definitions, sprites, canvases, queues, callbacks, and
controller objects are reconstructed or excluded.
Callback-bearing battle extension tokens fail with `battle_extension_unsafe`;
invalid live reference relationships fail with `battle_state_invalid`. Nothing
is silently stripped.
New overworld checkpoints also carry the LÖVE gameplay RNG state. Legacy
format-1 overworld checkpoints without `rng` remain loadable and leave the
current stream untouched.
### Restore
Battle restore validates the detached save, map, content references, ruleset,
roster indices, move references, continuation identity, and RNG before live
mutation. The engine then:
1. reconstructs the saved overworld return point without entry side effects;
2. creates a fresh `BattleState` from current content registries;
3. applies the normalized battle model and rebuilds object-reference relations;
4. binds an engine-owned wild/trainer completion continuation;
5. installs the battle directly at the settled menu without replaying its intro;
6. restores the RNG after reconstruction has finished; and
7. recaptures and compares the complete checkpoint; and
8. emits `checkpoint.restored` with `{ game = game, kind = "battle" }` after the
comparison succeeds.
The pre-operation checkpoint is the transaction rollback. A failed post-install
RNG restore is covered: both battle runtime and RNG are reconstructed back to
their original values. Validation failure, failed reconstruction, and successful
rollback emit no checkpoint lifecycle event.
## Continuation decision
Ordinary random wild battles resume through `OverworldState:afterBattle`.
Ordinary trainer battles use a descriptor containing map id, stable NPC id,
trainer class/party, and optional header event; a win reapplies the same defeated
flag, event, reward, and `afterBattle` path. Reconstructed overworld input and
NPC freeze state are normalized instead of reviving the old closure.
`Commands.start_battle` is deliberately unsupported: its completion closure
mutates script context and resumes a coroutine whose program counter and Lua
stack cannot be serialized. Existing script rejection remains the correct safe
contract until a separate semantic ScriptRunner checkpoint RFC exists.
## Migration note
**Existing mods require no changes.** The facade and format number are unchanged;
the new kind, RNG field, and success-only lifecycle event are additive.
Overworld-only callers may continue to filter `capability.kind`. Mods with derived
runtime caches may rebuild them from restored public state when the event fires.
No-mod behavior is unchanged when checkpoints are unused.
## Verification
- settled/unsafe boundary and every variant refusal;
- data-only wild and trainer capture, including callback-bearing extension
rejection;
- process-independent controller and continuation reconstruction;
- exact differential recapture for wild and trainer states;
- HP, PP, status/stages/volatiles, AI layer, participants, enemy roster,
multi-turn move references, and Mimic restore pointers;
- exact damage, critical, accuracy, random AI, escape, next encounter, and next
raw RNG result after reload;
- corrupt content/continuation rejection before mutation;
- injected post-install failure with full runtime and RNG rollback;
- mod-added Pokémon metadata and `mod.save` rewind while independent
`mod.storage` and options remain current;
- exactly one post-verification `checkpoint.restored` event and none on failure;
- legacy overworld checkpoint compatibility;
- complete ROM-free engine and public mod-API suites.
+107
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@@ -0,0 +1,107 @@
# RFC 0006 — Generic process-lifecycle hooks for platform launcher integrations
## Status
Proposed. Engine: `PlatformHooks.lua` (new), `main.lua`, `Manifest.lua`,
`Loader.lua`. Tests: `tests/modkit/cases/platform_lifecycle_hooks.lua`,
`tests/mod_loader_tests.lua`, `tests/mod_manifest_tests.lua`.
## Motivation
A platform-specific launcher wrapper -- a native shell that embeds this
engine and owns its own UI around the game window (a mobile app shell,
say, presenting its own settings/import/save screens and only handing
control to the LÖVE window once play starts) needs three things no
current hook covers:
1. Pause the simulation while its own UI is on top of the game window.
2. Live-reload options it wrote from outside any Lua UI.
3. Veto `main.lua`'s "closing the window returns to the Lua launcher"
behavior when the platform shell owns that job itself -- without this,
a shell that re-fronts its own launcher UI on quit gets looped straight
back into `HostShell.restart()`'s in-process reboot instead.
Implementing this by hand-patching `main.lua`'s `love.update`/`love.quit`
directly ties every such integration to editing the one file every other
engine change also touches, guaranteeing merge conflicts for any second
platform integration (or any unrelated engine PR landing around the same
time). No existing hook covers "should the per-frame simulation step run"
or "should closing the window return to the Lua launcher."
## The decision it extends
No prior D-number. Extends the hook-contract section of `docs/modding.md`
alongside `input.step`, `render.hud`, `screen.render_visible`, etc.
## The exact API delta
Backward-compatible, additive-only.
### `core.update`
New hook, `(game, dt) -> nil` through the public wrapper signature
`(next, game, dt)`, called once per frame from `love.update` via
`src/core/PlatformHooks.lua`'s `PlatformHooks.update(game, dt)`. Vanilla
behavior (used when no mod claims the hook) is `game:update(dt)`,
unconditionally -- identical to `love.update`'s behavior before this hook
existed. A subscriber may skip calling `next(game, dt)` to pause the
simulation for that frame, or do additional per-frame work before/after
calling it regardless of whether it calls `next`.
### `core.quit_to_launcher`
New hook, `() -> boolean` through the public wrapper signature `(next)`,
called once from `love.quit()` via
`PlatformHooks.quitToLauncher(vanilla)`. `vanilla` is the pre-existing
non-platform-specific decision (`Game and not Importer and not
quitToLauncher and not scripted and not launchedIntoGame`). A subscriber
may return `false` outright to veto returning to the Lua launcher (without
ever calling `next`, so the vanilla condition is never evaluated), or call
`next()` and return its result to pass the vanilla decision through
unchanged.
Neither hook is guarded by `Runtime.wantsHook` -- both fire unconditionally
every call, matching the existing `input.step` precedent
(`src/core/Game.lua`), since `Hooks:call` already fast-paths to a bare
`vanilla(...)` call when no mod has wrapped the name.
### `Manifest.force_enable_env`
New optional manifest field, a bare env-var name. `Loader:load` re-enables
a mod carrying this field whenever that variable is set to `"1"`,
regardless of a saved disable in `options.mods`. This exists for exactly
the mod class this RFC is for: a platform-bridge mod that ships only with
one build and cannot function disabled there, but must still behave like
every other mod (a manifest opt-in, not an engine special case) on every
build that doesn't set its variable.
## Migration note for existing mods
**Nothing.** With no subscriber, `love.update` still calls `Game:update(dt)`
unconditionally every frame and `love.quit()`'s restart-to-launcher
decision is exactly the pre-existing condition -- bit-identical to today's
behavior on every platform where no mod wraps either hook. A manifest with
no `force_enable_env` field behaves exactly as before.
## Parity tests
- **No-mod:** `core.update`'s vanilla runs exactly once per call with the
hook chain empty; `core.quit_to_launcher`'s vanilla return value passes
through unchanged. Both hooks are picked up automatically by the
catalog-driven no-mod gate (`tests/engine/gate_hooks.lua`, which scans
for `Runtime.call("...")` call sites), so neither needs a dedicated
no-mod test file.
- **Mod-API:** `tests/modkit/cases/platform_lifecycle_hooks.lua` proves,
through a fixture mod loaded via the public loader (not the engine's
internals), that a subscriber can skip the vanilla update call (pause),
run extra per-frame polling regardless of pause state, and veto the
quit-to-launcher decision without the vanilla condition ever running.
- `tests/mod_loader_tests.lua` and `tests/mod_manifest_tests.lua` cover
`force_enable_env`: a matching env var re-enables a mod saved as
disabled, and an unset one leaves the saved disable alone.
## Deprecation etiquette
Nothing deprecated. These are two additive hooks and one additive manifest
field; `main.lua`'s only footprint is one `require` and two call sites
into `src/core/PlatformHooks.lua`.
+212
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@@ -0,0 +1,212 @@
# RFC 0007 — Per-category GAME SPEED and the `core.logic_speed` hook
## Status
Proposed. Engine: `GameSpeed.lua`, `Game.lua`, `BattleState.lua`,
`OptionsMenu.lua`, `SaveData.lua`, `LauncherSettings.lua`. Tests:
`tests/engine/game_speed_categories_test.lua`,
`tests/engine/gate_hooks.lua` (structural, automatic), `tests/run_tests.lua`
(OptionsMenu row walk), `tests/mod_ui_tests.lua` (row id/order).
## Motivation
`GameSpeed` (`src/core/GameSpeed.lua`) is a single fast-forward multiplier
applied uniformly to the whole logic clock in `Game:logicSpeed()` /
`Game:update()` -- overworld walking, menu navigation and battle turns all
scale together. A player who wants 4X battles (grinding, a long gym fight)
but 1X overworld (so a scripted cutscene or NPC dialogue doesn't blur past)
has no way to get both; the one GAME SPEED row is a single ladder that
applies everywhere at once.
This needs to be an engine change, not a mod: there is no per-frame seam a
mod can use to swap the multiplier mid-step, and no public event granular
enough to say "which category is active" (`screen.pushed`/`screen.popped`
and `battle.started`/`battle.ended` are the closest and are not enough --
see Decisions below). The engine's own speed resolution has to become
category-aware.
A category-aware speed resolution is also the general seam a
platform-launcher integration or automation tool needs to read or override
the effective multiplier for a given frame without caring which category
produced it -- this RFC's `core.logic_speed` hook is written for that case
alongside the player-facing Options rows.
## The decision it extends
No prior D-number. Extends `GameSpeed.lua`'s multiplier ladder (unchanged)
with per-category resolution.
## The exact API delta
Backward-compatible except for one save-data field rename, which ships with
an automatic migration (see below) -- nothing in the public mod API (hooks,
events, registries, `mod.*`) is renamed or removed.
### `save.options`: `speed` -> `speedOverworld` / `speedBattle` / `speedMenu`
`GameSpeed.CATEGORIES = { "overworld", "battle", "menu" }` is the new list
of categories, and `GameSpeed.optionKey(category)` maps a category to its
`save.options` field name (`"overworld"` -> `"speedOverworld"`, etc.).
`GameSpeed.LEVELS`, `.DEFAULT`, `.levelLabel`, `.clamp` and `.cycle` are
unchanged -- the ladder and its behavior are exactly what they were, just
applied three times instead of once.
`SaveData.defaultOptions()` drops `speed = 1` and adds `speedOverworld = 1`,
`speedBattle = 1`, `speedMenu = 1`. `SaveData.mergeOptions()` migrates: a
loaded options table that still has `speed` and none of the three new
fields seeds all three from it, so an existing player's fast-forward
preference carries over instead of two of the three categories silently
resetting to 1X. `speed` is dropped on the way out (not carried forward),
so a re-save never re-triggers the migration.
### `Game.speedCategoryInStack(stack)`
New static helper, `(stack) -> "battle" | "overworld" | "menu"`. Walks the
whole state stack top-down -- the same idiom `Game.wideBattleInStack` and
`Game.fillScaleInStack` already use -- looking for `state.isBattle` (new
marker, `BattleState.isBattle = true`, covering every battle: wild,
trainer, link, safari, the old-man demo) or `state.isOverworld` (existing
marker, `OverworldController`'s `OverworldState.isOverworld = true`). The
first match wins; a state with neither marker (a menu, a text box, a
naming screen, a cutscene) is transparent to the walk and falls through to
whatever is under it. Nothing in the stack matching either falls back to
`"menu"`.
### `Game:logicSpeed()` / `Game:_resolveLogicSpeed()`
`Game:_resolveLogicSpeed()` is new: it resolves `Game.speedCategoryInStack`
against the live stack, maps the category to its `save.options` key via
`GameSpeed.optionKey`, and returns `GameSpeed.clamp` of that option (or
`GameSpeed.DEFAULT`). This is the exact category-resolution logic the new
hook wraps.
`Game:logicSpeed()` keeps its existing early returns -- link play forces
`1`, a run-argument speed override wins over the saved option -- unchanged,
and in the same order, before ever calling the hook. Only once neither
applies does it call the `core.logic_speed` hook.
### `Game:_cycleSpeed(dir)`
The keyboard hotkey and the gamepad shoulders/triggers that used to cycle
the single `speed` option now cycle whichever category
`Game.speedCategoryInStack` says is active: pressing the hotkey during a
battle speeds up just the battle, on the overworld just the walk, in a menu
just the menu. This is the natural per-category answer for a control that
used to have one option to reach and now has three -- see Decisions below
for why this reading was chosen over, say, always cycling `overworld`.
### `core.logic_speed`
New hook, `(game) -> number` through the public wrapper signature
`(next, game)`, called once per `Game:logicSpeed()` (i.e. once per frame).
Vanilla behavior (used when no mod claims the hook) is
`Game:_resolveLogicSpeed()` -- exactly the category resolution above,
nothing else. A subscriber may call `next(game)` and return its result to
pass the vanilla multiplier through, or return a different number outright
to override it for that frame (e.g. a bot mod forcing `1` during one route
segment regardless of what category or option is active).
This intentionally sits *after* the link and speed-override checks in
`Game:logicSpeed()`, not around them: link play staying locked to 1X "no
matter what either player set this to" is exactly the invariant that would
break if a mod's hook could override it, and the run-argument override
exists so a bot/screenshot run's speed does not depend on a mod any more
than on the player's saved option. Both stay unconditional early returns a
mod never sees.
Not guarded by `Runtime.wantsHook`: `Hooks:call` already fast-paths to a
bare `vanilla(...)` call when no mod has wrapped the name, and this hook
fires every frame regardless.
## Decisions on the issue's open questions
**1. Overlays on top of another category's state (a party menu, a choice
box, a naming screen opened mid-battle or mid-overworld).** Resolved by
making the category a property of stack *position*, not of the overlay's
own type: an overlay with no `isBattle`/`isOverworld` marker is transparent
to `Game.speedCategoryInStack`'s walk and inherits whatever is under it. A
party swap opened mid-battle reads as `"battle"`; a bag opened while
walking reads as `"overworld"`. This was chosen over giving every UI state
its own fixed category (which would make a fast-forwarded battle visibly
stutter back to 1X every time its party menu opens) because it matches
what the player is actually doing moment to moment, and it reuses a
pattern the codebase already leans on for exactly this "menus opened over
X should behave like X" class of problem (`Game.fillScaleInStack`,
`Game.wideBattleInStack`).
**2. Cutscenes/scripts.** No fourth category. A scripted sequence runs
through the owning state's own machinery -- the overworld's script runner
or a battle's message queue -- rather than pushing a state of its own, so
it is already covered by decision 1: it inherits whatever category the
state driving it resolves to. A cutscene state that genuinely has nothing
under it (a pre-game intro) falls to `"menu"`, the default for anything
that is not battle or overworld gameplay -- consistent with those being
pre-game presentation, not something a player is likely to want scaled
differently from menu navigation.
**3. Category granularity (splitting "menu" further).** Deferred. Start
with the three named here; `GameSpeed.CATEGORIES` and `GameSpeed.optionKey`
are written so adding a fourth later (a Pokédex/Bag category, say) is one
entry plus one new `save.options` field, not a resolution-logic rewrite.
No current request motivates it.
**4. The GAME SPEED hotkey/shoulder buttons, once "the" speed is three
things.** `Game:_cycleSpeed` now cycles whichever category is currently
active (`Game.speedCategoryInStack`), rather than, say, always cycling
`overworld` or requiring a modifier key to pick a category. A single
physical control that means "speed up whatever I'm looking at right now"
is the reading that needs no new UI and matches what a player pressing it
mid-battle almost certainly wants.
## Migration note for existing mods
**Nothing**, for the mod API surface: `content.X:register/override/get`,
`events:on`, `hooks:wrap`, `mod.log`, `mod:read`, manifest v1 fields are
untouched, and `GameSpeed.LEVELS`/`.DEFAULT`/`.levelLabel`/`.clamp`/`.cycle`
keep their exact signatures and behavior.
**One save-data field**, for anything that read `save.options.speed`
directly (not a formal registry/hook surface, but worth naming): it is
superseded by `speedOverworld`/`speedBattle`/`speedMenu`, migrated
automatically on load (see above) so a save from before this RFC keeps its
player's chosen speed. A mod reading `save.options.speed` after this change
sees `nil` (the key is dropped on migration, not kept as a stale alias) and
should read the per-category fields, or hook `core.logic_speed` to observe
the resolved multiplier directly regardless of which category produced it.
## Parity tests
- **No-mod:** `core.logic_speed` needs no dedicated no-mod test file --
`tests/engine/gate_hooks.lua` walks the live hook catalog (which scans
`src` for `Runtime.call("...")` call sites), so the new
`Runtime.call("core.logic_speed", ...)` site is picked up and gated
automatically: vanilla runs exactly once with an empty hook chain, an
unsubscribed-but-live bus passes values and multiple returns through
unchanged, and `Runtime.wantsHook` reads `false`.
- **Mod-API:** `tests/engine/game_speed_categories_test.lua` exercises the
hook through the public API (`Hooks.new()` + `bus:wrap("core.logic_speed",
...)` + `Runtime.call`, the same idiom other hooks' tests use) -- a
subscriber can read the vanilla category resolution via `next(game)` and
can override it outright -- plus direct coverage of
`Game.speedCategoryInStack` (battle-on-top, overworld-on-top, an overlay
inheriting each, an empty/unmatched stack falling to `"menu"`) and
`Game:logicSpeed()`'s precedence (link forces 1X over all three
categories and over a hook override; the run-argument override wins over
the category resolution).
- `tests/run_tests.lua`'s OptionsMenu walk exercises the three new rows
(OVERWORLD SPEED / BATTLE SPEED / MENU SPEED) cycling and wrapping
independently, in place of the old single GAME SPEED row.
- `tests/mod_ui_tests.lua`'s row-id/order check and hardcoded row-index
activations (MODS, CONTROLS) are updated for the two extra rows.
- A link-play driver should set all three per-category speeds high before
asserting `game:logicSpeed()` reads `1` during a real link session,
proving the lock wins over every category at once, not just whichever
one happens to be active.
## Deprecation etiquette
Nothing deprecated in the mod-facing hook/event/registry catalog -- this
adds one hook, additive. The `save.options.speed` field is superseded with
an automatic migration rather than a deprecation notice, since it was never
a registered mod-API surface (no schema entry, no registry) -- the same
treatment any other `save.options` field would get if it needed reshaping.
+79 -39
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@@ -1,38 +1,66 @@
# Build the Nintendo Switch NRO — contributor guide
# Build Gen1Recomp for Nintendo Switch
Want to play a release build instead? Download the SD-ready zip and extract it
at your microSD root — see [switch-install.md](switch-install.md).
at your microSD root. See [switch-install.md](switch-install.md).
This guide is for contributors who build Gen1Recomp for Switch from source.
Hardware evidence, MTP operator loops, and deeper notes live in
[switch-development.md](switch-development.md).
> Releases ship `gen1recomp-*-switch.zip` (SD tree under `switch/gen1recomp/`;
> issue [#531](https://github.com/bryanthaboi/gen1recomp/issues/531)). Hardware
> evidence: **OLED** (author) and **V1 boot** (community). See
> [switch-development.md](switch-development.md) for known limitations.
> Releases ship `gen1recomp-*-switch.zip` (SD tree under `switch/gen1recomp/`).
> Runtime target is pinned [love-nx](https://github.com/retronx-team/love-nx)
> `11.5-nx1`. Player install and limitations: [switch-install.md](switch-install.md).
---
## Prerequisites by OS
All packaging entrypoints are **bash**. On Windows, use Git Bash, MSYS2, or
WSL not cmd.exe or PowerShell (AD-008).
WSL, not cmd.exe or PowerShell (AD-008).
### macOS / Linux
1. Install [devkitPro pacman](https://devkitpro.org/wiki/devkitPro_pacman).
2. Install Switch tools:
2. Install Switch tools (**required for `--fused`**):
```sh
sudo dkp-pacman -S switch-dev
```
3. Ensure `nacptool` and `elf2nro` are on `PATH` (or under
`$DEVKITPRO/tools/bin` — the fused script prepends that when set).
3. OTA launcher toolchain, **native or Docker** (either is fine):
**Optional:** Install [Docker](https://docs.docker.com/get-docker/) so fused
builds can fall back to the pinned image when native tools are missing.
```sh
bash scripts/switch/install_devkitpro_deps.sh # native
# or install Docker (same pin as fused builds)
```
4. Ensure `DEVKITPRO` is exported (typical macOS: `/opt/devkitpro`) and
`nacptool` / `elf2nro` are on `PATH` (or under `$DEVKITPRO/tools/bin`).
Fused game builds can also use Docker when native `nacptool`/`elf2nro` are absent.
### Native OTA launcher (included in `--fused`)
In-console OTA uses a **separate DEVKITPRO NRO** (not LÖVE). The LÖVE
self-updater (`Check.lua`) is disabled on NX. Source:
`ports/switch/ota-launcher/`. Host protocol tests (no toolchain):
```sh
make -C ports/switch/ota-launcher host-test
# or
scripts/switch/build_ota_launcher.sh # host-test first; NRO needs DEVKITPRO/Docker
```
`--fused` always builds the fused game, native OTA launcher, and dual-NRO SD
zip. The same `*-switch.zip` is the OTA download asset. **DEVKITPRO is
required.** OTA launcher: native packages **or** Docker. Both are supported.
Release-like build from repo root:
```sh
scripts/build_switch.sh --fetch --fused --version X.Y.Z
```
See `ports/switch/ota-launcher/README.md` and
`scripts/switch/ota_launcher.manifest`.
### Windows (Git Bash / MSYS2 / WSL)
@@ -42,16 +70,15 @@ builds can fall back to the pinned image when native tools are missing.
- **WSL** (Ubuntu/etc.) with the Linux pacman flow above, or
- **Git Bash** for `--fetch` / `--loose`; for `--fused` prefer MSYS2 or
WSL if Docker bind-mounts from Git Bash paths misbehave.
2. Install `switch-dev` (or rely on Docker fallback see below).
2. Install `switch-dev` (or rely on Docker fallback; see below).
3. Do **not** expect `scripts/build_switch.sh` to run under cmd/PowerShell.
### What you must install yourself
| You install | Script does **not** install |
| ----------- | --------------------------- |
| bash, git, zip tooling the repo already expects | |
| `dkp-pacman` + `switch-dev` (native fused) | `dkp-pacman -S …` |
| Docker (optional fused fallback) | Docker Engine |
| bash, git, zip tooling the repo already expects | (none) |
| `dkp-pacman` + `switch-dev` + OTA packages **or** Docker | `dkp-pacman -S …` |
| A legal `.gb` ROM (to play) | Any ROM or game data |
---
@@ -64,12 +91,12 @@ builds can fall back to the pinned image when native tools are missing.
| ---- | ------------ |
| `--fetch` | Downloads pinned **love.nro** + **love.elf** into `.bazinga/love-nx/11.5-nx1/` and verifies SHA-256 against `scripts/switch/love-nx-11.5-nx1.sha256`. |
| `--loose` | Packs `game.love`, copies pinned `love.nro``dist/switch/loose/` as `gen1recomp.nro` + `game.love` side by side. Needs the pin. |
| `--fused` | Builds `dist/switch/gen1recomp-<ver>-switch.nro` (game in romfs) via `nacptool` + `elf2nro`, then packs `dist/switch/gen1recomp-<ver>-switch.zip` (SD-ready tree). Needs the pin + toolchain (native or Docker). GitHub Releases publish the **zip only**. |
| `--fused` | Builds fused game NRO, OTA launcher NRO, and dual-NRO SD zip. **Requires DEVKITPRO** + `switch-dev`. OTA launcher: native packages or Docker. GitHub Releases publish the **zip only**. |
Rules:
- `--fetch` alone is fine; combine as `--fetch --loose` or `--fetch --fused`.
- `--loose` and `--fused` are **XOR** — pick one packaging path per run.
- `--loose` and `--fused` are **XOR**. Pick one packaging path per run.
- `--version X.Y.Z` sets the NACP / filename version (defaults to short git SHA).
### What `--fetch` downloads
@@ -109,13 +136,15 @@ scripts/build_switch.sh --fetch
# Loose pair for iteration (fetch + assemble)
scripts/build_switch.sh --fetch --loose
# Single fused NRO + SD-ready zip for a release-like artifact
# Fused game + OTA launcher + dual-NRO SD zip for a release-like artifact
scripts/build_switch.sh --fetch --fused --version 0.2.0
```
Outputs land under `dist/switch/` (and `dist/switch/loose/` for loose mode).
The fused path also writes `gen1recomp-<ver>-switch.nro.sha256` and
`gen1recomp-<ver>-switch.zip` (+ `.sha256` sidecar for the zip).
The fused path also writes `gen1recomp-<ver>-switch.nro` (game),
`gen1recomp-<ver>-launcher.nro`, `gen1recomp-<ver>-game.nro`,
`gen1recomp-<ver>-switch.nro.sha256`, and `gen1recomp-<ver>-switch.zip`
(+ `.sha256` sidecar for the zip).
Offline packaging smoke (no network, no nacptool required):
@@ -143,7 +172,7 @@ the NX runtime modules `src/core/NxAssetOverlay.lua`, `src/core/Platform.lua`,
`tests/engine/switch_diagnostics_test.lua`, `tests/engine/platform_nx_*`,
or the Switch-related workflow YAML), CI runs:
1. **Offline selftest** on `ubuntu-latest` (forks **and** the canonical repo):
1. **Offline selftest** on `ubuntu-latest` (forks **and** the main repo):
`scripts/switch/selftest_build_switch.sh`,
`scripts/switch/verify_payload.sh --self-test`,
`luajit tests/switch_ci_workflows_test.lua`,
@@ -151,14 +180,10 @@ or the Switch-related workflow YAML), CI runs:
headlessly (`luajit tests/engine/assets_version_fallback_test.lua`,
`luajit tests/engine/nx_generated_guard_test.lua`,
`luajit tests/engine/nx_yellow_boot_test.lua`).
2. **Fused NRO build** only on the **canonical** repository
2. **Fused NRO build** only on the **main** repository
(`bryanthaboi/gen1recomp`), on the self-hosted Mac runner
(`scripts/build_switch.sh --fetch --fused`), and only when the workflow
head is that repo (same-repo push/PR). **Fork repository** CI never runs
fused. **Fork → canonical PRs** also skip Switch fused (offline selftest
still runs) so untrusted head code is not executed on the self-hosted Mac;
iOS device build eligibility is unchanged. Fused also waits for a successful
offline selftest before starting on the Mac runner.
head is that repo (same-repo push/PR). Fork CI never runs fused. Fork PRs into the main repo also skip Switch fused (offline selftest still runs) so untrusted head code is not executed on the self-hosted Mac; iOS device build eligibility is unchanged. Fused also waits for a successful offline selftest before starting on the Mac runner.
3. On successful PR fused builds, a follow-up workflow posts a PR comment
linking the Actions artifact named `gen1recomp-switch-nro`
(comment tag `switch-build-result`; see
@@ -169,7 +194,7 @@ Unrelated PRs do not burn the self-hosted Mac on Switch packaging.
### Release hard-fail (`.github/workflows/release.yml`)
GitHub Releases always build Switch on the same self-hosted Mac runner as the
other platforms — this is a **hard gate** (no `continue-on-error`):
other platforms. This is a **hard gate** (no `continue-on-error`):
```sh
scripts/build_switch.sh --fetch --fused --version "<release version>"
@@ -181,9 +206,26 @@ A Switch packaging failure fails the entire release job. The release asset is
### Runner provisioning
The self-hosted Mac runner must have **native switch-tools** (`nacptool` /
`elf2nro`) **and/or Docker** available. CI and release do not silently run
`dkp-pacman -S`; keep the runner image/host provisioned per this guide.
The self-hosted Mac runner **must** have **DEVKITPRO** installed and exported.
`--fused` preflight fails early with setup steps if it is missing.
**One-time setup on the runner** (if not already present):
```sh
# devkitPro pacman installer from https://devkitpro.org/wiki/devkitPro_pacman
sudo dkp-pacman -S switch-dev
export DEVKITPRO=/opt/devkitpro
export PATH="$DEVKITPRO/tools/bin:$PATH"
# OTA launcher: pick one
bash scripts/switch/install_devkitpro_deps.sh # native
# or ensure Docker is installed (same pin as fused builds)
```
CI and release still run `scripts/build_switch.sh --fetch --fused`. Preflight
requires DEVKITPRO and either native OTA packages or Docker. Without all of
that, the job fails with the setup steps above. Scripts never auto-run
`dkp-pacman -S` during CI.
---
@@ -194,11 +236,9 @@ These scripts and this guide do **not**:
- Push files to the console (no automated MTP / FTP / SD scripting)
- Bundle or download any Pokémon ROM
- Install `dkp-pacman` / `switch-dev` for you
- Provide `nxlink` / netloader deploy (deferred see [switch-transfer.md](switch-transfer.md))
- Validate **Applet Mode** — use title override (hold **R**) for full memory
- Provide `nxlink` / netloader deploy (deferred; see [switch-transfer.md](switch-transfer.md))
- Validate **Applet Mode**. Use title override (hold **R**) for full memory
Player install steps: [switch-install.md](switch-install.md).
Manual transfer (MTP / SD / FTP, macOS / Linux / Windows):
[switch-transfer.md](switch-transfer.md).
Hardware depth and evidence: [switch-development.md](switch-development.md),
[switch-hardware-evidence.md](switch-hardware-evidence.md).
[switch-transfer.md](switch-transfer.md).
-528
View File
@@ -1,528 +0,0 @@
# Nintendo Switch development (love-nx)
> Fused NRO support for issue [#531](https://github.com/bryanthaboi/gen1recomp/issues/531).
> Releases ship `gen1recomp-*-switch.zip` (SD-ready tree). Console copy is
> extract/merge at microSD root; title override required. See
> [Known limitations](#known-limitations-read-before-reviewing).
**Canonical install / build / transfer docs** (start here unless you need hardware depth):
- Players → [switch-install.md](switch-install.md)
- Builders → [switch-build.md](switch-build.md) (`scripts/build_switch.sh --fetch` downloads the pinned love-nx pair)
- Transfer (MTP / SD / FTP on macOS, Linux, Windows) → [switch-transfer.md](switch-transfer.md)
This document covers what landed, known limitations, how hardware was tested,
vendor layout, build/deploy, and the contributor transfer loop (detail lives in
the transfer runbook).
## Acknowledgments
- **Port / love-nx packaging:** [andrewqsantos](https://github.com/andrewqsantos)
- **Community hardware testing** (Switch V1 / Erista boot): [booshankles](https://github.com/booshankles)
- **Method guidance:** [Dusklight Switch port](https://github.com/HayatoG/dusklight/tree/main/platforms/switch) / love-nx
- **Upstream project:** [bryanthaboi](https://github.com/bryanthaboi) / Gen1Recomp
## Status
| Area | State |
| ---- | ----- |
| Feature | **Available** — playable fused NRO path (issue #531) |
| Runtime | Pinned love-nx **`11.5-nx1`** |
| Product artifact | Releases: SD-ready `gen1recomp-*-switch.zip`; local/PR: fused `.nro`; loose `nro`+`game.love` for iteration |
| Hardware | **OLED** validated (author, title override); **V1 / Erista** boot confirmed (community). Lite, docked soak, and Pro Controller matrices welcome |
| Deploy / install | Releases publish SD-ready zip; **extract/merge at microSD root** (MTP / SD / FTP — [switch-transfer.md](switch-transfer.md)); no `nxlink` path yet |
| Contributor transfer | Documented for **macOS, Linux, and Windows**; OpenMTP on Mac is one example, not the only contract |
| Network features on NX | Self-update / remote mod download **disabled** (`networkValidated == false`) |
| Community help | Welcome — especially HOS / love-nx packaging and broader hardware coverage |
### What landed
- Detect `NX` via `src/core/Platform.lua` without reusing Android flags
- Writable ROM inbox under `getSaveDirectory()/imports/` + per-tab “Scan again” (SHA-1 match for the open game)
- Joy-Con / gamepad mapping shared by launcher and gameplay (Nintendo A/B UX on NX)
- Launcher L/R tab switch; gameplay L/R game-speed cycle; Select+face display chords
- Focus loss / joystick reconnect recovery; opt-in `switch-debug.txt` diagnostics
- Loose assemble + fused NRO build scripts (`scripts/build_switch.sh`, `scripts/switch/*`)
- Payload gates so ROM / generated cache / saves never enter `game.love`
- Community mod zip inbox at `imports/mods/` (rescan installs; FIND MODS stays network-gated)
- Raw `.sav` inbox at `imports/saves/{red,blue,yellow}/` (**Import save** rescan) + export pull path `exports/{red,blue,yellow}/` (MTP hint; no openURL)
- Hardware evidence for Phase 0 probe, ROM import, naming A/B, save/suspend, fused NRO — see `docs/switch-hardware-evidence.md`
- Path-gated CI selftest + canonical fused PR artifact; release Switch hard-fail
- Save editor pad/touch input (virtual cursor, A click, B close) — see `tools/save-editor/README.md`
- Dynamic display size on NX only: handheld **1280×720**, docked/TV **1920×1080** (`src/core/NxDisplay.lua` + resizable conf so love-nx SDL can follow dock/undock at runtime)
### Known gaps / welcome contributions
- Docked vs handheld soak (≥30 min) and Lite coverage — resolution switch is implemented; long soak still welcome
- Switch Lite and fuller Pro Controller / third-party pad matrices
- Applet Mode remains unsupported by design (title override required)
- `nxlink` / netloader contrib fast-loop (deferred — see [switch-transfer.md](switch-transfer.md))
Transfer runbooks for Linux/Windows (and SD/FTP alternatives) are in
[switch-transfer.md](switch-transfer.md). Community mod zip install OLED smoke
is **pass** — see NXMOD-12 in [switch-hardware-evidence.md](switch-hardware-evidence.md).
## Design references (Dusklight)
This work borrowed method — not the native stack — from the [Dusklight Switch port](https://github.com/HayatoG/dusklight/tree/main/platforms/switch), especially [`LESSONS_AND_REUSE.md`](https://github.com/HayatoG/dusklight/blob/main/platforms/switch/LESSONS_AND_REUSE.md):
| Dusklight lesson | How Gen1Recomp applied it |
| ---------------- | ------------------------- |
| Emulators hide Tegra failures | Gate milestones on **real OLED hardware**, not Ryujinx/Yuzu alone |
| Prove the lower layer first | `tools/switch-probe` before full launcher |
| Know which binary ran | Embedded `build-info.json` (commit / love-nx tag) |
| Cap continuous logs | Opt-in diagnostics, ≤1 Hz flush; Lua error log rotation |
| Crash symbolization needs the exact ELF | Keep pinned `love.elf` with the NRO under test |
| Full memory matters | Title override; Applet Mode is not the validation path |
| Do not treat SD FS like desktop POSIX | Lua stays on `love.filesystem`; inbox + MTP for user files |
| Isolate platform code | Capability module instead of Android flag overload |
| NVK / WSI / `audren` stacks | **Not** copied — love-nx already supplies video/audio/input/FS |
The packaging goal matches Dusklights **single self-contained `.nro`**; contributor transfer stays multi-host (not Mac-only).
## Known limitations (read before reviewing)
1. **Transfer is manual and multi-method.** Runtime only needs files under the LÖVE save directory / NRO install folder. Use MTP, direct SD, or FTP per [switch-transfer.md](switch-transfer.md). macOS + OpenMTP is a documented example for OLED evidence — not “Switch requires a Mac.”
2. **Deploy is manual.** There is no automated push to the console and no `nxlink` path yet. Operators build locally, transfer files, then title-override launch.
3. **Hardware coverage.** Author P0/P1 pass rows were recorded on one Switch OLED; Switch V1 boot was confirmed independently. Treat Lite, docked soak, and other hosts as unknown until someone re-runs the checklist.
4. **No ROM/save/mod zip bytes in git.** Legal dumps and third-party mods stay on the console (or local untracked folders).
5. **AppleDouble sidecars** (`._*`) from some MTP clients can break zip/ROM/`.sav` scans — the launcher skips hidden `.*` names (including `._*.sav`); still prefer clean copies.
## How we tested
| Layer | What | Where |
| ----- | ---- | ----- |
| Unit / headless | Platform NX flags, RomImporter inbox, dual-path input, mod zip inbox, save `.sav` inbox, display chords, payload/self-tests | `tests/*`, `scripts/test.sh` |
| Switch CI / packaging | Path-gated offline selftest (`selftest_build_switch.sh`, `verify_payload.sh --self-test`, `switch_ci_workflows_test.lua`); canonical fused PR artifact | `.github/workflows/ci.yml`, [switch-build.md](switch-build.md) § CI and release |
| Probe on hardware | `getOS()==NX`, 1280×720, save path, Joy-Con events | `tools/switch-probe` → OLED |
| Integration on hardware | MTP inbox ROM import, Play Red/Blue, naming A/B, quit/reopen save, suspend×10, reboot, fused NRO alone + NRO-only update | `docs/switch-hardware-evidence.md` |
| Community hardware | Switch V1 / Erista boot with prebuilt NRO | [booshankles](https://github.com/booshankles) — see evidence log |
| Known gaps | Docked soak, ≥30 min long-play, Lite, automated/`nxlink` deploy | Matrix deferred / absent rows |
Operator evidence must stay in `docs/switch-hardware-evidence.md`. **Do not invent passes** for hardware not run.
## love-nx 11.5-nx1 (pinned)
**Tag:** [11.5-nx1](https://github.com/retronx-team/love-nx/releases/tag/11.5-nx1)
**Local layout (not committed):**
```text
.bazinga/love-nx/11.5-nx1/
├── love.nro # homebrew launcher binary (loose mode: copied to gen1recomp.nro)
└── love.elf # required for fused NRO builds (devkitPro nacptool/elf2nro)
```
**Manifest:** `scripts/switch/love-nx-11.5-nx1.sha256` lists expected artifact names and SHA-256 checksums. Checksums are filled when binaries are fetched (`TBD_*` placeholders until then).
### Fetch instructions
Preferred (automated checksum verify):
```bash
scripts/build_switch.sh --fetch
```
That downloads pinned `love.nro` + `love.elf` into `.bazinga/love-nx/11.5-nx1/`
and checks them against `scripts/switch/love-nx-11.5-nx1.sha256`. See
[switch-build.md](switch-build.md) for the full mode glossary.
Manual fallback:
1. Open the [11.5-nx1 release](https://github.com/retronx-team/love-nx/releases/tag/11.5-nx1) and download `love.nro` and `love.elf`.
2. Create the directory: `mkdir -p .bazinga/love-nx/11.5-nx1`
3. Move both files into that directory.
4. Confirm checksums match the manifest:
```bash
shasum -a 256 .bazinga/love-nx/11.5-nx1/love.nro \
.bazinga/love-nx/11.5-nx1/love.elf
```
**Never commit** love-nx binaries, ROM dumps, or generated cache into git. The repo `.gitignore` excludes `.bazinga/` (vendor cache) and `/dist/` (build output).
## Loose-mode dist layout
Development builds place `gen1recomp.nro` and `game.love` side by side:
```text
dist/switch/loose/
├── gen1recomp.nro
└── game.love
```
Assemble with:
```bash
scripts/build_switch.sh --loose
```
(See `scripts/switch/assemble_loose.sh` for the underlying copy + checksum step.)
## Transfer & deploy (current contributor loop)
Detail for **macOS / Linux / Windows** and **MTP / SD / FTP** lives in
[switch-transfer.md](switch-transfer.md). Summary:
| Layer | Intent |
| ----- | ------ |
| **Runtime / players** | Extract the release zip at microSD root (`switch/gen1recomp/`) and land ROMs/mods under the save-dir inboxes. The game does not hard-depend on OpenMTP or macOS. |
| **Contributor loop** | Manual copy via MTP (DBI responder), direct SD (Hekate UMS / reader), or FTP. Fully manual — no CI deploy, no `nxlink` yet. |
The Mac + OpenMTP steps that remain below are the **OLED evidence reproduction** path; prefer the transfer runbook for day-to-day contrib on other hosts.
**Still avoided for routine evidence** (keeps SD handling honest):
- Treating `nxlink` / netloader as the release deploy story (deferred)
- DBI `MicroSD install` / `NAND install` / NSP-style virtual folders for the `.love`/`.nro` pair
If MTP fails: check cable, USB port, DBI state, and that only one MTP client holds the device — then retry or switch to SD/FTP. Do not silently rewrite evidence using an untested path and claim parity with recorded SHA-256 round-trips.
### Manual deploy checklist (today)
1. Build on the contributor host (`scripts/build_switch.sh --loose` or fused).
2. Close Gen1Recomp on the Switch; open DBI → `Run MTP responder`.
3. Copy artifacts with your MTP client into `1: SD Card/switch/gen1recomp/` (and ROMs/mods into the save-dir inboxes when needed).
4. Wait for the transfer queue; refresh; optionally round-trip SHA-256 on first artifacts of a type.
5. Exit MTP; launch via **title override** (hold **R** on a title → hbmenu, not Applet Mode).
## OpenMTP + DBI transfer (loose build, Mac evidence example)
Full multi-OS / multi-method steps: [switch-transfer.md](switch-transfer.md).
The numbered Mac loop below reproduces the OLED evidence path.
### On the Switch
1. Close Gen1Recomp if it is running.
2. Open **DBI** from hbmenu.
3. Select **`Run MTP responder`** (DBI documents `X` on the main screen).
4. Keep DBI on that screen for the entire transfer.
5. Connect the Switch to the Mac with a USB-C data cable.
### On the Mac
1. Close any other MTP clients.
2. Open **OpenMTP** and select the DBI device.
3. In the remote pane, open **`1: SD Card`**.
4. Navigate to **`switch/`** and create **`gen1recomp/`** if needed.
5. Enter **`1: SD Card/switch/gen1recomp/`**.
6. Drag from the local pane:
```text
dist/switch/loose/gen1recomp.nro
dist/switch/loose/game.love
```
7. Wait for the OpenMTP queue to finish completely.
8. Refresh the remote listing and confirm file sizes match the local files.
9. On the Switch, exit MTP responder normally in DBI before launching the app.
Expected layout on SD:
```text
1: SD Card/
└── switch/
└── gen1recomp/
├── gen1recomp.nro
└── game.love
```
## Round-trip SHA-256 verification
For the **first deploy** of each artifact type (loose pair, later fused NRO), verify MTP integrity:
1. **Before send** — record local hashes:
```bash
shasum -a 256 dist/switch/loose/gen1recomp.nro \
dist/switch/loose/game.love
```
2. **After send** — in OpenMTP, copy the same files from `1: SD Card/switch/gen1recomp/` back to an empty local folder, e.g. `dist/switch/mtp-roundtrip/`.
3. **Compare** round-trip hashes:
```bash
shasum -a 256 dist/switch/mtp-roundtrip/gen1recomp.nro \
dist/switch/mtp-roundtrip/game.love
```
4. Local pre-send and round-trip hashes **must match**. Record results in the test report template below.
Repeat whenever a cable glitch or interrupted transfer is suspected.
## Title override launch (full memory)
Applet Mode is **not** the primary validation path. Use **title override** so hbmenu runs with full memory:
1. Confirm the OpenMTP transfer queue finished.
2. Exit MTP responder in DBI; disconnect USB if desired.
3. Hold **`R`** while launching any legitimately installed title.
4. Keep holding until **hbmenu** appears.
5. Confirm hbmenu does **not** show **Applet Mode**.
6. Launch **`gen1recomp`** (or the probe NRO during Phase 0).
Album / applet launches are only useful to document applet-specific limitations; P0/P1 gates use title override.
## Phase 0 hardware checklist
Complete **in order** on OLED hardware. Operator fills evidence fields — leave blank until tested.
| Step | Action | Pass | Evidence / notes |
| ---- | ------ | ---- | ---------------- |
| P0-0a | Fetch love-nx 11.5-nx1; record manifest SHA-256 | yes | See `scripts/switch/love-nx-11.5-nx1.sha256` |
| P0-0b | Build `switch-probe.love` per `tools/switch-probe/README.md` | yes | |
| P0-0c | Assemble loose probe (`game.love` = probe) to `dist/switch/loose/` | yes | |
| P0-0d | MTP deploy to `1: SD Card/switch/gen1recomp/`; round-trip SHA-256 | yes | nro `8290ac15…5918f5`; love `9f198637…fa2e34f` |
| P0-0e | Title override → probe boots; `getOS()` shows `NX` | yes | `getOS()`=`NX`, `love._os`=`NX` |
| P0-0f | Probe lists 1280×720 (or documented dims), save path, gamepad/touch log | yes | save `sdmc:/switch/gen1recomp/switch-probe`; Joy-Con Y→#3 X→#4 |
| P0-1a | Replace `game.love` with unpatched Gen1Recomp build | yes | feat/switch-nx inbox build |
| P0-1b | MTP replace `game.love` only; round-trip SHA-256 | yes | |
| P0-1c | Title override → launcher reaches import screen | yes | |
| P0-1d | Joy-Con: can navigate launcher (no touch-only) | yes | Full report: `docs/switch-hardware-evidence.md` |
**Operator:** Andrew **Date:** 2026-08-01 **Console:** Switch OLED only
**Deploy:** manual Mac + OpenMTP + DBI MTP (not automated)
**love-nx tag:** 11.5-nx1 **gen1recomp commit:** `df7cea4`
## Phase 0 test report template
Copy this block into your hardware notes or PR evidence. **Do not commit ROM files or ROM hashes of private dumps.**
```markdown
## Switch Phase 0 — hardware report
- Operator:
- Date:
- Console model:
- Atmosphère / HOS version:
- gen1recomp commit:
- love-nx tag: 11.5-nx1
- love.nro SHA-256 (local):
- game.love SHA-256 (local, pre-send):
- MTP round-trip SHA-256 (gen1recomp.nro):
- MTP round-trip SHA-256 (game.love):
- Title override used: yes / no
- Applet Mode observed: yes / no (should be no for P0)
- Probe getOS():
- Probe dimensions:
- Probe save directory shown:
- Gamepad events logged: yes / no
- Touch events logged: yes / no
- Unpatched launcher boot: pass / fail
- Joy-Con launcher navigation: pass / fail / not tested
- Notes:
```
## Fast dev loop (loose mode)
While iterating on Lua/assets:
1. Edit on Mac; run `scripts/test.sh --quick`.
2. Rebuild `.bazinga/work/game.love` (`scripts/build.sh mac --no-notarize` or project pack step).
3. Close Gen1Recomp on Switch.
4. DBI → `Run MTP responder`.
5. OpenMTP → `1: SD Card/switch/gen1recomp/`.
6. Replace **only** `game.love`; wait for queue + refresh listing.
7. Exit MTP responder; launch via title override.
8. Keep `gen1recomp.nro` unchanged until the love-nx pin changes.
```bash
scripts/test.sh --quick
scripts/build.sh mac --no-notarize
scripts/build_switch.sh --loose
shasum -a 256 .bazinga/work/game.love
```
## Controller input mapping (NX)
Measured on Switch OLED (`feat/switch-nx`, love-nx `11.5-nx1`, 1280×720). Both `joystickpressed` and `gamepadpressed` fire for Joy-Con; prefer the gamepad path when `joystick:isGamepad()` is true.
| Path | Control | Mapping |
| ---- | ------- | ------- |
| `gamepadpressed` | D-pad / left stick | move |
| `gamepadpressed` | SDL `a` / `b` on **NX** | swapped via `NX_GAMEPAD_BINDINGS`: physical **A** (east) = GB A confirm, physical **B** (south) = GB B cancel |
| `gamepadpressed` | SDL `a` / `b` on desktop | identity (SDL south = GB A) |
| `gamepadpressed` | `start` / `back` | Start / Select (+ / ) |
| `gamepadpressed` | Right / left shoulder (no Select) | Cycle game speed up / down (same as PC hotkey `1` / speed-down path) |
| `joystickpressed` (raw) | only if **not** `isGamepad()` | face/menu fallback |
| `joystickpressed` (raw) | `#1` / `#2` on NX | Nintendo B / A → GB B / A |
| `joystickpressed` (raw) | `#9` / `#10` | Select / Start ( / +) |
**Nintendo UX on Switch:** physical A confirms, physical B cancels (explicit NX remap of SDL face labels).
**Launcher extras** (`RomImporter`): physical **A** clicks at the virtual cursor; **L** / **R** switch tabs; **Start** / **Select** start Play when a ROM is ready (else open Choose ROM). D-pad / left stick move the virtual cursor.
**Dual-path rule:** love-nx emits both `gamepadpressed` and `joystickpressed` for Joy-Con. When `joystick:isGamepad()` is true, Input and RomImporter **ignore raw** face/menu so NamingScreen does not see A+B in one frame. `NamingScreen` also prefers A over B if both edges still fire.
Implementation: `src/core/GamepadMap.lua` (`NX_RAW_*`, `ignoreRawForJoystick`, `displayChordDigit`), `src/core/Game.lua` (shoulder speed), `src/import/RomImporter.lua` (launcher tabs). Launcher and gameplay share the same converter.
## ROM inbox (NX)
Legal dumps land in a shared MTP inbox; **Scan again** is tab-scoped:
| Item | Value |
| ---- | ----- |
| Save-relative path | `imports/` (also accepts loose `.gb`/`.gbc` at the save-dir root) |
| MTP destination | `1: SD Card/<save identity>/imports/` (see launcher notice for the live `getSaveDirectory()` path) |
| Candidates | `*.gb` / `*.gbc` (hidden `.*` AppleDouble names skipped) |
| Rescan | Game tab → **Scan again** — imports only the dump whose SHA-1 matches that tab (`GameVersion.forSha1`). Other known dumps stay for their own tabs |
| Already ready | Same SHA already imported → “No new ROM found.” |
Players may drop Red, Blue, and Yellow into the same folder. Opening Yellow and pressing **Scan again** must not start a Red import.
## Mod zip inbox (NX)
Community mods install from a **separate** MTP inbox (not mixed into the ROM `imports/` scan):
| Item | Value |
| ---- | ----- |
| Save-relative path | `imports/mods/` |
| MTP destination | `1: SD Card/<save identity>/imports/mods/` (see launcher notice for the live `getSaveDirectory()` path) |
| Candidates | `*.zip` only |
| Rescan | MODS tab → **Scan again** (installs each zip via `LauncherMods.installZip`; source zips are retained on success and failure) |
| FIND MODS | Remains network-gated / hidden on NX (`networkValidated == false`) |
Do **not** commit third-party mod zip bytes into git. Drop the zip over MTP, rescan, enable in MODS, then Play.
**MTP tip (esp. macOS clients):** OpenMTP/Finder often creates AppleDouble sidecars named `._Something.zip` / `._cart.gb` / `._foo.sav`. Those are not real archives, ROMs, or saves — the launcher ignores hidden `.*` names under `imports/`, `imports/mods/`, and `imports/saves/<game>/`. If install still fails with “could not be opened” / “not a zip file”, delete any `._*` under the inbox and confirm the real zip starts with the `PK` magic (re-copy the release asset if unsure). This is a host-side annoyance of the current manual MTP loop, not something players should need forever.
Drop any community release `.zip` into `imports/mods/`, rescan, enable.
Player-facing install steps: [switch-install.md](switch-install.md#community-mods).
Mods own their OPTIONS / rebinds — do not duplicate third-party control tables here.
## Save `.sav` inbox (NX)
Raw Gen1 battery images use a **separate** MTP inbox (not mixed into ROM `imports/` or mod `imports/mods/`):
| Item | Value |
| ---- | ----- |
| Save-relative path | `imports/saves/red/`, `imports/saves/blue/`, `imports/saves/yellow/` |
| MTP destination | `1: SD Card/<save identity>/imports/saves/<game>/` (see launcher notice for the live `getSaveDirectory()` path) |
| Candidates | non-hidden `*.sav` only in **that games** folder |
| Rescan | SAVE FILES → **Import save** on the matching game tab (scans only that folder) |
| After success | Retire to `*.sav.imported` + append content hash to `imports/saves/<game>/.imported-sha1` |
| Exports | **Export save** writes under `exports/<game>/gen1recomp-<game>-<slot>.sav`; NX shows an MTP path notice (no `openURL`) |
Do **not** commit `.sav` bytes into git. Drop the file into the matching game folder over MTP, press **Import save** on that tab, then play. Pull exports from `exports/<game>/`.
**MTP tip:** the same AppleDouble `._*.sav` rule applies — see the mod inbox tip above.
## Joy-Con display chords (Select + face)
PC digit hotkeys for COLORS / TILT / GBC FX / pipelines have Joy-Con equivalents. Hold **Select** (`back` / ) and press a face/shoulder button; the engine runs the same path as `Game:keypressed` for that digit (including `writeOptions` / Pipelines parity).
| Chord (Nintendo UX) | Engine key | Stock engine effect |
| ------------------- | ---------- | ------------------- |
| Select + **A** | `2` | COLORS cycle |
| Select + **B** | `3` | TILT / perspective |
| Select + **Y** | `5` | GBC FX |
| Select + **X** | `6` | Mod pipeline hotkey (if registered) |
| Select + **L** (left shoulder) | `7` | Mod pipeline hotkey (if registered) |
Keys `2` / `3` / `4` / `5` are claimed by the engine before mod pipeline hotkeys run, so a community mod cannot rebind those digits through `Pipelines.hotkey`. Mods that need their own controls should use OPTIONS rows or unclaimed hotkeys.
Without Select held, face buttons keep normal GB A/B gameplay mapping (no accidental color/tilt cycles). The **Options** menu remains available for the same settings — chords are optional shortcuts, not the only path.
On NX, A/B chords resolve through the Nintendo UX face remap so physical **A** → key `2` and physical **B** → key `3` match this table.
**OPTIONS → PERFORMANCE** clamps the ports own extras (TILT / GBC FX / survey ZOOM) and can cap FPS — useful on weaker handheld budgets. Details: [new-features.md — Performance tier](new-features.md#performance-tier-low-end-devices).
Community mod zip install smoke (MODS inbox + Play): NXMOD-12 in [switch-hardware-evidence.md](switch-hardware-evidence.md).
**Opt-in diagnostics:** create an empty `switch-debug.txt` in the save directory; events flush to `switch.log` at ≤1 Hz with build identity (no ROM/save bytes).
**NX asset probe (always on Play):** every Switch Play writes `nx-asset-probe.log` in the save directory (`pokemon-love2d/`). It lists whether `assets/generated/…` vs `yellow|blue/assets/generated/…` exist, what `Assets.resolve` returns, and whether `newImage` / `newImageData` open — for Yellow/Blue blank-sprite triage. No ROM bytes.
**Blue/Yellow cache overlay (NX):** fused love-nx cannot reliably mount `yellow|blue/assets/generated` onto the un-prefixed path, so `src/core/NxAssetOverlay.lua` wraps EVERY read-side love API that accepts a filesystem path (`filesystem.read/load/lines/newFileData/getInfo`, `graphics.newImage/newFont`, `image.newImageData`, `audio.newSource`, `sound.newSoundData`, `font.newFontData`) once at boot — only when `Platform.isNX()`. Covering the whole read surface (not just the loaders the boot needs today) keeps future states and mods inside the fallback automatically; write-side functions stay stock. Core code must NOT call love loaders on literal `assets/generated` paths (enforced by `tests/engine/nx_generated_guard_test.lua`); the chip-audio worker is a separate Lua state and gets the prefix explicitly via `audio.programPrefix` from `ChipAudio.slimAudio`.
**Hardware re-test:** T16 **pass** @ `2699c9a` (naming A=confirm / B=cancel). T19 **pass** (quit/reopen, suspend×10, reboot) — operator 2026-08-01.
**Suspend/resume audio:** after resume, chip music is stopped to avoid duplicate streams; confirm on hardware during P0-09/10 (T19).
## Lua error log (save directory)
On any uncaught Lua error, Gen1Recomp appends a redacted trace to `lua-error.log` in the LÖVE save directory (`love.filesystem.getSaveDirectory()`). The on-screen error overlay includes a hint pointing at that file. Logs rotate to `lua-error.log.1` when the active file exceeds 32 KiB. ROM/save bytes and non-printable data are stripped — never commit or share logs that might contain private paths without reviewing them first.
## Native crash triage (love-nx / Atmosphère)
love-nx native faults land under the consoles `crash_reports/` folder on SD (reachable via the same manual MTP workflow used for game deploys).
1. **Collect** — DBI → `Run MTP responder`; copy `sdmc:/crash_reports/*.bin` (or the dated subfolder) to the contributor host. Prefer keeping the microSD in-console for routine pulls.
2. **Redact** — delete any attached screenshots or notes that mention ROM filenames, save paths, or private hashes before sharing logs publicly.
3. **Symbolize** — use the **pinned** `love.elf` from `.bazinga/love-nx/11.5-nx1/` that matches `build-info.json` / `scripts/switch/love-nx-11.5-nx1.sha256`. Never use a “latest” download.
```bash
# Example: aarch64-none-elf-addr2line from devkitPro
aarch64-none-elf-addr2line -e .bazinga/love-nx/11.5-nx1/love.elf -f -C 0xADDRESS_FROM_CRASH_REPORT
```
4. **Correlate** — compare `gitCommit` / `loveNxTag` from embedded `build-info.json` with the operators hardware notes.
If `addr2line` cannot resolve an address, archive the crash `.bin` with the exact `love.elf` SHA-256 used for the build — addresses are only meaningful against that ELF.
## P0 / P1 hardware matrix (ADR §9)
Operator evidence lives in `docs/switch-hardware-evidence.md`. **Do not invent passes** for rows that require hardware not yet run.
| ID | Requirement | Status | Evidence |
| -- | ----------- | ------ | -------- |
| P0-0af | love-nx pin, probe, MTP, title override | **pass** | Phase 0 checklist above; T4 |
| P0-1ad | Unpatched launcher boot + Joy-Con nav | **pass** | T4 / `docs/switch-hardware-evidence.md` |
| P0-02 | MTP inbox import path shown | **pass** | T12 |
| P0-03 | Rescan imports ROM | **pass** | T12 |
| P0-04 | Canonical hash routes version | **pass** | T12 |
| P0-05 | Source dump retained in inbox | **pass** | T12 |
| P0-06 | Play reaches game after import | **pass** | T12 |
| P0-07 | Joy-Con launcher navigation | **pass** | T16 @ `2699c9a` |
| P0-08 | Joy-Con gameplay (incl. naming A/B) | **pass** | T16 @ `2699c9a` |
| P0-09 | Save survives quit + reopen | **pass** | T19 |
| P0-10 | ≥10 suspend cycles, no stuck input/dup audio | **pass** | T19 (operator 2026-08-01) |
| P0-12 | Fused NRO boots without adjacent `game.love` | **pass** | T24 — `docs/switch-hardware-evidence.md` |
| P0-14 | Fused NRO MTP round-trip SHA-256 | **pass** | T24 — first artifact `b019e2e8…` @ `6fb5602` (redeploy after Blue fix) |
| P0-15 | Replace NRO only; saves persist | **pass** | T24 — operator NRO-only update keeps saves |
| P1-01 | Docked vs handheld spot-check | **deferred** | Code: `NxDisplay` 720p↔1080p; OLED dock soak not recorded yet |
| P1-02 | Applet Mode documented unsupported | **pass** | Title override required; Album path not validated |
| P1-03 | Long-play soak (≥30 min) | **deferred** | No soak session recorded |
| P1-04 | Reboot persistence | **pass** | T19 |
| P1-05 | Audio resume after suspend | **pass** | T19 (no dup audio reported) |
| — | Switch V1 / Erista boot | **pass** (boot) | Community — [booshankles](https://github.com/booshankles); see evidence log |
| — | Switch Lite / docked soak | **untested** / **deferred** | Welcome contributions |
| — | Automated / `nxlink` deploy | **absent** | Manual MTP / SD / FTP only (AD-009) |
| — | Multi-OS transfer runbooks | **pass** | [switch-transfer.md](switch-transfer.md) |
| — | Community mod zip OLED smoke (NXMOD-12) | **pass** | `docs/switch-hardware-evidence.md` |
## Review guidance
Maintainers may review as one PR or split later. Suggested slices (optional):
Each slice should declare: **no ROM/save bytes committed**, **love-nx pin with manifest checksums**, **hardware-tested rows listed with linked evidence**, **Applet Mode unsupported**, **network/updater disabled on NX**, **deploy still manual** (MTP / SD / FTP; no nxlink yet), **OpenMTP is one example not the sole contract**.
### Slice 1 — Platform + import (`platform/import`)
- `src/core/Platform.lua`, `conf.lua` NX branch
- `src/import/RomImporter.lua` (NX flags, inbox, scan, shell/updater gates)
- Tests: `tests/engine/platform_nx_*`, `tests/engine/rom_importer_nx_*` (ROM-free T2)
- Docs: inbox/MTP import sections only
### Slice 2 — Input + lifecycle (`input/lifecycle`)
- `src/core/GamepadMap.lua`, `Input.lua`, `main.lua` focus/joystick hooks
- `src/debug/SwitchDiagnostics.lua` (opt-in probe + error log)
- Tests: input/diagnostics suites
- Docs: controller mapping, suspend/audio notes
### Slice 3 — Build + docs (`build/docs`)
- `scripts/pack_love.sh`, `scripts/build_switch.sh`, `scripts/switch/*`
- `assets/switch/icon.jpg`, `docs/switch-development.md`, hardware evidence templates
- Gates: `pack_love.sh --dry-run`, `verify_payload.sh --self-test`, fused build script (devkitPro host)
**Pre-merge checklist:**
- [ ] Manifest `scripts/switch/love-nx-11.5-nx1.sha256` filled; binaries not in git
- [ ] `verify_payload.sh` rejects generated cache / ROM / `.sav` / `.bak`
- [ ] P0 matrix rows marked pass only with linked hardware evidence
- [x] Fused NRO P0-12/14/15 pass with T24 evidence (`docs/switch-hardware-evidence.md`)
- [ ] Updater / remote mod download hidden on NX (`networkValidated == false`)
-187
View File
@@ -1,187 +0,0 @@
# Switch hardware evidence (Phase 0 + import + input)
> **Hardware evidence log.** Author passes below were recorded on **one
> Nintendo Switch OLED** with a **manual** Mac → DBI MTP deploy loop. A
> separate community row records Switch V1 / Erista boot. These rows do
> **not** claim Lite, docked soak, or automated install. See
> `docs/switch-development.md` for status and limitations.
**love-nx:** `11.5-nx1`
**Author console:** Switch OLED
**Deploy method (author):** manual OpenMTP + DBI `Run MTP responder` (no CI / no nxlink)
**Operator (author rows):** Andrew ([andrewqsantos](https://github.com/andrewqsantos))
**Date (author rows):** 2026-08-01
Do **not** commit ROM dumps or private dump hashes. Do **not** mark a row **pass** without hardware notes for that row.
---
## Community — Switch V1 / Erista boot — pass (boot)
| Field | Value |
| ----- | ----- |
| Console | Nintendo Switch V1 (Erista) |
| Check | Prebuilt fused NRO boots under title override |
| Tester | [booshankles](https://github.com/booshankles) |
| Notes | Community confirmation only — not a full P0/P1 matrix re-run on V1 |
---
## Phase 0 — probe (T4) — pass
| Field | Value |
| ----- | ----- |
| Commit (import era) | `df7cea4` |
| `getOS()` / `love._os` | `NX` |
| Dimensions | 1280×720 |
| Save (probe) | `sdmc:/switch/gen1recomp/switch-probe` |
| Joy-Con | `joystickpressed` + `gamepadpressed` (Y→`#3`, X→`#4`) |
| Artifact | SHA-256 |
| -------- | ------- |
| `gen1recomp.nro` | `8290ac153d4c630e48c9b26ef9123f5204ed8ee0cef3042511707b5b645918f5` |
---
## T12 — Red import + Play — pass
Inbox MTP → “Scan again” → Play; Joy-Con launcher/gameplay (not touch-only).
---
# T16 — Joy-Con launcher + gameplay — pass (naming re-verify)
### Round 1 @ `7504753` — partial
| Check | Result |
| ----- | ------ |
| Launcher / overworld (Joy-Con only) | **pass** |
| Naming player/rival | **fail** (dual-path a+b; see below) |
| Touch required | **no** |
| `game.love` SHA-256 | `bd3a35461bf453c1f0465a5a289421aef3b5c72d3bf1f8d76e86231256829e0e` |
### Naming failure (root cause) — fixed in `efd81d8` + `2699c9a`
- love-nx fires **`gamepadpressed` + `joystickpressed` on the same physical press**.
- `NamingScreen` tested `wasPressed("b")` before `"a"` → if both true in one frame, always deletes.
- Dual-path fix: ignore raw when `isGamepad()` (`efd81d8`).
- SDL-only UX then had physical B confirm / A erase; NX face remap (`2699c9a`) restores Nintendo A=confirm / B=cancel.
### Round 2 @ `2699c9a` — pass (Nintendo UX)
| Field | Value |
| ----- | ----- |
| Commit tested | `2699c9a` |
| `game.love` SHA-256 | `a208b21e1f30b00e2e8c6fa6efe14f0e06d1db0ae1e50b810b16d9fb852926bc` |
| Touch required | **no** |
| Check | Result |
| ----- | ------ |
| Naming — player | **pass** — physical **A** confirms letter, **B** cancels/erases |
| Naming — rival | **pass** (same) |
| Launcher / overworld (prior round) | **pass** (unchanged mapping for d-pad/stick) |
T16 hardware gate: **closed**.
---
## T19 — save / suspend — pass
| Check | Result |
| ----- | ------ |
| Save in-game → full quit → title-override reopen → load save | **pass** (@ `7504753` / retained) |
| Suspend/resume ×10 (launcher / gameplay / mixed) | **pass** (operator 2026-08-01) |
| Full console reboot persistence | **pass** (operator 2026-08-01) |
T19 hardware gate: **closed**. No stuck input, duplicate audio, or crash reported.
---
## T24 — fused NRO alone + NRO-only update — **pass**
| Field | Value |
| ----- | ----- |
| First fused attempt | `6fb5602` (Blue Play failed — mount) |
| Fix commits | `b1ad7c7` (logs/generated overlay), `ac6dfe7` (Blue/Yellow mount) |
| Deploy | isolated folder, no adjacent `game.love` |
| Boot fused | **pass** |
| ROM import | **pass** |
| Play **Red** | **pass** |
| Play **Blue** (after `ac6dfe7`) | **pass** (operator 2026-08-01) |
| NRO-only replace | **pass** — saves retained; app still boots/plays |
| Touch required | no |
T24 hardware gate: **closed**.
---
## SWBLD — `build_switch.sh --fetch --fused` + install path — **pass**
Operator smoke for the switch-build-pipeline packaging CLI (closes matrix-deferred happy paths from validation).
| Field | Value |
| ----- | ----- |
| Command | `scripts/build_switch.sh --fetch --fused --version 0.0.0-test` |
| Host | macOS + native switch-tools (or Docker fallback if used) |
| Commit / build-info | `9147a64` (`gitCommit` in build-info) |
| love-nx | `11.5-nx1` (manifest checksums match) |
| Artifact | `dist/switch/gen1recomp-0.0.0-test-switch.nro` |
| NRO SHA-256 | `210efb884a8d27443dc1c64ed8f071b0f862d8d0c9b140ad8185093c4e4027db` |
| Install doc | `docs/switch-install.md` — at the time of this row: copy NRO under `sdmc:/switch/gen1recomp/` (releases now ship an SD-ready zip; same folder) |
| Console | Switch OLED |
| Operator | Andrew |
| Date | 2026-08-01 |
| Check | Result |
| ----- | ------ |
| `--fetch` + `--fused` produce NRO + `.sha256` | **pass** |
| Copy NRO to SD folder per install doc | **pass** (operator) |
| Title-override launch / play | treated as prior T24 path; this row records **packaging + deploy to folder** success |
SWBLD packaging smoke: **closed** for Mac fused build + file-to-SD install step.
---
## NXMOD-12 — Community mod zip OLED smoke — **pass**
Closed from existing OLED photo evidence on issue
[#531](https://github.com/bryanthaboi/gen1recomp/issues/531) (operator comment
with launcher MODS + overworld shots). Photos live on the orphan branch
[`switch-oled-photos`](https://github.com/andrewqsantos/gen1recomp/tree/switch-oled-photos)
of the operator fork — **not** committed to this repo. Do **not** commit
third-party mod `.zip` bytes. Community mods own their OPTIONS / rebinds;
this entry only proves the MODS inbox + Play path on OLED.
| Field | Value |
| ----- | ----- |
| Status | **pass** |
| gen1recomp commit | evidence era on `feat/switch-nx` (see #531); packaging pin love-nx `11.5-nx1` |
| love-nx tag | `11.5-nx1` |
| Console | Switch OLED |
| Mod | community release `.zip` (not vendored; not named here) |
| Zip committed to git? | **no** |
| Photo evidence | [#531 comment](https://github.com/bryanthaboi/gen1recomp/issues/531) — MODS tab + overworld |
| MODS tab photo | https://raw.githubusercontent.com/andrewqsantos/gen1recomp/switch-oled-photos/IMG_1766.jpg |
| Overworld photo | https://raw.githubusercontent.com/andrewqsantos/gen1recomp/switch-oled-photos/IMG_1771.jpg |
| Operator | Andrew |
| Date | 2026-08-01 |
### Checklist
| Step | Pass / fail / pending | Notes |
| ---- | --------------------- | ----- |
| MTP zip into save `imports/mods/` | **pass** | Photo evidence + prior inbox path |
| MODS → Scan again → mod listed | **pass** | IMG_1766 — community mod installed |
| Enable mod + Play Red boots without crash | **pass** | Overworld / Pallet / Oak lab photos on #531 |
| Overworld Select+A → visible colors change | **pass** | Stock COLORS chord path exercised |
| Overworld Select+B → visible tilt/perspective change | **pass** | Stock TILT chord path exercised (IMG_1771) |
### Evidence notes
```text
Operator: Andrew
Date: 2026-08-01
Commit tested: feat/switch-nx era documented on issue #531
Pass / fail summary: PASS — MODS zip install + Play on Switch OLED
Photo branch: andrewqsantos/gen1recomp@switch-oled-photos
```
+65 -25
View File
@@ -2,15 +2,11 @@
Every GitHub Release that includes Switch support ships an SD-ready zip:
`gen1recomp-*-switch.zip`. Extract it at the root of your microSD (install
**or** update same steps), launch with **title override**, then import your
or update, same steps), launch with **title override**, then import your
own legal `.gb` ROM.
> You need a console that can run Switch homebrew (custom firmware / hbmenu).
> This project does not help you set that up. Tracks issue
> [#531](https://github.com/bryanthaboi/gen1recomp/issues/531).
> Hardware: **OLED** validated by the porter; **V1 / Erista** boot confirmed
> by the community. Lite and other setups welcome more reports.
> See [switch-development.md](switch-development.md) for limitations.
> This project does not help you set that up.
Prefer building from source? See [switch-build.md](switch-build.md).
@@ -29,12 +25,18 @@ help from [booshankles](https://github.com/booshankles).
Extract the zip at the **root** of the microSD so you get:
```text
sdmc:/switch/gen1recomp/gen1recomp.nro
sdmc:/switch/gen1recomp/gen1recomp.nro # native OTA launcher (hbmenu entry)
sdmc:/switch/gen1recomp/gen1recomp-game.nro # fused LÖVE game
sdmc:/switch/gen1recomp/version.txt
sdmc:/switch/gen1recomp/pokemon-love2d/imports/
sdmc:/switch/gen1recomp/pokemon-love2d/imports/mods/
sdmc:/switch/gen1recomp/pokemon-love2d/imports/saves/...
```
Older single-NRO zips only had `gen1recomp.nro` (the fused game). Current
releases use the dual-NRO layout above. Open `gen1recomp` in hbmenu (the
launcher).
Merge folders if your OS asks. Any method works: **MTP** (DBI → Run MTP
responder + a client), **direct SD** (Hekate UMS or a card reader), or **FTP**.
Exit MTP / unmount / stop FTP cleanly before launching. Step-by-step for
@@ -42,17 +44,44 @@ macOS, Linux, and Windows: [switch-transfer.md](switch-transfer.md).
### Updating
Use the **same** extract/merge. It replaces `gen1recomp.nro` (and the small
help `README.txt` / `INSTALL.txt` files). Saves, imported ROMs, mods, and
options live under `pokemon-love2d/`**do not delete that folder** when
updating, or you will lose progress.
#### Native OTA launcher (in-console)
Switch OTA runs in a separate **native launcher NRO** (libnx + curl), not the
LÖVE self-updater (`src/update/Check.lua`). hbmenu opens `gen1recomp.nro`.
When a newer release exists, the launcher downloads the same install zip
(`gen1recomp-*-switch.zip`), checks SHA-256 against `sha256sums.txt`, replaces
both `gen1recomp-game.nro` and `gen1recomp.nro` (keeps NACP version in sync
for hbmenu and Sphaira), then loads the game with `envSetNextLoad`.
If you are up to date or offline, it skips straight to the game with no
prompt. If an update is available, you get a short prompt styled like the
in-game launcher: black background, RGB rail, logo, A/B buttons. Saves under
`pokemon-love2d/` are not touched. See `src/update/SwitchOta.lua` for the
wire format.
The LÖVE self-updater stays **disabled** on NX (`networkValidated == false`).
**Sphaira forwarder (HOME shortcut):** Sphaira copies name/version/icon into
the installed forwarder at creation time. After an OTA (or zip) update, the
`.nro` on the microSD already has the new version, but the HOME shortcut
keeps the old badge until you **reinstall the forwarder once** in Sphaira
(Install Forwarder again on `gen1recomp.nro`). Browsing the NRO in Sphaira /
hbmenu always shows the live file version.
#### Manual zip (fallback)
Use the **same** extract/merge of `gen1recomp-*-switch.zip`. It replaces the
NROs (and the small help `README.txt` / `INSTALL.txt` files). Saves,
imported ROMs, mods, and options live under `pokemon-love2d/`. **Do not
delete that folder** when updating, or you will lose progress.
## 3. Launch with title override
**Applet Mode is not supported** for this game (not enough memory).
1. On the Switch HOME menu, highlight any installed title.
2. Hold **R** and launch that title — this opens hbmenu with full memory
2. Hold **R** and launch that title. This opens hbmenu with full memory
(title override).
3. From hbmenu, open `gen1recomp`.
@@ -66,14 +95,14 @@ This project ships **no** game data. On first launch:
(`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
launcher also shows the live save-dir path). All three can sit in the
same folder.
2. Use **Scan again** on that games tab (Red / Blue / Yellow). Rescan
matches by ROM SHA-1 for the open tab only — a Red dump never imports
2. Use **Scan again** on that game's tab (Red / Blue / Yellow). Rescan
matches by ROM SHA-1 for the open tab only. A Red dump never imports
from the Yellow tab (and vice versa).
## 5. Import / Export a raw `.sav`
Continue a cart or PC battery save (or pull a slot off-console) via MTP /
SD / FTP same transfer methods as ROMs. Paths are **per game**:
SD / FTP, same transfer methods as ROMs. Paths are **per game**:
| Game | Import inbox | Export folder |
| ---- | ------------ | ------------- |
@@ -81,19 +110,19 @@ SD / FTP — same transfer methods as ROMs. Paths are **per game**:
| Blue | `imports/saves/blue/` | `exports/blue/` |
| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
(Under the save dir `pokemon-love2d/` — the zip already creates these folders.)
(Under the save dir `pokemon-love2d/`. The zip already creates these folders.)
1. Copy a Gen1 `.sav` (32 KB) into that games inbox under the save dir
1. Copy a Gen1 `.sav` (32 KB) into that game's inbox under the save dir
([switch-transfer.md](switch-transfer.md)).
2. With the games ROM already imported, open **that games tab**
2. With the game's ROM already imported, open **that game's tab**
**SAVE FILES****Import save**. Only that folder is scanned.
3. A successful import retires the file to `*.sav.imported` and records its
content hash so pressing **Import save** again does not clone slots.
Failed imports leave the original `.sav` in place.
4. To pull a slot off the console, use **Export save**, then copy the file
from that games **`exports/<game>/`** folder via MTP / SD / FTP.
from that game's **`exports/<game>/`** folder via MTP / SD / FTP.
Do not put `.sav` files into git. Prefer clean copies — some MTP clients
Do not put `.sav` files into git. Prefer clean copies. Some MTP clients
create `._*.sav` AppleDouble sidecars that are not real saves.
## Controls
@@ -130,12 +159,12 @@ create `._*.sav` AppleDouble sidecars that are not real saves.
Mods install from a zip inbox (same transfer methods as ROMs):
1. Copy a release `.zip` into the save-dir **`imports/mods/`** path the
launcher shows (MTP / SD / FTP [switch-transfer.md](switch-transfer.md)).
launcher shows (MTP / SD / FTP. See [switch-transfer.md](switch-transfer.md)).
2. In the launcher, open **MODS****Scan again** → enable the mod →
**Play**.
Remote **FIND MODS** / GitHub download stays **off** on Switch. Do not put
mod zips into git. Community mods ship their own OPTIONS / rebinds — this port
mod zips into git. Community mods ship their own OPTIONS / rebinds. This port
does not document third-party control tables.
### Joy-Con shortcuts (Select + face)
@@ -153,12 +182,23 @@ hotkeys (`2`/`3`/`5` are claimed before any mod pipeline hotkey runs).
| Select + **L** | `7` | Mod pipeline hotkey (if a mod registers `7`) |
If the handheld stutters with extras on, try **OPTIONS → PERFORMANCE**
`LOW` or `BALANCED`. Full chord notes for contributors:
[switch-development.md](switch-development.md#joy-con-display-chords-select--face).
`LOW` or `BALANCED`.
## Limitations
- You need homebrew (custom firmware, hbmenu). This project does not set that
up.
- Launch with title override (hold **R** on a title). Applet Mode (Album) is
not supported. The game needs full memory.
- ROMs, mods, and saves are copied manually via MTP, direct SD, or FTP. There
is no automated deploy.
- Updates use the native OTA launcher only. The LÖVE self-updater and remote
**FIND MODS** stay off on Switch.
- Tested on Switch OLED. Switch V1 / Erista boot confirmed by the community.
Other models may work but are less tested.
## Prefer building it yourself?
Building the fused NRO (and SD-ready zip) from source is covered in
[switch-build.md](switch-build.md). Copying artifacts and inbox files
(MTP / SD / FTP on macOS, Linux, Windows): [switch-transfer.md](switch-transfer.md).
Status, limitations, and how we tested: [switch-development.md](switch-development.md).
+19 -22
View File
@@ -1,17 +1,16 @@
# Switch file transfer (MTP / SD / FTP)
Canonical ways to put Gen1Recomp artifacts and inbox files onto a Nintendo
Switch. **Any method is valid** if the bytes land in the destinations below.
Ways to put Gen1Recomp artifacts and inbox files onto a Nintendo Switch.
**Any method is valid** if the bytes land in the destinations below.
This is the home runbook for contributors on **macOS, Linux, and Windows**.
This is the runbook for contributors on **macOS, Linux, and Windows**.
Player install (what to download, title override) stays in
[switch-install.md](switch-install.md). Packaging stays in
[switch-build.md](switch-build.md). Hardware evidence lives in
[switch-hardware-evidence.md](switch-hardware-evidence.md).
[switch-build.md](switch-build.md).
> **Not supported yet:** `nxlink` / hbmenu netloader automation. Useful later
> for a fast contrib rebuild loop; deferred on purpose (AD-009). Do not treat
> netloader as the release or ROM/mod install path.
> for a fast contrib rebuild loop; deferred (AD-009). Do not treat netloader as
> the release or ROM/mod install path.
---
@@ -23,7 +22,7 @@ Player install (what to download, title override) stays in
| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that games SAVE FILES → **Import save** |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that game's SAVE FILES → **Import save** |
| Save exports | Same save dir → `exports/red\|blue\|yellow/` (pull after **Export save**; MTP / SD / FTP) |
| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
| Lua error log | `lua-error.log` in the save dir |
@@ -34,7 +33,7 @@ files, or third-party mod zips to git.
---
## Canonical methods
## Transfer methods
### 1. MTP (DBI responder + host client)
@@ -47,8 +46,8 @@ before launching.
#### macOS (example: OpenMTP)
[OpenMTP](https://github.com/ganeshrvel/openmtp) is the loop used for OLED
hardware evidence — **one contributor example**, not a Mac-only product rule.
[OpenMTP](https://github.com/ganeshrvel/openmtp) is a documented example for
macOS, not a Mac-only requirement.
1. Quit other MTP clients.
2. Open OpenMTP → select the DBI device → **`1: SD Card`**.
@@ -60,25 +59,25 @@ hardware evidence — **one contributor example**, not a Mac-only product rule.
5. Wait for the queue; refresh; exit MTP responder; title-override launch.
macOS clients often create AppleDouble sidecars (`._Something.zip`,
`._cart.gb`, `._foo.sav`). Those are not real archives or saves — the
`._cart.gb`, `._foo.sav`). Those are not real archives or saves. The
launcher skips hidden `.*` names. Delete `._*` junk if a zip/ROM/`.sav`
fails to open.
#### Linux
1. Install desktop MTP support if needed (e.g. `gvfs-mtp` on GNOME/GTK
desktops, or your distros KDE MTP stack).
desktops, or your distro's KDE MTP stack).
2. With DBI MTP active, open **Files** / **Dolphin** / **Thunar** and select
the Switch / DBI device → **`1: SD Card`**.
3. Extract the release zip at SD root (merge), or copy into `switch/gen1recomp/`
and the save-dir inboxes as above.
4. Use **only one** MTP accessor at a time. If `mtp-tools` / `mtpfs` reports
device is busy, close the file managers MTP mount (or the CLI mount)
"device is busy", close the file manager's MTP mount (or the CLI mount)
and retry with a single client.
5. Eject/unmount cleanly; exit MTP on the Switch; title-override launch.
If MTP is unavailable or flaky on Linux, use **direct SD** (Hekate UMS or a
card reader) or **FTP** instead — same destinations in the table above.
card reader) or **FTP** instead. Same destinations in the table above.
#### Windows
@@ -93,7 +92,7 @@ card reader) or **FTP** instead — same destinations in the table above.
5. Safely disconnect; exit MTP on the Switch; title-override launch.
If MTP is unavailable or flaky on Windows, use **direct SD** (Hekate UMS or a
card reader) or **FTP** instead — same destinations in the table above.
card reader) or **FTP** instead. Same destinations in the table above.
### 2. Direct SD (Hekate UMS or card reader)
@@ -109,9 +108,9 @@ Do not yank the card or unplug UMS mid-write.
### 3. FTP (any SD-exposing Switch FTP)
Any homebrew FTP server that can write the microSD is fine — for example
**DBIs own FTP**, **sys-ftpd-light**, or **Sphaira** (names are illustrations
only; pick what your CFW setup already uses).
Any homebrew FTP server that can write the microSD is fine. For example
**DBI's own FTP**, **sys-ftpd-light**, or **Sphaira**. Names are illustrations
only; pick what your CFW setup already uses.
1. Start the FTP server on the Switch; note IP/port/credentials from that app.
2. From the host, connect with any FTP client and upload to the same
@@ -154,7 +153,7 @@ Copy the file back from the SD and compare hashes. Round-trip must match.
| Symptom | What to try |
| ------- | ----------- |
| Device busy / no MTP volume | One client only; different cable/port; Windows MTP USB Device driver; alternate method (SD or FTP) |
| Zip/ROM/`.sav` could not be opened | Delete `._*` sidecars (including `._*.sav`); confirm real zip starts with `PK` |
| Zip/ROM/`.sav` "could not be opened" | Delete `._*` sidecars (including `._*.sav`); confirm real zip starts with `PK` |
| Half-copied NRO / crash on boot | Re-copy; verify SHA-256; exit transfer mode before launch |
| App opens in Applet Mode | Use title override (hold **R**), not Album |
@@ -164,5 +163,3 @@ Copy the file back from the SD and compare hashes. Round-trip must match.
- Players: [switch-install.md](switch-install.md)
- Builders: [switch-build.md](switch-build.md)
- Status / hardware matrix: [switch-development.md](switch-development.md)
- Evidence log: [switch-hardware-evidence.md](switch-hardware-evidence.md)
+5
View File
@@ -124,3 +124,8 @@ bundled game, in that case.
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
`"0.0.0-dev"` placeholder that always reports up to date, so a source
checkout is always "the game" itself; updating it means pulling the repo.
- **Nintendo Switch does not use this LÖVE self-updater.** On NX,
`Platform.networkValidated()` is `false`, so `Boot.run` / `Check` never
download `.love` payloads. In-console OTA uses the **native OTA launcher**
(DEVKITPRO), documented in [switch-install.md](switch-install.md). Wire
format: `src/update/SwitchOta.lua`. Manual zip install remains the fallback.
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-188
View File
@@ -1,188 +0,0 @@
-- modules/Behavior.lua
--
-- Base module for the pluggable behavior system that drives the Behavior &
-- Mode Unification refactor.
--
-- A *behavior* is a small, stateless table produced by `Behavior.new(spec)`
-- that implements a fixed lifecycle hook set. Concrete behaviors (Clickable,
-- Scrollable, TextEditable, Selectable, ...) each live in their own module and
-- are attached to an Element. The Element's `update`/`draw`/save-restore paths
-- iterate `element.behaviors` and dispatch to the appropriate hooks, replacing
-- the swarm of `if self.scrollable` / immediate-mode-branch checks previously
-- hard-coded in Element.lua.
--
-- Element.new iterates a registry of behavior prototypes and auto-attaches
-- whichever return true from `shouldAttach(props)`. Element therefore never
-- needs to know what an individual behavior does — only that it conforms to
-- this interface.
--
-- Design constraints (locked — tasks 02-13 depend on this API):
-- * Pure Lua — NO `love` import, NO dependency on utils/Color/Units/ErrorHandler.
-- Stays fully stub-testable standalone (see testing/__tests__/behavior_test.lua).
-- * Minimal interface — exactly 6 lifecycle hooks + a `shouldAttach` predicate.
-- Do NOT add hooks "just in case"; new capabilities become new behaviors,
-- not new hooks. Extending HOOK_NAMES is an architectural decision that must
-- be mirrored by every concrete behavior.
-- * Immutable instances — behavior tables are produced once and treated as
-- read-only. Per-element runtime state lives on the element (or a subsystem
-- the behavior attaches), NEVER on the behavior instance itself, so a single
-- behavior instance can be shared across many elements.
--
-- Lifecycle hook contract (each receives the owning element as first argument):
-- onAttach(element) — called once when the behavior is attached
-- (element fully constructed). Allocate
-- subsystems / register listeners here.
-- onDetach(element) — called once when the behavior is detached
-- (element destroyed / mode switch). Tear
-- down anything onAttach created.
-- onUpdate(element, dt) — called every frame from Element:update.
-- onDraw(element, ctx) — called every frame from Element:draw; `ctx`
-- is the draw context (viewport transform,
-- scissor state, theme renderer, ...).
-- saveState(element) -> state — called during Element save-state; returns
-- a serializable snapshot (or nil) so the
-- behavior's runtime state survives the
-- immediate-mode recreation cycle.
-- restoreState(element, state) — called after reconstruction with the
-- snapshot previously returned by saveState.
--
-- shouldAttach(props) -> boolean — class-level predicate (not a hook): given
-- an element's props table, return true if
-- this behavior should be auto-attached.
-- Defaults to false (opt-in).
--- A behavior instance: a frozen table of lifecycle hooks + a shouldAttach
--- predicate. All hooks are always present (custom override or no-op default).
---@class Behavior
---@field onAttach fun(element:table)
---@field onDetach fun(element:table)
---@field onUpdate fun(element:table, dt:number)
---@field onDraw fun(element:table, ctx:table)
---@field saveState fun(element:table):any
---@field restoreState fun(element:table, state:any)
---@field shouldAttach fun(props:table):boolean
local Behavior = {}
-- The fixed, ordered lifecycle hook set. Order is preserved so downstream tasks
-- (Element behavior iteration) can rely on a deterministic dispatch sequence.
-- HOOK_NAMES is intentionally NOT extended casually — see file header.
Behavior.HOOK_NAMES = {
"onAttach",
"onDetach",
"onUpdate",
"onDraw",
"saveState",
"restoreState",
}
-- Allowlist of spec keys accepted by Behavior.new. Anything else is rejected so
-- a typo (e.g. `onUpdat`) surfaces immediately instead of silently no-op'ing.
-- Hook keys (HOOK_NAMES + shouldAttach) MUST be functions; metadata keys
-- (drawLayer) may hold any value.
local ALLOWED_KEYS = {
onAttach = true,
onDetach = true,
onUpdate = true,
onDraw = true,
saveState = true,
restoreState = true,
shouldAttach = true,
drawLayer = true,
}
-- Spec keys whose values are NOT required to be functions (passive metadata
-- consumed by dispatch sites, e.g. Element:draw's pre/post-children split).
local NON_FUNCTION_KEYS = {
drawLayer = true,
}
-- Default no-op hook. Behaviors override only the hooks they need; every other
-- hook resolves to this so dispatch sites never have to nil-check.
local function noop() end
-- Default shouldAttach predicate: never auto-attach unless the behavior opts in
-- by providing its own predicate. This is the safe default — a behavior with no
-- opinion about which elements it applies to stays inert in the auto-attach
-- pass (it can still be attached explicitly by name in a later task).
local function defaultShouldAttach()
return false
end
-- Module-level default predicate exposed for callers/tests that want to
-- reference the base default directly without constructing an instance.
Behavior.shouldAttach = defaultShouldAttach
--- Factory: create a frozen behavior instance from a spec table.
---
--- `spec` is a table whose keys may be any subset of the 6 lifecycle hook names
--- plus `shouldAttach`; each value (when present) must be a function. The
--- returned table contains every lifecycle hook (custom override OR no-op) and
--- a `shouldAttach` predicate (custom OR always-false default), so dispatch
--- sites can call any hook unconditionally without nil-checking.
---
--- Unknown spec keys and non-function values raise an error immediately so
--- mistakes fail fast at construction rather than as silent no-ops later.
---
---@param spec table|nil spec table overriding select hooks / shouldAttach
---@return Behavior
function Behavior.new(spec)
spec = spec or {}
-- Validate spec keys up front so typos surface here, not as silent no-ops.
for key, value in pairs(spec) do
if not ALLOWED_KEYS[key] then
error(string.format("Behavior.new: unknown spec key '%s'", tostring(key)), 2)
end
if not NON_FUNCTION_KEYS[key] and type(value) ~= "function" then
error(string.format("Behavior.new: spec key '%s' must be a function, got %s", tostring(key), type(value)), 2)
end
end
local instance = {}
-- Populate every lifecycle hook: custom override when provided, no-op default
-- otherwise. Guarantees `instance.hook` is always callable.
for _, hook in ipairs(Behavior.HOOK_NAMES) do
instance[hook] = spec[hook] or noop
end
-- shouldAttach defaults to always-false; behaviors opt in by supplying one.
instance.shouldAttach = spec.shouldAttach or defaultShouldAttach
-- drawLayer: optional metadata field (default nil = "background"/pre-children).
-- Dispatch sites (Element:draw) use it to split rendering into pre-children
-- (background layers) and post-children (overlay layers, e.g. scrollbars).
instance.drawLayer = spec.drawLayer
-- Freeze: prevent adding new fields. Behavior instances are shared, stateless
-- objects; runtime state belongs on the element, never on the behavior.
-- (Reassigning an existing hook is still possible via direct index write —
-- Lua metatables cannot intercept that — but the freeze communicates intent
-- and catches accidental field additions.)
local mt = {
__newindex = function(_, key)
error(string.format("Behavior: behavior instances are immutable (cannot set '%s')", tostring(key)), 2)
end,
--- Mark the metatable so consumers can detect a Behavior instance.
---@return string
__tostring = function()
return "Behavior"
end,
__metatable = "Behavior",
}
setmetatable(instance, mt)
return instance
end
--- Type guard: returns true if `value` is a Behavior instance produced by
--- `Behavior.new`. Used by Element's attach path to validate registry entries
--- without depending on identity.
---@param value any
---@return boolean
function Behavior.isBehavior(value)
return type(value) == "table" and getmetatable(value) == "Behavior"
end
return Behavior
-686
View File
@@ -1,686 +0,0 @@
-- Lua 5.2+ compatibility for unpack
local unpack = table.unpack or unpack
-- Warning cache to prevent duplicate warnings for the same element
local warningCache = {}
local Cache = {
canvases = {},
quads = {},
blurInstances = {}, -- Cache blur instances by quality
blurredCanvases = {}, -- Cache pre-blurred canvases for immediate mode
MAX_CANVAS_SIZE = 20,
MAX_QUAD_SIZE = 20,
MAX_BLURRED_CANVAS_CACHE = 50, -- Maximum cached blurred canvases
RADIUS_THRESHOLD = 0.5, -- Skip blur below this radius
LARGE_BLUR_THRESHOLD = 250 * 250, -- Warn if blur area exceeds this (250x250px)
}
--- Round canvas size to nearest bucket for better reuse
---@param size number Size to bucket
---@return number bucketSize Bucketed size
local function bucketSize(size)
if size <= 128 then
return math.ceil(size / 32) * 32
elseif size <= 512 then
return math.ceil(size / 64) * 64
elseif size <= 1024 then
return math.ceil(size / 128) * 128
else
return math.ceil(size / 256) * 256
end
end
--- Get or create a canvas from cache
---@param width number Canvas width
---@param height number Canvas height
---@return love.Canvas canvas The cached or new canvas
function Cache.getCanvas(width, height)
-- Use bucketed sizes for better cache reuse
local bucketedWidth = bucketSize(width)
local bucketedHeight = bucketSize(height)
local key = string.format("%dx%d", bucketedWidth, bucketedHeight)
if not Cache.canvases[key] then
Cache.canvases[key] = {}
end
local cache = Cache.canvases[key]
for i, entry in ipairs(cache) do
if not entry.inUse then
entry.inUse = true
return entry.canvas
end
end
local canvas = love.graphics.newCanvas(bucketedWidth, bucketedHeight)
table.insert(cache, { canvas = canvas, inUse = true })
if #cache > Cache.MAX_CANVAS_SIZE then
local removed = table.remove(cache, 1)
if removed and removed.canvas then
removed.canvas:release()
end
end
return canvas
end
--- Release a canvas back to the cache
---@param canvas love.Canvas Canvas to release
function Cache.releaseCanvas(canvas)
for _, sizeCache in pairs(Cache.canvases) do
for _, entry in ipairs(sizeCache) do
if entry.canvas == canvas then
entry.inUse = false
return
end
end
end
end
--- Get or create a quad from cache
---@param x number X position
---@param y number Y position
---@param width number Quad width
---@param height number Quad height
---@param sw number Source width
---@param sh number Source height
---@return love.Quad quad The cached or new quad
function Cache.getQuad(x, y, width, height, sw, sh)
local key = string.format("%d,%d,%d,%d,%d,%d", x, y, width, height, sw, sh)
if not Cache.quads[key] then
Cache.quads[key] = {}
end
local cache = Cache.quads[key]
for i, entry in ipairs(cache) do
if not entry.inUse then
entry.inUse = true
return entry.quad
end
end
local quad = love.graphics.newQuad(x, y, width, height, sw, sh)
table.insert(cache, { quad = quad, inUse = true })
if #cache > Cache.MAX_QUAD_SIZE then
table.remove(cache, 1)
end
return quad
end
--- Release a quad back to the cache
---@param quad love.Quad Quad to release
function Cache.releaseQuad(quad)
for _, keyCache in pairs(Cache.quads) do
for _, entry in ipairs(keyCache) do
if entry.quad == quad then
entry.inUse = false
return
end
end
end
end
--- Generate cache key for blurred canvas
---@param elementId string Element ID
---@param x number X position
---@param y number Y position
---@param width number Width
---@param height number Height
---@param radius number Blur radius
---@param quality number Blur quality
---@param isBackdrop boolean Whether this is backdrop blur
---@return string key Cache key
function Cache.generateBlurCacheKey(elementId, x, y, width, height, radius, quality, isBackdrop)
return string.format(
"%s:%d:%d:%d:%d:%.1f:%d:%s",
elementId,
x,
y,
width,
height,
radius,
quality,
tostring(isBackdrop)
)
end
--- Get cached blurred canvas
---@param key string Cache key
---@return love.Canvas|nil canvas Cached canvas or nil
function Cache.getBlurredCanvas(key)
local entry = Cache.blurredCanvases[key]
if entry then
entry.lastUsed = os.time()
return entry.canvas
end
return nil
end
--- Store blurred canvas in cache
---@param key string Cache key
---@param canvas love.Canvas Canvas to cache
function Cache.setBlurredCanvas(key, canvas)
-- Limit cache size
local count = 0
for _ in pairs(Cache.blurredCanvases) do
count = count + 1
end
if count >= Cache.MAX_BLURRED_CANVAS_CACHE then
-- Remove oldest entry
local oldestKey = nil
local oldestTime = math.huge
for k, v in pairs(Cache.blurredCanvases) do
if v.lastUsed < oldestTime then
oldestTime = v.lastUsed
oldestKey = k
end
end
if oldestKey then
if Cache.blurredCanvases[oldestKey].canvas then
Cache.blurredCanvases[oldestKey].canvas:release()
end
Cache.blurredCanvases[oldestKey] = nil
end
end
Cache.blurredCanvases[key] = {
canvas = canvas,
lastUsed = os.time(),
}
end
--- Clear blurred canvas cache for specific element
---@param elementId string Element ID to clear cache for
function Cache.clearBlurredCanvasesForElement(elementId)
for key, entry in pairs(Cache.blurredCanvases) do
if key:match("^" .. elementId .. ":") then
if entry.canvas then
entry.canvas:release()
end
Cache.blurredCanvases[key] = nil
end
end
end
--- Clear all caches
function Cache.clear()
-- Release all blurred canvases
for _, entry in pairs(Cache.blurredCanvases) do
if entry.canvas then
entry.canvas:release()
end
end
Cache.canvases = {}
Cache.quads = {}
Cache.blurInstances = {}
Cache.blurredCanvases = {}
warningCache = {} -- Clear warning cache on cache clear
end
-- ============================================================================
-- SHADER BUILDER
-- ============================================================================
local ShaderBuilder = {}
--- Build Gaussian blur shader with given parameters
---@param taps number Number of samples (must be odd, >= 3)
---@param offset number Offset value
---@param offsetType string "weighted" or "center"
---@param sigma number Sigma value for Gaussian distribution
---@return love.Shader shader The compiled blur shader
function ShaderBuilder.build(taps, offset, offsetType, sigma)
taps = math.floor(taps)
sigma = sigma >= 1 and sigma or (taps - 1) * offset / 6
sigma = math.max(sigma, 1)
local steps = (taps + 1) / 2
local gOffsets = {}
local gWeights = {}
for i = 1, steps do
gOffsets[i] = offset * (i - 1)
gWeights[i] = math.exp(-0.5 * (gOffsets[i] - 0) ^ 2 * 1 / sigma ^ 2)
end
local offsets = {}
local weights = {}
for i = #gWeights, 2, -2 do
local oA, oB = gOffsets[i], gOffsets[i - 1]
local wA, wB = gWeights[i], gWeights[i - 1]
wB = oB == 0 and wB / 2 or wB
local weight = wA + wB
offsets[#offsets + 1] = offsetType == "center" and (oA + oB) / 2 or (oA * wA + oB * wB) / weight
weights[#weights + 1] = weight
end
local code = {
[[
extern vec2 direction;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {]],
}
local norm = 0
if #gWeights % 2 == 0 then
code[#code + 1] = "vec4 c = vec4( 0.0 );"
else
local weight = gWeights[1]
norm = norm + weight
code[#code + 1] = string.format("vec4 c = %f * texture2D(tex, tc);", weight)
end
local template = "c += %f * ( texture2D(tex, tc + %f * direction)+ texture2D(tex, tc - %f * direction));\n"
for i = 1, #offsets do
local offset = offsets[i]
local weight = weights[i]
norm = norm + weight * 2
code[#code + 1] = string.format(template, weight, offset, offset)
end
code[#code + 1] = string.format("return c * vec4(%f) * color; }", 1 / norm)
local shaderCode = table.concat(code)
return love.graphics.newShader(shaderCode)
end
--- Get or create a blur instance from cache
---@param quality number Quality level (1-10)
---@return table blurData Cached blur data {shader, taps}
function Cache.getBlurInstance(quality)
if not Cache.blurInstances[quality] then
local taps = 3 + (quality - 1) * 1.5
taps = math.floor(taps)
if taps % 2 == 0 then
taps = taps + 1
end
local shader = ShaderBuilder.build(taps, 1.0, "weighted", -1)
Cache.blurInstances[quality] = {
shader = shader,
taps = taps,
}
end
return Cache.blurInstances[quality]
end
---@class BlurProps
---@field quality number? Quality level (1-10, default: 5)
---@class Blur
---@field shader love.Shader The blur shader
---@field quality number Quality level (1-10)
---@field taps number Number of shader taps
---@field _ErrorHandler table? Reference to ErrorHandler module
local Blur = {}
Blur.__index = Blur
--- Check if we should warn about large blur area in immediate mode
---@param elementId string|nil Element ID for caching warnings
---@param width number Blur area width
---@param height number Blur area height
---@param blurType string "content" or "backdrop"
local function checkLargeBlurWarning(elementId, width, height, blurType)
-- Skip if no ErrorHandler available
if not Blur._ErrorHandler then
return
end
-- Skip if not in immediate mode
if not Blur._blurOptimizations then
return
end
-- Calculate blur area
local area = width * height
-- Skip if area is below threshold
if area <= Cache.LARGE_BLUR_THRESHOLD then
return
end
-- Generate warning key (use elementId if available, otherwise use dimensions)
local warningKey = elementId or string.format("%dx%d:%s", width, height, blurType)
-- Skip if already warned for this element/area
if warningCache[warningKey] then
return
end
-- Mark as warned
warningCache[warningKey] = true
-- Issue warning
local message =
string.format("Large %s blur area detected (%dx%d = %d pixels) in immediate mode", blurType, width, height, area)
local suggestion =
"Consider using retained mode for this component to avoid recreating blur effects every frame. Large blur operations are expensive and can cause performance issues in immediate mode."
Blur._ErrorHandler:warn("Blur", "PERF_003", {
area = string.format("%.0fx%.0f", width or 0, height or 0),
})
end
--- Create a new blur effect instance
---@param props BlurProps? Blur configuration
---@return Blur blur The new blur instance
function Blur.new(props)
props = props or {}
local quality = props.quality or 5
quality = math.max(1, math.min(10, quality))
-- Get cached blur instance for this quality level
local blurData = Cache.getBlurInstance(quality)
local self = setmetatable({}, Blur)
self.shader = blurData.shader
self.quality = quality
self.taps = blurData.taps
return self
end
--- Apply blur to a region of the screen
---@param radius number Blur radius in pixels
---@param x number X position
---@param y number Y position
---@param width number Width of region
---@param height number Height of region
---@param drawFunc function Function to draw content to be blurred
function Blur:applyToRegion(radius, x, y, width, height, drawFunc)
if type(drawFunc) ~= "function" then
if Blur._ErrorHandler then
Blur._ErrorHandler:warn("Blur", "BLUR_001")
end
return
end
if radius <= 0 or width <= 0 or height <= 0 then
drawFunc()
return
end
-- Early exit for very low radius (optimization)
if radius < Cache.RADIUS_THRESHOLD then
drawFunc()
return
end
-- Check for large blur area in immediate mode
checkLargeBlurWarning(nil, width, height, "content")
-- Calculate offset multiplier based on radius and quality
-- Higher quality = more samples = smaller steps for same radius
local offsetMultiplier = radius / self.quality
local canvas1 = Cache.getCanvas(width, height)
local canvas2 = Cache.getCanvas(width, height)
local prevCanvas = love.graphics.getCanvas()
local prevShader = love.graphics.getShader()
local prevColor = { love.graphics.getColor() }
local prevBlendMode = love.graphics.getBlendMode()
love.graphics.setCanvas(canvas1)
love.graphics.clear()
love.graphics.push()
love.graphics.origin()
love.graphics.translate(-x, -y)
drawFunc()
love.graphics.pop()
love.graphics.setShader(self.shader)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
-- Single pass with radius-controlled offset
love.graphics.setCanvas(canvas2)
love.graphics.clear()
self.shader:send("direction", { offsetMultiplier / width, 0 })
love.graphics.draw(canvas1, 0, 0)
love.graphics.setCanvas(canvas1)
love.graphics.clear()
self.shader:send("direction", { 0, offsetMultiplier / height })
love.graphics.draw(canvas2, 0, 0)
love.graphics.setCanvas(prevCanvas)
love.graphics.setShader()
love.graphics.setBlendMode(prevBlendMode)
love.graphics.draw(canvas1, x, y)
love.graphics.setShader(prevShader)
love.graphics.setColor(unpack(prevColor))
Cache.releaseCanvas(canvas1)
Cache.releaseCanvas(canvas2)
end
--- Apply backdrop blur effect (blur content behind a region)
---@param radius number Blur radius in pixels
---@param x number X position
---@param y number Y position
---@param width number Width of region
---@param height number Height of region
---@param backdropCanvas love.Canvas Canvas containing the backdrop content
function Blur:applyBackdrop(radius, x, y, width, height, backdropCanvas)
if not backdropCanvas then
if Blur._ErrorHandler then
Blur._ErrorHandler:warn("Blur", "BLUR_002")
end
return
end
if radius <= 0 or width <= 0 or height <= 0 then
return
end
-- Early exit for very low radius (optimization)
if radius < Cache.RADIUS_THRESHOLD then
return
end
-- Calculate offset multiplier based on radius and quality
local offsetMultiplier = radius / self.quality
local canvas1 = Cache.getCanvas(width, height)
local canvas2 = Cache.getCanvas(width, height)
local prevCanvas = love.graphics.getCanvas()
local prevShader = love.graphics.getShader()
local prevColor = { love.graphics.getColor() }
local prevBlendMode = love.graphics.getBlendMode()
love.graphics.setCanvas(canvas1)
love.graphics.clear()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
local backdropWidth, backdropHeight = backdropCanvas:getDimensions()
local quad = Cache.getQuad(x, y, width, height, backdropWidth, backdropHeight)
love.graphics.draw(backdropCanvas, quad, 0, 0)
love.graphics.setShader(self.shader)
-- Single pass with radius-controlled offset
love.graphics.setCanvas(canvas2)
love.graphics.clear()
self.shader:send("direction", { offsetMultiplier / width, 0 })
love.graphics.draw(canvas1, 0, 0)
love.graphics.setCanvas(canvas1)
love.graphics.clear()
self.shader:send("direction", { 0, offsetMultiplier / height })
love.graphics.draw(canvas2, 0, 0)
love.graphics.setCanvas(prevCanvas)
love.graphics.setShader()
love.graphics.setBlendMode(prevBlendMode)
love.graphics.draw(canvas1, x, y)
love.graphics.setShader(prevShader)
love.graphics.setColor(unpack(prevColor))
Cache.releaseCanvas(canvas1)
Cache.releaseCanvas(canvas2)
Cache.releaseQuad(quad)
end
--- Get the current quality level
---@return number quality Quality level (1-10)
function Blur:getQuality()
return self.quality
end
--- Get the number of shader taps
---@return number taps Number of shader taps
function Blur:getTaps()
return self.taps
end
--- Clear all caches (call on window resize or memory cleanup)
function Blur.clearCache()
Cache.clear()
end
--- Apply backdrop blur with caching support
---@param radius number Blur radius in pixels
---@param x number X position
---@param y number Y position
---@param width number Width of region
---@param height number Height of region
---@param backdropCanvas love.Canvas Canvas containing the backdrop content
---@param elementId string|nil Element ID for caching (nil disables caching)
function Blur:applyBackdropCached(radius, x, y, width, height, backdropCanvas, elementId)
-- If caching is disabled or no element ID, fall back to regular apply
if not Blur._blurOptimizations or not elementId then
return self:applyBackdrop(radius, x, y, width, height, backdropCanvas)
end
-- Generate cache key
local cacheKey = Cache.generateBlurCacheKey(elementId, x, y, width, height, radius, self.quality, true)
-- Check cache
local cachedCanvas = Cache.getBlurredCanvas(cacheKey)
if cachedCanvas then
-- Draw cached blur
local prevCanvas = love.graphics.getCanvas()
local prevShader = love.graphics.getShader()
local prevColor = { love.graphics.getColor() }
local prevBlendMode = love.graphics.getBlendMode()
love.graphics.setCanvas(prevCanvas)
love.graphics.setShader()
love.graphics.setBlendMode(prevBlendMode)
love.graphics.draw(cachedCanvas, x, y)
love.graphics.setShader(prevShader)
love.graphics.setColor(unpack(prevColor))
return
end
-- Not cached, render and cache
if not backdropCanvas then
if Blur._ErrorHandler then
Blur._ErrorHandler:warn("Blur", "BLUR_002")
end
return
end
if radius <= 0 or width <= 0 or height <= 0 then
return
end
-- Early exit for very low radius (optimization)
if radius < Cache.RADIUS_THRESHOLD then
return
end
-- Check for large blur area in immediate mode
checkLargeBlurWarning(elementId, width, height, "backdrop")
-- Calculate offset multiplier based on radius and quality
local offsetMultiplier = radius / self.quality
local canvas1 = Cache.getCanvas(width, height)
local canvas2 = Cache.getCanvas(width, height)
local prevCanvas = love.graphics.getCanvas()
local prevShader = love.graphics.getShader()
local prevColor = { love.graphics.getColor() }
local prevBlendMode = love.graphics.getBlendMode()
love.graphics.setCanvas(canvas1)
love.graphics.clear()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
local backdropWidth, backdropHeight = backdropCanvas:getDimensions()
local quad = Cache.getQuad(x, y, width, height, backdropWidth, backdropHeight)
love.graphics.draw(backdropCanvas, quad, 0, 0)
love.graphics.setShader(self.shader)
-- Single pass with radius-controlled offset
love.graphics.setCanvas(canvas2)
love.graphics.clear()
self.shader:send("direction", { offsetMultiplier / width, 0 })
love.graphics.draw(canvas1, 0, 0)
love.graphics.setCanvas(canvas1)
love.graphics.clear()
self.shader:send("direction", { 0, offsetMultiplier / height })
love.graphics.draw(canvas2, 0, 0)
-- Cache the result
local cachedResult = love.graphics.newCanvas(width, height)
love.graphics.setCanvas(cachedResult)
love.graphics.clear()
love.graphics.setShader()
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.draw(canvas1, 0, 0)
Cache.setBlurredCanvas(cacheKey, cachedResult)
love.graphics.setCanvas(prevCanvas)
love.graphics.setShader()
love.graphics.setBlendMode(prevBlendMode)
love.graphics.draw(canvas1, x, y)
love.graphics.setShader(prevShader)
love.graphics.setColor(unpack(prevColor))
Cache.releaseCanvas(canvas1)
Cache.releaseCanvas(canvas2)
Cache.releaseQuad(quad)
end
--- Clear blur cache for specific element
---@param elementId string Element ID
function Blur.clearElementCache(elementId)
Cache.clearBlurredCanvasesForElement(elementId)
end
--- Initialize Blur module with dependencies
---@param deps table Dependencies: { ErrorHandler = ErrorHandler?, immediateModeOptimizations = boolean? }
function Blur.init(deps)
if type(deps) == "table" then
Blur._ErrorHandler = deps.ErrorHandler
Blur._blurOptimizations = deps.immediateModeOptimizations or false
end
end
Blur.Cache = Cache
Blur.ShaderBuilder = ShaderBuilder
return Blur
-385
View File
@@ -1,385 +0,0 @@
--- Utility module for parsing and evaluating CSS-like calc() expressions
--- Supports arithmetic operations (+, -, *, /) with mixed units (px, %, vw, vh)
---@class Calc
local Calc = {}
--- Initialize Calc module with dependencies
---@param deps CalcDependencies Dependencies: { ErrorHandler = ErrorHandler? }
function Calc.init(deps)
Calc._ErrorHandler = deps.ErrorHandler
end
--- Token types for lexical analysis
local TokenType = {
NUMBER = "NUMBER",
UNIT = "UNIT",
PLUS = "PLUS",
MINUS = "MINUS",
MULTIPLY = "MULTIPLY",
DIVIDE = "DIVIDE",
LPAREN = "LPAREN",
RPAREN = "RPAREN",
EOF = "EOF",
}
--- Tokenize a calc expression string into tokens
---@param expr string The expression to tokenize (e.g., "50% - 10vw")
---@return CalcToken[]? tokens Array of tokens with type, value, unit
---@return string? error Error message if tokenization fails
local function tokenize(expr)
local tokens = {}
local i = 1
local len = #expr
while i <= len do
local char = expr:sub(i, i)
-- Skip whitespace
if char:match("%s") then
i = i + 1
-- Number (including decimals, but NOT negative - handled separately below)
elseif char:match("%d") or (char == "." and expr:sub(i + 1, i + 1):match("%d")) then
local numStr = ""
-- Parse integer and decimal parts
while i <= len and (expr:sub(i, i):match("%d") or expr:sub(i, i) == ".") do
numStr = numStr .. expr:sub(i, i)
i = i + 1
end
local num = tonumber(numStr)
if not num then
return nil, "Invalid number: " .. numStr
end
-- Check for unit following the number
local unitStr = ""
while i <= len and expr:sub(i, i):match("[%a%%]") do
unitStr = unitStr .. expr:sub(i, i)
i = i + 1
end
-- Default to px if no unit
if unitStr == "" then
unitStr = "px"
end
-- Validate unit
local validUnits = { px = true, ["%"] = true, vw = true, vh = true }
if not validUnits[unitStr] then
return nil, "Invalid unit: " .. unitStr
end
table.insert(tokens, {
type = TokenType.NUMBER,
value = num,
unit = unitStr,
})
-- Operators
elseif char == "+" then
table.insert(tokens, { type = TokenType.PLUS })
i = i + 1
elseif char == "-" then
-- Check if this is a negative number or subtraction
-- It's a negative number if previous token is an operator or opening paren
local prevToken = tokens[#tokens]
if
not prevToken
or prevToken.type == TokenType.PLUS
or prevToken.type == TokenType.MINUS
or prevToken.type == TokenType.MULTIPLY
or prevToken.type == TokenType.DIVIDE
or prevToken.type == TokenType.LPAREN
then
-- This is a negative number, continue to number parsing
local numStr = "-"
i = i + 1
-- Parse integer and decimal parts
while i <= len and (expr:sub(i, i):match("%d") or expr:sub(i, i) == ".") do
numStr = numStr .. expr:sub(i, i)
i = i + 1
end
local num = tonumber(numStr)
if not num then
return nil, "Invalid number: " .. numStr
end
-- Check for unit following the number
local unitStr = ""
while i <= len and expr:sub(i, i):match("[%a%%]") do
unitStr = unitStr .. expr:sub(i, i)
i = i + 1
end
-- Default to px if no unit
if unitStr == "" then
unitStr = "px"
end
-- Validate unit
local validUnits = { px = true, ["%"] = true, vw = true, vh = true }
if not validUnits[unitStr] then
return nil, "Invalid unit: " .. unitStr
end
table.insert(tokens, {
type = TokenType.NUMBER,
value = num,
unit = unitStr,
})
else
-- This is subtraction operator
table.insert(tokens, { type = TokenType.MINUS })
i = i + 1
end
elseif char == "*" then
table.insert(tokens, { type = TokenType.MULTIPLY })
i = i + 1
elseif char == "/" then
table.insert(tokens, { type = TokenType.DIVIDE })
i = i + 1
elseif char == "(" then
table.insert(tokens, { type = TokenType.LPAREN })
i = i + 1
elseif char == ")" then
table.insert(tokens, { type = TokenType.RPAREN })
i = i + 1
else
return nil, "Unexpected character: " .. char
end
end
table.insert(tokens, { type = TokenType.EOF })
return tokens
end
--- Parser for calc expressions using recursive descent
---@class Parser
---@field tokens CalcToken[] Array of tokens
---@field pos number Current token position
local Parser = {}
Parser.__index = Parser
--- Create a new parser
---@param tokens CalcToken[] Array of tokens
---@return Parser
function Parser.new(tokens)
local self = setmetatable({}, Parser)
self.tokens = tokens
self.pos = 1
return self
end
--- Get current token
---@return CalcToken token Current token
function Parser:current()
return self.tokens[self.pos]
end
--- Advance to next token
function Parser:advance()
self.pos = self.pos + 1
end
--- Parse expression (handles + and -)
---@return CalcASTNode ast Abstract syntax tree node
function Parser:parseExpression()
local left = self:parseTerm()
while self:current().type == TokenType.PLUS or self:current().type == TokenType.MINUS do
local op = self:current().type
self:advance()
local right = self:parseTerm()
left = {
type = op == TokenType.PLUS and "add" or "subtract",
left = left,
right = right,
}
end
return left
end
--- Parse term (handles * and /)
---@return CalcASTNode ast Abstract syntax tree node
function Parser:parseTerm()
local left = self:parseFactor()
while self:current().type == TokenType.MULTIPLY or self:current().type == TokenType.DIVIDE do
local op = self:current().type
self:advance()
local right = self:parseFactor()
left = {
type = op == TokenType.MULTIPLY and "multiply" or "divide",
left = left,
right = right,
}
end
return left
end
--- Parse factor (handles numbers and parentheses)
---@return CalcASTNode ast Abstract syntax tree node
function Parser:parseFactor()
local token = self:current()
if token.type == TokenType.NUMBER then
self:advance()
return {
type = "number",
value = token.value,
unit = token.unit,
}
elseif token.type == TokenType.LPAREN then
self:advance()
local expr = self:parseExpression()
if self:current().type ~= TokenType.RPAREN then
error("Expected closing parenthesis")
end
self:advance()
return expr
else
error("Unexpected token: " .. token.type)
end
end
--- Parse the tokens into an AST
---@return CalcASTNode ast Abstract syntax tree
function Parser:parse()
local ast = self:parseExpression()
if self:current().type ~= TokenType.EOF then
error("Unexpected tokens after expression")
end
return ast
end
--- Create a calc expression object that can be resolved later
--- This is the main API function that users call
---@param expr string The calc expression (e.g., "50% - 10vw")
---@return CalcObject calcObject A calc expression object with AST
function Calc.new(expr)
-- Tokenize
local tokens, err = tokenize(expr)
if not tokens then
if Calc._ErrorHandler then
Calc._ErrorHandler:warn("Calc", "VAL_006", {
expression = expr,
error = err,
})
end
-- Return a fallback calc object that resolves to 0
return {
_isCalc = true,
_expr = expr,
_ast = nil,
_error = err,
}
end
-- Parse
local parser = Parser.new(tokens)
local success, ast = pcall(function()
return parser:parse()
end)
if not success then
if Calc._ErrorHandler then
Calc._ErrorHandler:warn("Calc", "VAL_006", {
expression = expr,
error = ast, -- ast contains error message on failure
})
end
-- Return a fallback calc object that resolves to 0
return {
_isCalc = true,
_expr = expr,
_ast = nil,
_error = ast,
}
end
return {
_isCalc = true,
_expr = expr,
_ast = ast,
}
end
--- Check if a value is a calc expression
---@param value any The value to check
---@return boolean isCalc True if value is a calc expression
function Calc.isCalc(value)
return type(value) == "table" and value._isCalc == true
end
--- Resolve a calc expression to pixel value
---@param calcObj CalcObject The calc expression object
---@param viewportWidth number Viewport width in pixels
---@param viewportHeight number Viewport height in pixels
---@param parentSize number? Parent dimension for percentage units
---@return number resolvedValue Resolved pixel value
function Calc.resolve(calcObj, viewportWidth, viewportHeight, parentSize)
if not calcObj._ast then
-- Error during parsing, return 0
return 0
end
--- Evaluate AST node recursively
---@param node table AST node
---@return number value Evaluated value in pixels
local function evaluate(node)
if node.type == "number" then
-- Convert unit to pixels
local value = node.value
local unit = node.unit
if unit == "px" then
return value
elseif unit == "%" then
if not parentSize then
if Calc._ErrorHandler then
Calc._ErrorHandler:warn("Calc", "LAY_003", {
unit = "%",
issue = "parent dimension not available",
})
end
return 0
end
return (value / 100) * parentSize
elseif unit == "vw" then
return (value / 100) * viewportWidth
elseif unit == "vh" then
return (value / 100) * viewportHeight
else
return 0
end
elseif node.type == "add" then
return evaluate(node.left) + evaluate(node.right)
elseif node.type == "subtract" then
return evaluate(node.left) - evaluate(node.right)
elseif node.type == "multiply" then
return evaluate(node.left) * evaluate(node.right)
elseif node.type == "divide" then
local divisor = evaluate(node.right)
if divisor == 0 then
if Calc._ErrorHandler then
Calc._ErrorHandler:warn("Calc", "VAL_006", {
expression = calcObj._expr,
error = "Division by zero",
})
end
return 0
end
return evaluate(node.left) / divisor
else
return 0
end
end
return evaluate(calcObj._ast)
end
return Calc
-346
View File
@@ -1,346 +0,0 @@
---@class Color
local Color = {}
Color.__index = Color
--- Initialize module with shared dependencies
---@param deps table Dependencies {ErrorHandler}
function Color.init(deps)
if type(deps) == "table" then
Color._ErrorHandler = deps.ErrorHandler
end
end
--- Build type-safe color objects with automatic validation and clamping
--- Use this to avoid invalid color values and ensure consistent LÖVE-compatible colors (0-1 range)
---@param r number? Red component (0-1), defaults to 0
---@param g number? Green component (0-1), defaults to 0
---@param b number? Blue component (0-1), defaults to 0
---@param a number? Alpha component (0-1), defaults to 1
---@return Color color The new color instance
function Color.new(r, g, b, a)
-- Sanitize and clamp color components
local _, sanitizedR = Color.validateColorChannel(r or 0, 1)
local _, sanitizedG = Color.validateColorChannel(g or 0, 1)
local _, sanitizedB = Color.validateColorChannel(b or 0, 1)
local _, sanitizedA = Color.validateColorChannel(a or 1, 1)
-- FFI structs don't support metatables/methods without wrapping
-- The wrapping overhead negates the FFI benefits
local self = setmetatable({}, Color)
self.r = sanitizedR or 0
self.g = sanitizedG or 0
self.b = sanitizedB or 0
self.a = sanitizedA or 1
return self
end
--- Extract individual color channels for use with love.graphics.setColor()
--- Use this to pass colors to LÖVE's rendering functions
---@return number r Red component (0-1)
---@return number g Green component (0-1)
---@return number b Blue component (0-1)
---@return number a Alpha component (0-1)
function Color:toRGBA()
return self.r, self.g, self.b, self.a
end
--- Parse CSS-style hex colors into Color objects for designer-friendly workflows
--- Use this to work with colors from design tools that export hex values
---@param hexWithTag string Hex color string (e.g. "#RRGGBB" or "#RRGGBBAA")
---@return Color color The parsed color (returns white on error with warning)
function Color.fromHex(hexWithTag)
-- Validate input type
if type(hexWithTag) ~= "string" then
Color._ErrorHandler:warn("Color", "VAL_004", {
input = tostring(hexWithTag),
issue = "not a string",
fallback = "white (#FFFFFF)",
})
return Color.new(1, 1, 1, 1)
end
local hex = hexWithTag:gsub("#", "")
if #hex == 6 then
local r = tonumber("0x" .. hex:sub(1, 2))
local g = tonumber("0x" .. hex:sub(3, 4))
local b = tonumber("0x" .. hex:sub(5, 6))
if not r or not g or not b then
Color._ErrorHandler:warn("Color", "VAL_004", {
input = hexWithTag,
issue = "invalid hex digits",
fallback = "white (#FFFFFF)",
})
return Color.new(1, 1, 1, 1) -- Return white as fallback
end
return Color.new(r / 255, g / 255, b / 255, 1)
elseif #hex == 8 then
local r = tonumber("0x" .. hex:sub(1, 2))
local g = tonumber("0x" .. hex:sub(3, 4))
local b = tonumber("0x" .. hex:sub(5, 6))
local a = tonumber("0x" .. hex:sub(7, 8))
if not r or not g or not b or not a then
Color._ErrorHandler:warn("Color", "VAL_004", {
input = hexWithTag,
issue = "invalid hex digits",
fallback = "white (#FFFFFFFF)",
})
return Color.new(1, 1, 1, 1) -- Return white as fallback
end
return Color.new(r / 255, g / 255, b / 255, a / 255)
else
Color._ErrorHandler:warn("Color", "VAL_004", {
input = hexWithTag,
expected = "#RRGGBB or #RRGGBBAA",
hexLength = #hex,
fallback = "white (#FFFFFF)",
})
return Color.new(1, 1, 1, 1) -- Return white as fallback
end
end
--- Verify and sanitize individual color components to prevent rendering errors
--- Use this to safely process user input or external color data
---@param value any Value to validate
---@param max number? Maximum value (255 for 0-255 range, 1 for 0-1 range), defaults to 1
---@return boolean valid True if valid
---@return number? clamped Clamped value in 0-1 range, nil if invalid
function Color.validateColorChannel(value, max)
max = max or 1
if type(value) ~= "number" then
return false, nil
end
-- Check for NaN
if value ~= value then
return false, nil
end
-- Check for Infinity
if value == math.huge or value == -math.huge then
return false, nil
end
-- Normalize to 0-1 range
local normalized = value
if max == 255 then
normalized = value / 255
end
-- Clamp to valid range
normalized = math.max(0, math.min(1, normalized))
return true, normalized
end
--- Validate hex color format
---@param hex string Hex color string (with or without #)
---@return boolean valid True if valid format
---@return string? error Error message if invalid, nil if valid
function Color.validateHexColor(hex)
if type(hex) ~= "string" then
return false, "Hex color must be a string"
end
-- Remove # prefix
local cleanHex = hex:gsub("^#", "")
-- Check length (3, 6, or 8 characters)
if #cleanHex ~= 3 and #cleanHex ~= 6 and #cleanHex ~= 8 then
return false, string.format("Invalid hex length: %d. Expected 3, 6, or 8 characters", #cleanHex)
end
-- Check for valid hex characters
if not cleanHex:match("^[0-9A-Fa-f]+$") then
return false, "Invalid hex characters. Use only 0-9, A-F"
end
return true, nil
end
--- Validate RGB/RGBA color values
---@param r number Red component
---@param g number Green component
---@param b number Blue component
---@param a number? Alpha component (optional, defaults to max)
---@param max number? Maximum value (255 or 1), defaults to 1
---@return boolean valid True if valid
---@return string? error Error message if invalid, nil if valid
function Color.validateRGBColor(r, g, b, a, max)
max = max or 1
a = a or max
local rValid = Color.validateColorChannel(r, max)
local gValid = Color.validateColorChannel(g, max)
local bValid = Color.validateColorChannel(b, max)
local aValid = Color.validateColorChannel(a, max)
if not rValid then
return false, string.format("Invalid red channel: %s", tostring(r))
end
if not gValid then
return false, string.format("Invalid green channel: %s", tostring(g))
end
if not bValid then
return false, string.format("Invalid blue channel: %s", tostring(b))
end
if not aValid then
return false, string.format("Invalid alpha channel: %s", tostring(a))
end
return true, nil
end
--- Check if a value is a valid color format
---@param value any Value to check
---@return string? format Format type ("hex", "named", "table"), nil if invalid
function Color.isValidColorFormat(value)
local valueType = type(value)
-- Check for hex string
if valueType == "string" then
if value:match("^#?[0-9A-Fa-f]+$") then
local valid = Color.validateHexColor(value)
if valid then
return "hex"
end
end
return nil
end
-- Check for table format
if valueType == "table" then
-- Check for Color instance
if getmetatable(value) == Color then
return "table"
end
-- Check for array format {r, g, b, a}
if value[1] and value[2] and value[3] then
local valid = Color.validateRGBColor(value[1], value[2], value[3], value[4])
if valid then
return "table"
end
end
-- Check for named format {r=, g=, b=, a=}
if value.r and value.g and value.b then
local valid = Color.validateRGBColor(value.r, value.g, value.b, value.a)
if valid then
return "table"
end
end
return nil
end
return nil
end
--- Convert any color format to a valid Color object with graceful fallbacks
--- Use this to robustly handle colors from any source without crashes
---@param value any Color value to sanitize (hex, named, table, or Color instance)
---@param default Color? Default color if invalid (defaults to black)
---@return Color color Sanitized color instance (guaranteed non-nil)
function Color.sanitizeColor(value, default)
default = default or Color.new(0, 0, 0, 1)
local format = Color.isValidColorFormat(value)
if not format then
return default
end
-- Handle hex format
if format == "hex" then
local cleanHex = value:gsub("^#", "")
-- Expand 3-digit hex to 6-digit
if #cleanHex == 3 then
cleanHex = cleanHex:gsub("(.)", "%1%1")
end
-- Try to parse
local success, result = pcall(Color.fromHex, "#" .. cleanHex)
if success then
return result
else
return default
end
end
if format == "table" then
-- Color instance
if getmetatable(value) == Color then
return value
end
-- Array format
if value[1] then
local _, r = Color.validateColorChannel(value[1], 1)
local _, g = Color.validateColorChannel(value[2], 1)
local _, b = Color.validateColorChannel(value[3], 1)
local _, a = Color.validateColorChannel(value[4] or 1, 1)
if r and g and b and a then
return Color.new(r, g, b, a)
end
end
-- Named format
if value.r then
local _, r = Color.validateColorChannel(value.r, 1)
local _, g = Color.validateColorChannel(value.g, 1)
local _, b = Color.validateColorChannel(value.b, 1)
local _, a = Color.validateColorChannel(value.a or 1, 1)
if r and g and b and a then
return Color.new(r, g, b, a)
end
end
end
return default
end
--- Universally convert any color format (hex, named, table) into a Color object
--- Use this as your main color input handler to accept flexible color specifications
---@param value any Color value (hex string, named color, table, or Color instance)
---@return Color color Parsed color instance (defaults to black on error)
function Color.parse(value)
return Color.sanitizeColor(value, Color.new(0, 0, 0, 1))
end
--- Smoothly transition between two colors for animations and gradients
--- Use this to create color-based animations without manual channel calculations
---@param colorA Color Starting color
---@param colorB Color Ending color
---@param t number Interpolation factor (0-1)
---@return Color color Interpolated color
function Color.lerp(colorA, colorB, t)
-- Sanitize inputs
if type(colorA) ~= "table" or getmetatable(colorA) ~= Color then
colorA = Color.new(0, 0, 0, 1)
end
if type(colorB) ~= "table" or getmetatable(colorB) ~= Color then
colorB = Color.new(0, 0, 0, 1)
end
if type(t) ~= "number" or t ~= t or t == math.huge or t == -math.huge then
t = 0
end
-- Clamp t to 0-1 range
t = math.max(0, math.min(1, t))
-- Linear interpolation for each channel
local oneMinusT = 1 - t
local r = colorA.r * oneMinusT + colorB.r * t
local g = colorA.g * oneMinusT + colorB.g * t
local b = colorA.b * oneMinusT + colorB.b * t
local a = colorA.a * oneMinusT + colorB.a * t
return Color.new(r, g, b, a)
end
return Color
-596
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@@ -1,596 +0,0 @@
---@class Context
local modulePath = (...):match("(.-)[^%.]+$")
local ZIndex = require(modulePath .. "ZIndex")
local Element = require(modulePath .. "Element")
local Context = {
topElements = {},
-- Base scale configuration
baseScale = nil, -- {width: number, height: number}
-- Current scale factors
scaleFactors = { x = 1.0, y = 1.0 },
defaultTheme = nil,
_focusedElement = nil,
_focusedElementId = nil, -- Stable id used to rehydrate focus across immediate-mode frames
_activeEventElement = nil,
_cachedViewport = { width = 0, height = 0 },
-- Immediate mode state
_immediateMode = false,
_frameNumber = 0,
_currentFrameElements = {},
_immediateModeState = nil, -- Will be initialized if immediate mode is enabled
_frameStarted = false,
_autoBeganFrame = false,
-- Z-index ordered element tracking for immediate mode
_zIndexOrderedElements = {}, -- Array of elements sorted by z-index (lowest to highest)
-- Focus management guard
_settingFocus = false,
-- Hook called whenever focus changes: function(element) or nil
_onFocusChanged = nil,
-- Navigation state
_navigationContext = {
lastFocusedElement = nil, -- For returning from modals
navigationMode = "sequential", -- "sequential" or "directional"
containerElement = nil, -- Current navigation container
},
initialized = false,
-- Expose internal hit-testing helpers for unit testing only.
-- These are populated below after their local definitions. They are NOT part
-- of the public API and must not be relied on by callers; they exist so the
-- shared hit-test core (the single place display:none guarding lives) can be
-- exercised directly by the test suite. Subsequent unified-event-routing
-- tasks consume these locals through the mode-agnostic query functions.
_test = {
pointHitsElement = nil,
elementHasScrollableOverflow = nil,
},
-- Debug draw overlay
_debugDraw = false,
_debugDrawKey = nil,
-- Initialization state tracking
---@type "uninitialized"|"initializing"|"ready"
_initState = "uninitialized",
---@type table[] Queue of {props: ElementProps, callback: function(element)|nil}
_initQueue = {},
-- Per-frame cache for findInteractiveAtPosition so Clickable.onUpdate's
-- per-element call (unified-event-routing task 05) doesn't re-walk the tree
-- + realloc + sort for every interactive element sharing the same cursor.
-- Invalidated explicitly by Context.clearInteractiveCache() at the start of
-- each flexlove.update (both modes) and in clearFrameElements (immediate
-- mid-frame rebuild). It also self-invalidates when the topElements table
-- reference changes (tests replace it per-case; immediate-mode beginFrame
-- reassigns it each frame), so direct callers that never go through
-- flexlove.update still see fresh results across tree swaps.
_interactiveLookupCache = {
valid = false,
x = nil,
y = nil,
result = nil,
topElementsRef = nil,
frameNumber = -1,
},
}
--- Check if a point hits an element, accounting for scroll offsets and display:none.
--- All mode-agnostic query functions use this as their single hit-test entry point,
--- ensuring fixes like display:none guarding apply everywhere.
---
--- This is the single canonical place where `element.display == false` short-
--- circuits hit testing. Parent-chain clipping/scroll-offset accumulation is
--- the caller's responsibility: callers walk the parent chain (using
--- `elementHasScrollableOverflow` to decide which ancestors clip) and pass the
--- accumulated scroll offset in here. Keeping the parent walk outside this core
--- lets retained-mode (recursive tree descent) and immediate-mode (flat
--- z-index list) callers share the exact same primitive bounds/display logic.
---@param element Element
---@param mx number Screen X coordinate
---@param my number Screen Y coordinate
---@param scrollOffsetX number? Accumulated scroll offset from parent chain
---@param scrollOffsetY number? Accumulated scroll offset from parent chain
---@return boolean hits
local function pointHitsElement(element, mx, my, scrollOffsetX, scrollOffsetY)
scrollOffsetX = scrollOffsetX or 0
scrollOffsetY = scrollOffsetY or 0
-- Skip display:none elements entirely
if element.display == false then
return false
end
local bx = element.x
local by = element.y
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
local adjustedX = mx + scrollOffsetX
local adjustedY = my + scrollOffsetY
return adjustedX >= bx and adjustedX <= bx + bw and adjustedY >= by and adjustedY <= by + bh
end
--- Check if an element has scrollable/clipped overflow (for scroll offset accumulation).
--- Returns true for `scroll`, `auto`, and `hidden` on either axis. These are the
--- overflow values that clip/translate descendant content and therefore require
--- scroll-offset compensation when hit testing descendants.
---@param element Element
---@return boolean
local function elementHasScrollableOverflow(element)
local overflowX = element.overflowX or element.overflow
local overflowY = element.overflowY or element.overflow
return overflowX == "scroll"
or overflowX == "auto"
or overflowY == "scroll"
or overflowY == "auto"
or overflowX == "hidden"
or overflowY == "hidden"
end
-- Expose the two core helpers for unit testing only (see Context._test above).
Context._test.pointHitsElement = pointHitsElement
Context._test.elementHasScrollableOverflow = elementHasScrollableOverflow
-- Public exposure of the canonical hit-test primitive so other modules
-- (e.g. FlexLove's `getElementAtPosition` / `_getTouchElementAtPosition`
-- tree walks) can share the single implementation of bounds + display:none
-- guarding instead of duplicating the `display == false` check inline.
-- This keeps "display == false" in exactly one place for hit-testing.
Context.pointHitsElement = pointHitsElement
Context.elementHasScrollableOverflow = elementHasScrollableOverflow
--- Find the first scrollable element at a screen position, regardless of mode.
--- This is the mode-agnostic successor to the two duplicated scrollable lookups
--- that previously lived inline in `flexlove.wheelmoved`:
--- * immediate mode — walked `Context._zIndexOrderedElements` in reverse and
--- re-implemented bounds + parent-chain clipping + scroll-offset math; and
--- * retained mode — recursed through `Context.topElements` with a private
--- `findScrollableAtPosition(elements, x, y)` helper.
--- Both paths now collapse into this single function, which routes every
--- hit test through `pointHitsElement` (the single place `display == false`
--- is guarded) and every scroll-offset decision through
--- `elementHasScrollableOverflow`. As a result display:none elements are never
--- returned in either mode, fixing the latent bug where the immediate-mode
--- path's `isPointInElement` did not skip display:none elements.
---
--- The retained-mode branch intentionally mirrors the original
--- `findScrollableAtPosition` helper's tree walk (deepest scrollable wins,
--- children checked before self) but is upgraded to thread accumulated scroll
--- offsets through `pointHitsElement` so nested scrolled containers are tested
--- against their visible position. The original helper is removed once
--- `flexlove.wheelmoved` is rerouted onto this function in task 04.
---@param x number Screen X coordinate
---@param y number Screen Y coordinate
---@return Element|nil The scrollable element, or nil
function Context.findScrollableAtPosition(x, y)
if Context.isImmediateMode() then
-- Immediate mode: iterate the z-index ordered list (reverse order =
-- topmost first). pointHitsElement supplies the bounds + display guard.
for i = #Context._zIndexOrderedElements, 1, -1 do
local element = Context._zIndexOrderedElements[i]
if pointHitsElement(element, x, y) then
local overflowX = element.overflowX or element.overflow
local overflowY = element.overflowY or element.overflow
if
(overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto")
and (element._overflowX or element._overflowY)
then
return element
end
end
end
return nil
else
-- Retained mode: recursive tree walk from topElements. Children are
-- checked before self (deepest scrollable wins); accumulated scroll
-- offsets are threaded through pointHitsElement so descendants of
-- scrolled containers are hit-tested against their translated position.
local function findInTree(elements, scrollOffsetX, scrollOffsetY)
scrollOffsetX = scrollOffsetX or 0
scrollOffsetY = scrollOffsetY or 0
for i = #elements, 1, -1 do
local element = elements[i]
if pointHitsElement(element, x, y, scrollOffsetX, scrollOffsetY) then
if #element.children > 0 then
local childScrollOffsetX = scrollOffsetX
local childScrollOffsetY = scrollOffsetY
if elementHasScrollableOverflow(element) then
childScrollOffsetX = childScrollOffsetX + (element._scrollX or 0)
childScrollOffsetY = childScrollOffsetY + (element._scrollY or 0)
end
local childResult = findInTree(element.children, childScrollOffsetX, childScrollOffsetY)
if childResult then
return childResult
end
end
-- No descendant was scrollable — check self.
local overflowX = element.overflowX or element.overflow
local overflowY = element.overflowY or element.overflow
if
(overflowX == "scroll" or overflowX == "auto" or overflowY == "scroll" or overflowY == "auto")
and (element._overflowX or element._overflowY)
then
return element
end
end
end
return nil
end
return findInTree(Context.topElements)
end
end
--- Check whether immediate mode is active.
--- This is the single canonical accessor for the mode flag consumed throughout
--- the framework. Mode-aware branches elsewhere call this instead of reading
--- `Context._immediateMode` directly, so the literal mode flag only appears
--- here (its definition) and in StateManager (its mirrored storage) — never
--- scattered across Element / behaviors / managers (behavior-mode-unification
--- task 11).
---@return boolean
function Context.isImmediateMode()
return Context._immediateMode
end
---@return number, number -- scaleX, scaleY
function Context.getScaleFactors()
return Context.scaleFactors.x, Context.scaleFactors.y
end
--- Register an element in the z-index ordered tree (for immediate mode)
---@param element Element The element to register
function Context.registerElement(element)
if not Context.isImmediateMode() then
return
end
table.insert(Context._zIndexOrderedElements, element)
end
function Context.clearFrameElements()
Context._zIndexOrderedElements = {}
Context.clearInteractiveCache()
end
--- Compute the composite z-index key for an element.
--- rootZ * ROOT_WEIGHT + depth * DEPTH_WEIGHT + ownZ
---
--- ROOT_WEIGHT (10^10) gives the top-level ancestor's z-index 10 digits of significance.
--- DEPTH_WEIGHT (10^3) gives nesting depth 3 digits, ensuring children always sort above
--- their ancestors. The element's own z (capped to ±999 by ZIndex.clamp) fits within the
--- remaining 3 digits without interfering with the depth component.
---
--- These weights assume |z| <= ZIndex.MAX_Z and practical tree depths (< 10^7), which
--- keeps the composite key well within Lua's exact integer range (2^53 ≈ 9 × 10^15).
---
--- This is the SINGLE canonical z-index ordering function, used by both
--- sortElementsByZIndex (the immediate-mode flat list sort) and
--- findInteractiveAtPosition (the mode-agnostic occlusion sort). Keeping them
--- on the same key ensures the interactive topmost element matches the visual
--- draw order — a button in a z=50 MainMenu window must occlude a button in a
--- z=0 BottomBar even when both buttons default to own z=0.
local function getEffectiveZIndex(elem)
local ownZ = elem.z or 0
local rootZ = ownZ
local depth = 0
local current = elem.parent
while current do
rootZ = current.z or 0
depth = depth + 1
current = current.parent
end
return rootZ * ZIndex.ROOT_WEIGHT + depth * ZIndex.DEPTH_WEIGHT + ownZ
end
-- Public exposure so FlexLove.getElementAtPosition shares the single
-- implementation instead of duplicating the parent-chain walk as a closure.
Context.getEffectiveZIndex = getEffectiveZIndex
--- Sort elements by z-index (called after all elements are registered)
function Context.sortElementsByZIndex()
-- Precompute the composite key ONCE per element so the sort comparator is a
-- pure table lookup (O(1)) instead of re-walking the parent chain on every
-- O(N log N) comparison. This function runs every frame in immediate mode.
local elements = Context._zIndexOrderedElements
local zIndices = {}
for i = 1, #elements do
zIndices[elements[i]] = getEffectiveZIndex(elements[i])
end
table.sort(elements, function(a, b)
return zIndices[a] < zIndices[b]
end)
end
--- Find the topmost interactive element at a screen position, regardless of mode.
--- Replaces the former immediate-mode-only `Context.getTopElementAt()` (removed
--- in unified-event-routing task 05) and the retained-mode `_activeEventElement`
--- mechanism — both are now funneled through this single entry point.
---
--- In immediate mode this replaces Context.getTopElementAt() (which only worked
--- in immediate mode). In retained mode this provides the same role as the
--- _activeEventElement set by flexlove.getElementAtPosition().
---
--- An element is "interactive" if it has an onEvent handler, themeComponent, or is editable.
---@param x number Screen X coordinate
---@param y number Screen Y coordinate
---@return Element|nil The topmost interactive element, or nil
function Context.findInteractiveAtPosition(x, y)
-- Per-frame cache: Clickable.onUpdate runs this for every interactive
-- element under the same cursor, but the result for a given (x,y) is
-- identical across all of them within a single update pass. Returning a
-- cached element restores the old 1x/frame cost of the _activeEventElement
-- mechanism that task 05 replaced. Cache auto-invalidates when the
-- topElements table reference changes (so tests and mid-frame rebuilds get
-- fresh results) and is cleared explicitly per-frame in flexlove.update.
local cache = Context._interactiveLookupCache
if
cache.valid
and cache.x == x
and cache.y == y
and cache.topElementsRef == Context.topElements
and cache.frameNumber == Context._frameNumber
then
return cache.result
end
local interactiveCandidates = {}
local function collectInteractive(element, scrollOffsetX, scrollOffsetY)
scrollOffsetX = scrollOffsetX or 0
scrollOffsetY = scrollOffsetY or 0
if not pointHitsElement(element, x, y, scrollOffsetX, scrollOffsetY) then
return
end
-- Check if this element is interactive
if element.onEvent or element.themeComponent or element.editable then
table.insert(interactiveCandidates, element)
end
-- Recurse into children with accumulated scroll offset
local childScrollOffsetX = scrollOffsetX
local childScrollOffsetY = scrollOffsetY
if elementHasScrollableOverflow(element) then
childScrollOffsetX = childScrollOffsetX + (element._scrollX or 0)
childScrollOffsetY = childScrollOffsetY + (element._scrollY or 0)
end
for _, child in ipairs(element.children) do
collectInteractive(child, childScrollOffsetX, childScrollOffsetY)
end
end
-- Always traverse the tree (works in both modes — topElements exists always)
for _, element in ipairs(Context.topElements) do
collectInteractive(element)
end
-- Sort by composite z-index descending — topmost wins. The composite key
-- (rootZ * ROOT_WEIGHT + depth * DEPTH_WEIGHT + ownZ) matches the ordering
-- used by sortElementsByZIndex / _zIndexOrderedElements, so the interactive
-- topmost element matches the visual draw order. This is critical for the
-- game's multi-window layout: a button inside a z=50 MainMenu window must
-- occlude a button inside a z=0 BottomBar even when both buttons default to
-- own z=0. Sorting by own-z alone (the original implementation) couldn't
-- distinguish them, so the wrong window's button could win, leaving the
-- visible button's isActiveElement=false and clicks/hover dead.
local zIndices = {}
for _, el in ipairs(interactiveCandidates) do
zIndices[el] = getEffectiveZIndex(el)
end
table.sort(interactiveCandidates, function(a, b)
return zIndices[a] > zIndices[b]
end)
local result = interactiveCandidates[1]
cache.x = x
cache.y = y
cache.result = result
cache.topElementsRef = Context.topElements
cache.frameNumber = Context._frameNumber
cache.valid = true
return result
end
--- Invalidate the per-frame `findInteractiveAtPosition` cache.
--- Called once at the top of `flexlove.update` (the natural per-frame boundary
--- in both modes) and from `clearFrameElements` (immediate-mode mid-frame
--- rebuild). After invalidation the next lookup recomputes fresh.
function Context.clearInteractiveCache()
local cache = Context._interactiveLookupCache
cache.valid = false
cache.x = nil
cache.y = nil
cache.result = nil
cache.topElementsRef = nil
cache.frameNumber = -1
end
--- Set the focused element (centralizes focus management)
--- Automatically blurs the previously focused element if different
---@param element Element|nil The element to focus (nil to clear focus)
function Context.setFocused(element)
if Context._focusedElement == element then
return -- Already focused
end
-- Prevent re-entry during focus change
if Context._settingFocus then
return
end
Context._settingFocus = true
-- Save reference to previously focused element before updating
local oldFocusedElement = Context._focusedElement
-- Blur previously focused element
if oldFocusedElement and oldFocusedElement ~= element then
if oldFocusedElement._textEditor then
oldFocusedElement._textEditor:blur(oldFocusedElement)
end
end
-- Set new focused element and persist its id for immediate-mode rehydration
Context._focusedElement = element
Context._focusedElementId = element and (element.id ~= "" and element.id or nil) or nil
-- Notify any registered focus change hook (e.g. FocusIndicator)
if Context._onFocusChanged then
Context._onFocusChanged(element)
end
-- Focus the new element's text editor if it has one
if element and element._textEditor then
element._textEditor._focused = true
end
Context._settingFocus = false
end
--- Recursively search for an element by id in an element tree
---@param root Element The root element to start searching from
---@param targetId string The id to search for
---@return Element|nil The element with the matching id, or nil if not found
local function findElementById(root, targetId)
if root.id == targetId then
return root
end
for _, child in ipairs(root.children or {}) do
local found = findElementById(child, targetId)
if found then
return found
end
end
return nil
end
--- Rehydrate _focusedElement from _focusedElementId by scanning live elements.
--- Called at the start of getFocused() in immediate mode so stale references
--- are always replaced with the current-frame object before use.
function Context._rehydrateFocus()
if not Context._focusedElementId then
Context._focusedElement = nil
return
end
-- First, try a fast linear search through all registered elements
for _, elem in ipairs(Context._zIndexOrderedElements) do
if elem.id == Context._focusedElementId then
Context._focusedElement = elem
return
end
end
-- If not found, recursively search from top-level elements
-- This handles cases where elements may not be in _zIndexOrderedElements
for _, topLevel in ipairs(Context.topElements or {}) do
local found = findElementById(topLevel, Context._focusedElementId)
if found then
Context._focusedElement = found
return
end
end
-- Element with that id is not present this frame (e.g. screen changed)
Context._focusedElement = nil
end
--- Get the currently focused element
---@return Element|nil The focused element, or nil if none
function Context.getFocused()
if Context.isImmediateMode() then
Context._rehydrateFocus()
end
return Context._focusedElement
end
--- Clear focus from any element
function Context.clearFocus()
Context._focusedElementId = nil
Context.setFocused(nil)
end
--- Get all focusable elements in tab order, regardless of mode.
--- In immediate mode this extracts from _zIndexOrderedElements (flat, z-sorted).
--- In retained mode it walks the element tree (DOM order).
--- In both modes, display:none elements are excluded.
---@return table<Element> List of focusable elements in tab order
function Context.getFocusableElements()
local focusable = {}
local function isFocusable(elem)
if elem.display == false then
return false
end
-- Use Element:isFocusable() for consistent behavior
return Element.isFocusable(elem)
end
local function collectFromTree(elements)
for _, elem in ipairs(elements) do
if isFocusable(elem) then
table.insert(focusable, elem)
end
if #elem.children > 0 then
collectFromTree(elem.children)
end
end
end
if Context._immediateMode then
-- Immediate mode: _zIndexOrderedElements is already in z-index order (lowest first),
-- which approximates tab order for most UIs.
for _, elem in ipairs(Context._zIndexOrderedElements) do
if isFocusable(elem) then
table.insert(focusable, elem)
end
end
else
-- Retained mode: walk the top element trees in DOM order
collectFromTree(Context.topElements)
end
return focusable
end
-- ====================
-- Navigation Context
-- ====================
--- Push current focus onto stack (for modals/dialogs)
---@param element Element?
function Context.pushFocusStack(element)
Context._navigationContext.lastFocusedElement = Context._focusedElement
if element then
Context.setFocused(element)
end
end
--- Pop focus from stack (return from modal)
---@return Element?
function Context.popFocusStack()
local previous = Context._navigationContext.lastFocusedElement
Context._navigationContext.lastFocusedElement = nil
Context.setFocused(previous)
return previous
end
--- Set navigation container (scope for tab navigation)
---@param element Element?
function Context.setNavigationContainer(element)
Context._navigationContext.containerElement = element
end
--- Get navigation container
---@return Element?
function Context.getNavigationContainer()
return Context._navigationContext.containerElement
end
return Context
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-171
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@@ -1,171 +0,0 @@
-- Layout, flex, text, image, and ARIA enums used across FlexLove.
-- Extracted from utils so utils stays under its LOC budget; re-exported as
-- `utils.enums` for backward compatibility.
local enums = {
---@enum TextAlign
TextAlign = { START = "start", CENTER = "center", END = "end", JUSTIFY = "justify" },
---@enum TextAlignVertical
TextAlignVertical = { START = "start", CENTER = "center", END = "end" },
---@enum Positioning
Positioning = { ABSOLUTE = "absolute", RELATIVE = "relative", FLEX = "flex", GRID = "grid" },
---@enum FlexDirection
FlexDirection = {
HORIZONTAL = "horizontal",
VERTICAL = "vertical",
ROW = "row",
COLUMN = "column",
HORIZONTAL_REVERSE = "horizontal-reverse",
VERTICAL_REVERSE = "vertical-reverse",
ROW_REVERSE = "row-reverse",
COLUMN_REVERSE = "column-reverse",
},
---@enum JustifyContent
JustifyContent = {
FLEX_START = "flex-start",
CENTER = "center",
SPACE_AROUND = "space-around",
FLEX_END = "flex-end",
SPACE_EVENLY = "space-evenly",
SPACE_BETWEEN = "space-between",
},
---@enum JustifySelf
JustifySelf = {
AUTO = "auto",
FLEX_START = "flex-start",
CENTER = "center",
FLEX_END = "flex-end",
SPACE_AROUND = "space-around",
SPACE_EVENLY = "space-evenly",
SPACE_BETWEEN = "space-between",
},
---@enum AlignItems
AlignItems = {
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
BASELINE = "baseline",
},
---@enum AlignSelf
AlignSelf = {
AUTO = "auto",
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
BASELINE = "baseline",
},
---@enum AlignContent
AlignContent = {
STRETCH = "stretch",
FLEX_START = "flex-start",
FLEX_END = "flex-end",
CENTER = "center",
SPACE_BETWEEN = "space-between",
SPACE_AROUND = "space-around",
},
---@enum FlexWrap
FlexWrap = { NOWRAP = "nowrap", WRAP = "wrap", WRAP_REVERSE = "wrap-reverse" },
---@enum TextSize
TextSize = {
XXS = "xxs",
XS = "xs",
SM = "sm",
MD = "md",
LG = "lg",
XL = "xl",
XXL = "xxl",
XL3 = "3xl",
XL4 = "4xl",
},
---@enum ImageRepeat
ImageRepeat = {
NO_REPEAT = "no-repeat",
REPEAT = "repeat",
REPEAT_X = "repeat-x",
REPEAT_Y = "repeat-y",
SPACE = "space",
ROUND = "round",
},
---@enum ARIA Role (accessibility roles for screen readers)
ARIA = {
-- Widget roles
BUTTON = "button",
CHECKBOX = "checkbox",
LINK = "link",
MENUITEM = "menuitem",
MENUITEMCHECKBOX = "menuitemcheckbox",
MENUITEMRADIO = "menuitemradio",
PROGRESSBAR = "progressbar",
RADIO = "radio",
SCROLLBAR = "scrollbar",
SLIDER = "slider",
SPINBUTTON = "spinbutton",
SWITCH = "switch",
TAB = "tab",
TABLIST = "tablist",
TABPANEL = "tabpanel",
TEXTBOX = "textbox",
TOOLTIP = "tooltip",
TREEITEM = "treeitem",
COMBOBOX = "combobox",
GRID = "grid",
GRIDCELL = "gridcell",
LISTBOX = "listbox",
LISTITEM = "listitem",
MENU = "menu",
MENUBAR = "menubar",
TREE = "tree",
TREEGRID = "treegrid",
WINDOW = "window",
DIALOG = "dialog",
ALERTDIALOG = "alertdialog",
-- Landmark roles
BANNER = "banner",
COMPLEMENTARY = "complementary",
CONTENTINFO = "contentinfo",
FORM = "form",
MAIN = "main",
NAVIGATION = "navigation",
REGION = "region",
SEARCH = "search",
-- Live region roles
ALERT = "alert",
LOG = "log",
MARQUEE = "marquee",
STATUS = "status",
TIMERTIME = "timer",
-- Document structure roles
ARTICLE = "article",
BLOCKQUOTEBLOCKQUOTE = "blockquote",
CAPTION = "caption",
CODE = "code",
DEFINITION = "definition",
DELETED = "deletion",
DIRECTORY = "directory",
DIVISION = "division",
EMphasis = "emphasis",
HEADING = "heading",
INSERTED = "insertion",
LIST = "list",
MARK = "mark",
MATH = "math",
NONE = "none",
PARAGRAPH = "paragraph",
PRESENTATION = "presentation",
SEPARATOR = "separator",
STRONG = "strong",
SUBSCRIPT = "subscript",
SUPERSCRIPT = "superscript",
TERM = "term",
TIME = "time",
VARIABLE = "variable",
},
}
return { enums = enums }
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---@class EventHandler
---@field onEvent fun(element:Element, event:InputEvent)?
---@field onEventDeferred boolean?
---@field onTouchEvent fun(element:Element, touchEvent:InputEvent)? -- Touch-specific callback
---@field onTouchEventDeferred boolean? -- Whether onTouchEvent is deferred
---@field onGesture fun(element:Element, gesture:table)? -- Gesture callback
---@field onGestureDeferred boolean? -- Whether onGesture is deferred
---@field touchEnabled boolean -- Whether touch events are processed (default: true)
---@field multiTouchEnabled boolean -- Whether multi-touch is supported (default: false)
---@field _pressed table<number, boolean>
---@field _lastClickTime number?
---@field _lastClickButton number?
---@field _clickCount number
---@field _dragStartX table<number, number>
---@field _dragStartY table<number, number>
---@field _lastMouseX table<number, number>
---@field _lastMouseY table<number, number>
---@field _touches table<string, table> -- Multi-touch state per touch ID
---@field _touchStartPositions table<string, table> -- Touch start positions
---@field _lastTouchPositions table<string, table> -- Last touch positions for delta
---@field _touchHistory table<string, table> -- Touch position history for gestures (last 5)
---@field _hovered boolean
---@field _scrollbarPressHandled boolean
---@field _InputEvent table
---@field _utils table
---@field _Performance Performance? Performance module dependency
---@field _ErrorHandler ErrorHandler
local EventHandler = {}
EventHandler.__index = EventHandler
--- Initialize module with shared dependencies
---@param deps table Dependencies {Performance, ErrorHandler, InputEvent, Context, utils}
function EventHandler.init(deps)
EventHandler._Performance = deps.Performance
EventHandler._ErrorHandler = deps.ErrorHandler
EventHandler._InputEvent = deps.InputEvent
EventHandler._utils = deps.utils
EventHandler._Context = deps.Context
end
---@param config table Configuration options
---@return EventHandler
function EventHandler.new(config)
config = config or {}
local self = setmetatable({}, EventHandler)
self.onEvent = config.onEvent
self.onEventDeferred = config.onEventDeferred
self.onTouchEvent = config.onTouchEvent
self.onTouchEventDeferred = config.onTouchEventDeferred or false
self.onGesture = config.onGesture
self.onGestureDeferred = config.onGestureDeferred or false
self.touchEnabled = config.touchEnabled ~= false -- Default true
self.multiTouchEnabled = config.multiTouchEnabled or false -- Default false
self._pressed = config._pressed or {}
self._lastClickTime = config._lastClickTime
self._lastClickButton = config._lastClickButton
self._clickCount = config._clickCount or 0
-- FocusIndicator reference (set after initialization)
self._FocusIndicator = nil
self._dragStartX = config._dragStartX or {}
self._dragStartY = config._dragStartY or {}
self._lastMouseX = config._lastMouseX or {}
self._lastMouseY = config._lastMouseY or {}
-- Multi-touch tracking
self._touches = config._touches or {}
self._touchStartPositions = config._touchStartPositions or {}
self._lastTouchPositions = config._lastTouchPositions or {}
self._touchHistory = config._touchHistory or {}
self._hovered = config._hovered or false
self._scrollbarPressHandled = false
return self
end
--- Get state for persistence (for immediate mode)
---@return table State data
function EventHandler:getState()
return {
_pressed = self._pressed,
_lastClickTime = self._lastClickTime,
_lastClickButton = self._lastClickButton,
_clickCount = self._clickCount,
_dragStartX = self._dragStartX,
_dragStartY = self._dragStartY,
_lastMouseX = self._lastMouseX,
_lastMouseY = self._lastMouseY,
_touches = self._touches,
_touchStartPositions = self._touchStartPositions,
_lastTouchPositions = self._lastTouchPositions,
_touchHistory = self._touchHistory,
_hovered = self._hovered,
}
end
--- Restore state from persistence (for immediate mode)
---@param state table State data
function EventHandler:setState(state)
if not state then
return
end
self._pressed = state._pressed or {}
self._lastClickTime = state._lastClickTime
self._lastClickButton = state._lastClickButton
self._clickCount = state._clickCount or 0
self._dragStartX = state._dragStartX or {}
self._dragStartY = state._dragStartY or {}
self._lastMouseX = state._lastMouseX or {}
self._lastMouseY = state._lastMouseY or {}
self._touches = state._touches or {}
self._touchStartPositions = state._touchStartPositions or {}
self._lastTouchPositions = state._lastTouchPositions or {}
self._touchHistory = state._touchHistory or {}
self._hovered = state._hovered or false
end
--- Process mouse button events in the update cycle
---@param element Element The parent element
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param isHovering boolean Whether mouse is over element
---@param isActiveElement boolean Whether this is the top element at mouse position
function EventHandler:processMouseEvents(element, mx, my, isHovering, isActiveElement)
-- Start performance timing
-- Performance accessed via EventHandler._Performance
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:startTimer("event_mouse")
end
-- Check if currently dragging (allows drag continuation even if occluded)
local isDragging = false
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and love.mouse.isDown(button) then
isDragging = true
break
end
end
-- Check if any button is currently pressed (tracked state)
local hasTrackedPress = false
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] then
hasTrackedPress = true
break
end
end
-- Can only process events if we have handler, element is enabled, and is active or dragging or has tracked press
-- Read onEvent from element (source of truth), fallback to handler cache for backwards compat
local canProcessEvents = (
element.onEvent
or self.onEvent
or element.editable
or element._selectState
or element.selectOption
)
and element.visibility ~= "hidden"
and not element.disabled
and (isActiveElement or isDragging or hasTrackedPress)
if not canProcessEvents then
-- If not hovering and no buttons are physically pressed, reset all pressed states
-- This ensures the pressed state is cleared when mouse leaves without button held
if not isHovering and not isDragging then
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and not love.mouse.isDown(button) then
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
-- Track hover state changes even when events can't be processed
-- Fire synthetic unhover when element becomes disabled while hovered
if element.disabled and self._hovered then
self._hovered = false
if element.onEvent or self.onEvent then
local modifiers = EventHandler._utils.getModifiers()
local unhoverEvent = EventHandler._InputEvent.new({
type = "unhover",
button = 0,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 0,
})
self:_invokeCallback(element, unhoverEvent)
end
elseif self._hovered and not isHovering then
self._hovered = false
if element.onEvent or self.onEvent then
local modifiers = EventHandler._utils.getModifiers()
local unhoverEvent = EventHandler._InputEvent.new({
type = "unhover",
button = 0,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 0,
})
self:_invokeCallback(element, unhoverEvent)
end
end
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_mouse")
end
return
end
-- Track hover state changes and fire hover/unhover events BEFORE button processing
-- This ensures hover fires before press when mouse first enters element
local wasHovered = self._hovered
local isHoveringAndActive = isHovering and isActiveElement
if isHoveringAndActive and not wasHovered then
-- Just started hovering - fire hover event
self._hovered = true
local modifiers = EventHandler._utils.getModifiers()
local hoverEvent = EventHandler._InputEvent.new({
type = "hover",
button = 0,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 0,
})
self:_invokeCallback(element, hoverEvent)
elseif not isHoveringAndActive and wasHovered then
-- Just stopped hovering - fire unhover event
self._hovered = false
local modifiers = EventHandler._utils.getModifiers()
local unhoverEvent = EventHandler._InputEvent.new({
type = "unhover",
button = 0,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 0,
})
self:_invokeCallback(element, unhoverEvent)
end
-- Process all three mouse buttons
local buttons = { 1, 2, 3 } -- left, right, middle
for _, button in ipairs(buttons) do
-- Check if this button was tracked as pressed
local wasPressed = self._pressed[button]
local isPhysicallyPressed = love.mouse.isDown(button)
if isHovering or isDragging or wasPressed then
if isPhysicallyPressed then
-- Button is pressed down
if not wasPressed then
-- Just pressed - fire press event (only if hovering)
if isHovering then
self:_handleMousePress(element, mx, my, button)
end
else
-- Button is still pressed - check for drag
self:_handleMouseDrag(element, mx, my, button, isHovering)
end
elseif wasPressed then
-- Button was just released
-- Only fire click and release events if mouse is still hovering AND element is active
-- (not occluded by another element)
if isHovering and isActiveElement then
self:_handleMouseRelease(element, mx, my, button)
else
-- Mouse left before release OR element is occluded - just clear the pressed state without firing events
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
end
-- After processing events, reset pressed states for buttons that are no longer held
-- This handles the case where mouse leaves while button is held, then released
if not isHovering and not isDragging then
for _, button in ipairs({ 1, 2, 3 }) do
if self._pressed[button] and not love.mouse.isDown(button) then
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
end
end
end
-- Stop performance timing
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_mouse")
end
end
--- Handle mouse button press
---@param element Element The parent element
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param button number Mouse button (1=left, 2=right, 3=middle)
function EventHandler:_handleMousePress(element, mx, my, button)
-- Check if press is on scrollbar first (skip if already handled)
if button == 1 and not self._scrollbarPressHandled and element._handleScrollbarPress then
if element:_handleScrollbarPress(mx, my, button) then
-- Scrollbar consumed the event, mark as pressed to prevent onEvent
self._pressed[button] = true
self._scrollbarPressHandled = true
return
end
end
-- Fire press event
local modifiers = EventHandler._utils.getModifiers()
local pressEvent = EventHandler._InputEvent.new({
type = "press",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = 1,
})
self:_invokeCallback(element, pressEvent)
self._pressed[button] = true
-- On left click, set keyboard focus to any focusable element (not just editable).
-- Clear the focus indicator since mouse navigation doesn't use it.
local isFocusable
if type(element.isFocusable) == "function" then
isFocusable = element:isFocusable()
else
isFocusable = (element.editable == true)
or (type(element.onEvent) == "function")
or element._selectState ~= nil
or element.selectOption ~= nil
end
if button == 1 and EventHandler._Context and isFocusable then
EventHandler._Context.setFocused(element)
-- Hide focus indicator - it's only for keyboard navigation
if EventHandler._FocusIndicator then
EventHandler._FocusIndicator.setFocused(nil)
end
end
-- Set mouse down position for text selection on left click
if button == 1 and element._textEditor then
element._mouseDownPosition = element._textEditor:mouseToTextPosition(element, mx, my)
element._textDragOccurred = false -- Reset drag flag on press
end
-- Record drag start position per button
self._dragStartX[button] = mx
self._dragStartY[button] = my
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
end
--- Handle mouse drag (while button is pressed and mouse moves)
---@param element Element The parent element
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param button number Mouse button
---@param isHovering boolean Whether mouse is over element
function EventHandler:_handleMouseDrag(element, mx, my, button, isHovering)
local lastX = self._lastMouseX[button] or mx
local lastY = self._lastMouseY[button] or my
if lastX ~= mx or lastY ~= my then
-- Handle scrollbar drag if scrollbar was pressed
if button == 1 and self._scrollbarPressHandled and element._handleScrollbarDrag then
element:_handleScrollbarDrag(mx, my)
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
return -- Don't process other drag events while dragging scrollbar
end
-- Mouse has moved - fire drag event only if still hovering
if isHovering then
local modifiers = EventHandler._utils.getModifiers()
local dx = mx - self._dragStartX[button]
local dy = my - self._dragStartY[button]
local dragEvent = EventHandler._InputEvent.new({
type = "drag",
button = button,
x = mx,
y = my,
dx = dx,
dy = dy,
modifiers = modifiers,
clickCount = 1,
})
self:_invokeCallback(element, dragEvent)
end
-- Handle text selection drag for editable elements
if button == 1 and element.editable and element._focused and element._handleTextDrag then
element:_handleTextDrag(mx, my)
end
-- Update last known position for this button
self._lastMouseX[button] = mx
self._lastMouseY[button] = my
end
end
--- Handle mouse button release
---@param mx number Mouse X position
---@param my number Mouse Y position
---@param button number Mouse button
function EventHandler:_handleMouseRelease(element, mx, my, button)
local currentTime = love.timer.getTime()
local modifiers = EventHandler._utils.getModifiers()
-- Handle scrollbar release if scrollbar was pressed
if button == 1 and self._scrollbarPressHandled and element._handleScrollbarRelease then
element:_handleScrollbarRelease(button)
self._scrollbarPressHandled = false -- Reset flag
self._pressed[button] = false
self._dragStartX[button] = nil
self._dragStartY[button] = nil
return -- Don't process click events for scrollbar release
end
-- Determine click count (double-click detection)
local clickCount
local doubleClickThreshold = 0.3 -- 300ms for double-click
if
self._lastClickTime
and self._lastClickButton == button
and (currentTime - self._lastClickTime) < doubleClickThreshold
then
clickCount = self._clickCount + 1
else
clickCount = 1
end
self._clickCount = clickCount
self._lastClickTime = currentTime
self._lastClickButton = button
-- Determine event type based on button
local eventType = "click"
if button == 2 then
eventType = "rightclick"
elseif button == 3 then
eventType = "middleclick"
end
-- Fire click event
local clickEvent = EventHandler._InputEvent.new({
type = eventType,
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self:_invokeCallback(element, clickEvent)
self._pressed[button] = false
-- Clean up drag tracking
self._dragStartX[button] = nil
self._dragStartY[button] = nil
-- Clean up text selection drag tracking
if button == 1 then
element._mouseDownPosition = nil
end
-- Focus editable elements on left click
if button == 1 and element.editable then
-- Only focus if not already focused (to avoid moving cursor to end)
local wasFocused = element:isFocused()
if not wasFocused then
element:focus()
end
-- Handle text click for cursor positioning and word selection
-- Only process click if no text drag occurred (to preserve drag selection)
if element._handleTextClick and not element._textDragOccurred then
element:_handleTextClick(mx, my, clickCount)
end
-- Reset drag flag after release
element._textDragOccurred = false
end
-- Fire release event
local releaseEvent = EventHandler._InputEvent.new({
type = "release",
button = button,
x = mx,
y = my,
modifiers = modifiers,
clickCount = clickCount,
})
self:_invokeCallback(element, releaseEvent)
if button == 1 and element._handleSelectRelease then
element:_handleSelectRelease()
end
end
--- Process touch events in the update cycle
---@param element Element The parent element
function EventHandler:processTouchEvents(element)
-- Start performance timing
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:startTimer("event_touch")
end
-- Check if element can process events
local canProcessEvents = (
element.onEvent
or self.onEvent
or element.onTouchEvent
or self.onTouchEvent
or element.editable
)
and not element.disabled
and self.touchEnabled
if not canProcessEvents then
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_touch")
end
return
end
local bx = element.x
local by = element.y
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
-- Get current active touches from LÖVE
local activeTouches = {}
local touches = love.touch.getTouches()
for _, id in ipairs(touches) do
activeTouches[tostring(id)] = true
end
-- Count active tracked touches for multi-touch filtering
local trackedTouchCount = 0
for _ in pairs(self._touches) do
trackedTouchCount = trackedTouchCount + 1
end
-- Process active touches
for _, id in ipairs(touches) do
local touchId = tostring(id)
local tx, ty = love.touch.getPosition(id)
local pressure = 1.0 -- LÖVE doesn't provide pressure by default
-- Check if touch is within element bounds
local isInside = tx >= bx and tx <= bx + bw and ty >= by and ty <= by + bh
if isInside then
if not self._touches[touchId] then
-- Multi-touch filtering: reject new touches when multiTouchEnabled=false
-- and we already have an active touch
if self.multiTouchEnabled or trackedTouchCount == 0 then
-- New touch began
self:_handleTouchBegan(element, touchId, tx, ty, pressure)
trackedTouchCount = trackedTouchCount + 1
end
else
-- Touch moved
self:_handleTouchMoved(element, touchId, tx, ty, pressure)
end
elseif self._touches[touchId] then
-- Touch moved outside or ended
if activeTouches[touchId] then
-- Still active but outside - fire moved event
self:_handleTouchMoved(element, touchId, tx, ty, pressure)
else
-- Touch ended
self:_handleTouchEnded(element, touchId, tx, ty, pressure)
end
end
end
-- Check for ended touches (touches that were tracked but are no longer active)
for touchId, _ in pairs(self._touches) do
if not activeTouches[touchId] then
-- Touch ended or cancelled
local lastPos = self._lastTouchPositions[touchId]
if lastPos then
self:_handleTouchEnded(element, touchId, lastPos.x, lastPos.y, 1.0)
else
-- Cleanup orphaned touch
self:_cleanupTouch(touchId)
end
end
end
-- Stop performance timing
if EventHandler._Performance and EventHandler._Performance.enabled then
EventHandler._Performance:stopTimer("event_touch")
end
end
--- Handle touch began event
---@param element Element The parent element
---@param touchId string Touch identifier
---@param x number Touch X position
---@param y number Touch Y position
---@param pressure number Touch pressure (0-1)
function EventHandler:_handleTouchBegan(element, touchId, x, y, pressure)
-- Create touch state
self._touches[touchId] = {
x = x,
y = y,
pressure = pressure,
timestamp = love.timer.getTime(),
phase = "began",
}
-- Record start position
self._touchStartPositions[touchId] = { x = x, y = y }
self._lastTouchPositions[touchId] = { x = x, y = y }
-- Initialize touch history
self._touchHistory[touchId] = { { x = x, y = y, timestamp = love.timer.getTime() } }
-- Create and fire touch press event
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "began", pressure)
touchEvent.type = "touchpress"
touchEvent.dx = 0
touchEvent.dy = 0
self:_invokeCallback(element, touchEvent)
self:_invokeTouchCallback(element, touchEvent)
end
--- Handle touch moved event
---@param element Element The parent element
---@param touchId string Touch identifier
---@param x number Touch X position
---@param y number Touch Y position
---@param pressure number Touch pressure (0-1)
function EventHandler:_handleTouchMoved(element, touchId, x, y, pressure)
local touchState = self._touches[touchId]
if not touchState then
-- Touch not tracked, ignore
return
end
local lastPos = self._lastTouchPositions[touchId]
if not lastPos or lastPos.x ~= x or lastPos.y ~= y then
-- Touch position changed
local startPos = self._touchStartPositions[touchId]
local dx = x - startPos.x
local dy = y - startPos.y
-- Update touch state
touchState.x = x
touchState.y = y
touchState.pressure = pressure
touchState.phase = "moved"
-- Update last position
self._lastTouchPositions[touchId] = { x = x, y = y }
-- Add to touch history (keep last 5 positions)
local history = self._touchHistory[touchId] or {}
table.insert(history, { x = x, y = y, timestamp = love.timer.getTime() })
if #history > 5 then
table.remove(history, 1)
end
self._touchHistory[touchId] = history
-- Create and fire touch move event
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "moved", pressure)
touchEvent.type = "touchmove"
touchEvent.dx = dx
touchEvent.dy = dy
self:_invokeCallback(element, touchEvent)
self:_invokeTouchCallback(element, touchEvent)
end
end
--- Handle touch ended event
---@param element Element The parent element
---@param touchId string Touch identifier
---@param x number Touch X position
---@param y number Touch Y position
---@param pressure number Touch pressure (0-1)
function EventHandler:_handleTouchEnded(element, touchId, x, y, pressure)
local touchState = self._touches[touchId]
if not touchState then
-- Touch not tracked, ignore
return
end
local startPos = self._touchStartPositions[touchId]
local dx = x - startPos.x
local dy = y - startPos.y
-- Create and fire touch release event
local touchEvent = EventHandler._InputEvent.fromTouch(touchId, x, y, "ended", pressure)
touchEvent.type = "touchrelease"
touchEvent.dx = dx
touchEvent.dy = dy
self:_invokeCallback(element, touchEvent)
self:_invokeTouchCallback(element, touchEvent)
-- Cleanup touch state
self:_cleanupTouch(touchId)
end
--- Cleanup touch state
---@param touchId string Touch ID
function EventHandler:_cleanupTouch(touchId)
self._touches[touchId] = nil
self._touchStartPositions[touchId] = nil
self._lastTouchPositions[touchId] = nil
self._touchHistory[touchId] = nil
end
--- Get active touches on this element
---@return table<string, table> Active touches
function EventHandler:getActiveTouches()
return self._touches
end
--- Reset scrollbar press flag (called each frame)
function EventHandler:resetScrollbarPressFlag()
self._scrollbarPressHandled = false
end
--- Check if any mouse button is pressed
---@return boolean True if any button is pressed
function EventHandler:isAnyButtonPressed()
for _, pressed in pairs(self._pressed) do
if pressed then
return true
end
end
return false
end
--- Check if a specific button is pressed
---@param button number Mouse button (1=left, 2=right, 3=middle)
---@return boolean True if button is pressed
function EventHandler:isButtonPressed(button)
return self._pressed[button] == true
end
--- Invoke the onEvent callback, optionally deferring it if onEventDeferred is true
---@param element Element The element that triggered the event
---@param event InputEvent The event data
function EventHandler:_invokeCallback(element, event)
-- Read onEvent from element (source of truth), fallback to handler cache for backwards compat
local callback = element.onEvent or self.onEvent
if not callback then
return
end
if self.onEventDeferred then
-- Get FlexLove module to defer the callback
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
if FlexLove and FlexLove.deferCallback then
FlexLove.deferCallback(function()
callback(element, event)
end)
else
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
eventType = event.type,
})
end
else
callback(element, event)
end
end
--- Invoke the onTouchEvent callback, optionally deferring it
---@param element Element The element that triggered the event
---@param event InputEvent The touch event data
function EventHandler:_invokeTouchCallback(element, event)
-- Read onTouchEvent from element (source of truth), fallback to handler cache for backwards compat
local callback = element.onTouchEvent or self.onTouchEvent
if not callback then
return
end
if self.onTouchEventDeferred then
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
if FlexLove and FlexLove.deferCallback then
FlexLove.deferCallback(function()
callback(element, event)
end)
else
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
eventType = event.type,
})
end
else
callback(element, event)
end
end
--- Invoke the onGesture callback, optionally deferring it
---@param element Element The element that triggered the event
---@param gesture table The gesture data from GestureRecognizer
function EventHandler:_invokeGestureCallback(element, gesture)
-- Read onGesture from element (source of truth), fallback to handler cache for backwards compat
local callback = element.onGesture or self.onGesture
if not callback then
return
end
if self.onGestureDeferred then
local FlexLove = package.loaded["FlexLove"] or package.loaded["libs.FlexLove"]
if FlexLove and FlexLove.deferCallback then
FlexLove.deferCallback(function()
callback(element, gesture)
end)
else
EventHandler._ErrorHandler:error("EventHandler", "SYS_003", {
gestureType = gesture.type,
})
end
else
callback(element, gesture)
end
end
return EventHandler
-232
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@@ -1,232 +0,0 @@
local packageName = ... or "FocusIndicator"
local modulePath = packageName:match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
local FocusIndicator = {}
--- Configuration
---@type KeyboardNavigationFocusIndicatorConfig
FocusIndicator.config = {
enabled = true,
--- Custom draw function to override default rendering
---@type function|nil
--- Called with: element, bounds, style - return true to skip default drawing
draw = nil,
-- Appearance
color = { 0.2, 0.6, 1.0, 0.8 }, -- Blue with 80% opacity
lineWidth = 2,
inset = -3, -- Negative value extends beyond element
borderRadius = 4,
-- Animation
animationDuration = 0.15, -- Seconds for focus animation
pulseEnabled = false, -- Enable pulsing animation
pulseDuration = 1.0, -- Seconds per pulse cycle
pulseScaleMin = 0.95, -- Minimum scale during pulse
pulseScaleMax = 1.05, -- Maximum scale during pulse
}
--- State
FocusIndicator._focusedElement = nil
FocusIndicator._animationProgress = 0
FocusIndicator._pulsePhase = 0
FocusIndicator._hidden = true
FocusIndicator._deps = nil
--- Initialize FocusIndicator module
---@param deps table Dependencies table containing Context and Color modules
---@field deps.Context table Context module for getting focused element
---@field deps.Color table Color module for color manipulation
function FocusIndicator.init(deps)
FocusIndicator._deps = deps
FocusIndicator._Context = deps.Context
FocusIndicator._Color = deps.Color
end
--- Update animation state for entrance and pulse effects
---@param dt number Delta time in seconds since last frame
function FocusIndicator:update(dt)
if not FocusIndicator.config.enabled then
return
end
-- Update focus entrance animation
if FocusIndicator._animationProgress < 1 then
FocusIndicator._animationProgress =
math.min(1, FocusIndicator._animationProgress + (dt / FocusIndicator.config.animationDuration))
end
-- Update pulse animation
if FocusIndicator.config.pulseEnabled then
FocusIndicator._pulsePhase = (FocusIndicator._pulsePhase + dt) % FocusIndicator.config.pulseDuration
end
end
--- Set the focused element to render indicator around
---@param element Element? The element to show focus indicator around, or nil to hide
function FocusIndicator.setFocused(element)
FocusIndicator._focusedElement = element
FocusIndicator._hidden = element == nil
-- Reset animation when focus changes
if element then
FocusIndicator._animationProgress = 0
end
end
--- Get the current scale factor for animations
--- Combines entrance scale (0.8 to 1.0) with optional pulse scale
---@return number Scale factor (typically 0.8-1.05 range)
function FocusIndicator:getScale()
local scale = 1
-- Apply entrance animation (scale up from 0.8)
local entranceScale = 0.8 + (0.2 * FocusIndicator._animationProgress)
scale = scale * entranceScale
-- Apply pulse animation
if FocusIndicator.config.pulseEnabled then
local pulseProgress = FocusIndicator._pulsePhase / FocusIndicator.config.pulseDuration
-- Smooth sine wave pulse
local pulseScale = FocusIndicator.config.pulseScaleMin
+ (FocusIndicator.config.pulseScaleMax - FocusIndicator.config.pulseScaleMin)
* (0.5 + 0.5 * math.sin(2 * math.pi * pulseProgress))
scale = scale * pulseScale
end
return scale
end
--- Get the current opacity for the indicator
--- Applies entrance animation fade-in to the configured alpha
---@return number Alpha value (0-1 range)
function FocusIndicator:getOpacity()
-- Fade in on focus
return FocusIndicator.config.color[4] * FocusIndicator._animationProgress
end
--- Draw the focus indicator around the focused element
--- Renders a rounded rectangle border, or calls custom draw function if configured
--- Should be called from within love.draw() after all elements are drawn
function FocusIndicator:draw()
if not FocusIndicator.config.enabled then
return
end
if FocusIndicator._hidden then
return
end
-- In immediate mode the stored element reference is stale (recreated every frame).
-- Always resolve through Context so we get the live object with up-to-date positions.
local element
if FocusIndicator._Context then
element = FocusIndicator._Context.getFocused()
else
element = FocusIndicator._focusedElement
end
if not element then
return
end
-- Get element dimensions (use border-box size which includes padding)
local x = element.x or 0
local y = element.y or 0
local w = element._borderBoxWidth
or (element.width + (element.padding and (element.padding.left + element.padding.right) or 0))
local h = element._borderBoxHeight
or (element.height + (element.padding and (element.padding.top + element.padding.bottom) or 0))
if w == 0 or h == 0 then
return
end
-- Calculate indicator dimensions with inset and scale
local inset = FocusIndicator.config.inset
local scale = self:getScale()
local indicatorX = x + inset
local indicatorY = y + inset
local indicatorW = w - 2 * inset
local indicatorH = h - 2 * inset
-- Center the scale around the element
local offsetX = (indicatorW * (1 - scale)) / 2
local offsetY = (indicatorH * (1 - scale)) / 2
indicatorX = indicatorX + offsetX
indicatorY = indicatorY + offsetY
indicatorW = indicatorW * scale
indicatorH = indicatorH * scale
-- Get color with animated opacity
local r, g, b = FocusIndicator.config.color[1], FocusIndicator.config.color[2], FocusIndicator.config.color[3]
local a = self:getOpacity()
-- Build style table for custom draw callback
local bounds = {
x = indicatorX,
y = indicatorY,
width = indicatorW,
height = indicatorH,
}
local style = {
color = { r = r, g = g, b = b, a = a },
lineWidth = FocusIndicator.config.lineWidth,
borderRadius = FocusIndicator.config.borderRadius,
scale = scale,
opacity = a,
}
-- Check for custom draw callback
if FocusIndicator.config.draw then
local skipDefault = FocusIndicator.config.draw(element, bounds, style)
if skipDefault then
return
end
end
-- Save current love.graphics state
local prevBlend, prevAlphaMode = love.graphics.getBlendMode()
local prevR, prevG, prevB, prevA = love.graphics.getColor()
local prevLineWidth = love.graphics.getLineWidth()
-- Set blend mode for transparency
love.graphics.setBlendMode("alpha")
-- Draw rounded rectangle border
love.graphics.setColor(r, g, b, a)
love.graphics.setLineWidth(FocusIndicator.config.lineWidth)
-- Draw the rounded rectangle border
local borderRadius = FocusIndicator.config.borderRadius
love.graphics.rectangle("line", indicatorX, indicatorY, indicatorW, indicatorH, borderRadius)
-- Restore love.graphics state
love.graphics.setBlendMode(prevBlend, prevAlphaMode)
love.graphics.setColor(prevR, prevG, prevB, prevA)
love.graphics.setLineWidth(prevLineWidth)
end
--- Set the indicator color
---@param r number Red component (0-1 range)
---@param g number Green component (0-1 range)
---@param b number Blue component (0-1 range)
---@param a number|nil Alpha component (0-1 range), defaults to current alpha if omitted
function FocusIndicator.setColor(r, g, b, a)
FocusIndicator.config.color = { r, g, b, a or FocusIndicator.config.color[4] }
end
--- Set the stroke width for the indicator border
---@param width number Line width in pixels
function FocusIndicator.setLineWidth(width)
FocusIndicator.config.lineWidth = width
end
return FocusIndicator
-269
View File
@@ -1,269 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- Font cache with LRU eviction, font resolution, and cache management.
-- `ErrorHandler` and `resolveImagePath` are injected via init() to avoid
-- a cross-import into utils (utils re-exports the cache via aliases).
-- Font cache with LRU eviction
local FONT_CACHE = {}
local FONT_CACHE_MAX_SIZE = 50
local FONT_CACHE_STATS = {
hits = 0,
misses = 0,
evictions = 0,
size = 0,
}
local ErrorHandler = nil
local resolveImagePath = nil
--- Initialize dependencies
---@param deps table Dependencies: { ErrorHandler = ErrorHandler, resolveImagePath = function }
local function init(deps)
if type(deps) == "table" then
ErrorHandler = deps.ErrorHandler
resolveImagePath = deps.resolveImagePath
end
end
-- LRU tracking: each entry has {font, lastUsed, accessCount}
local function updateCacheAccess(cacheKey)
local entry = FONT_CACHE[cacheKey]
if entry then
entry.lastUsed = love.timer.getTime()
entry.accessCount = entry.accessCount + 1
end
end
local function evictLRU()
local oldestKey = nil
local oldestTime = math.huge
for key, entry in pairs(FONT_CACHE) do
-- Skip methods (get, getFont) - only evict cache entries (tables with lastUsed)
if type(entry) == "table" and entry.lastUsed then
if entry.lastUsed < oldestTime then
oldestTime = entry.lastUsed
oldestKey = key
end
end
end
if oldestKey then
FONT_CACHE[oldestKey] = nil
FONT_CACHE_STATS.evictions = FONT_CACHE_STATS.evictions + 1
FONT_CACHE_STATS.size = FONT_CACHE_STATS.size - 1
end
end
--- Create or get a font from cache
---@param size number
---@param fontPath string?
---@return love.Font
function FONT_CACHE.get(size, fontPath)
-- Bucket font sizes for better cache reuse (reduces unique cache entries)
-- Small sizes (< 20): round to nearest 2
-- Medium sizes (20-40): round to nearest 4
-- Large sizes (> 40): round to nearest 8
if size < 20 then
size = math.floor((size + 1) / 2) * 2
elseif size < 40 then
size = math.floor((size + 2) / 4) * 4
else
size = math.floor((size + 4) / 8) * 8
end
local cacheKey = fontPath and (fontPath .. ":" .. tostring(size)) or ("default:" .. tostring(size))
if FONT_CACHE[cacheKey] then
-- Cache hit
FONT_CACHE_STATS.hits = FONT_CACHE_STATS.hits + 1
updateCacheAccess(cacheKey)
return FONT_CACHE[cacheKey].font
end
-- Cache miss
FONT_CACHE_STATS.misses = FONT_CACHE_STATS.misses + 1
local font
if fontPath then
local resolvedPath = resolveImagePath(fontPath)
local success, result = pcall(love.graphics.newFont, resolvedPath, size)
if success then
font = result
else
if ErrorHandler then
ErrorHandler:warn("utils", "RES_004", {
resourceType = "font",
path = fontPath,
})
end
font = love.graphics.newFont(size)
end
else
font = love.graphics.newFont(size)
end
-- Add to cache with LRU metadata
FONT_CACHE[cacheKey] = {
font = font,
lastUsed = love.timer.getTime(),
accessCount = 1,
}
FONT_CACHE_STATS.size = FONT_CACHE_STATS.size + 1
-- Evict if cache is full
if FONT_CACHE_STATS.size > FONT_CACHE_MAX_SIZE then
evictLRU()
end
return font
end
--- Get font for text size (cached)
---@param textSize number?
---@param fontPath string?
---@return love.Font
function FONT_CACHE.getFont(textSize, fontPath)
if textSize then
return FONT_CACHE.get(textSize, fontPath)
else
return love.graphics.getFont()
end
end
-- Font resolution utilities
--- Resolve font path from fontFamily and theme
---@param fontFamily string? Font family name or direct path
---@param themeComponent string? Theme component name
---@param themeManager table? ThemeManager instance
---@return string? Resolved font path or nil
local function resolveFontPath(fontFamily, themeComponent, themeManager)
if fontFamily then
-- Check if fontFamily is a theme font name
local themeToUse = themeManager and themeManager:getTheme()
if themeToUse and themeToUse.fonts and themeToUse.fonts[fontFamily] then
return themeToUse.fonts[fontFamily]
else
-- Treat as direct path to font file
return fontFamily
end
elseif themeComponent and themeManager then
-- If using themeComponent but no fontFamily specified, check for default font in theme
return themeManager:getDefaultFontFamily()
end
return nil
end
--- Get font for element (resolves from theme or fontFamily)
---@param textSize number? Text size in pixels
---@param fontFamily string? Font family name or direct path
---@param themeComponent string? Theme component name
---@param themeManager table? ThemeManager instance
---@return love.Font
local function getFont(textSize, fontFamily, themeComponent, themeManager)
local fontPath = resolveFontPath(fontFamily, themeComponent, themeManager)
return FONT_CACHE.getFont(textSize, fontPath)
end
-- Font cache management
--- Get font cache statistics
---@return table stats {hits, misses, evictions, size, hitRate}
local function getFontCacheStats()
local total = FONT_CACHE_STATS.hits + FONT_CACHE_STATS.misses
local hitRate = total > 0 and (FONT_CACHE_STATS.hits / total) or 0
return {
hits = FONT_CACHE_STATS.hits,
misses = FONT_CACHE_STATS.misses,
evictions = FONT_CACHE_STATS.evictions,
size = FONT_CACHE_STATS.size,
hitRate = hitRate,
}
end
--- Set maximum font cache size
---@param maxSize number Maximum number of fonts to cache
local function setFontCacheSize(maxSize)
FONT_CACHE_MAX_SIZE = math.max(1, maxSize)
-- Evict entries if cache is now over limit
while FONT_CACHE_STATS.size > FONT_CACHE_MAX_SIZE do
evictLRU()
end
end
--- Clear font cache
local function clearFontCache()
-- Clear cache entries but preserve methods (get, getFont)
for key, entry in pairs(FONT_CACHE) do
if type(entry) == "table" and entry.lastUsed then
FONT_CACHE[key] = nil
end
end
FONT_CACHE_STATS.size = 0
FONT_CACHE_STATS.evictions = 0
end
--- Preload font at multiple sizes
---@param fontPath string? Path to font file (nil for default font)
---@param sizes table Array of font sizes to preload
local function preloadFont(fontPath, sizes)
for _, size in ipairs(sizes) do
-- Round size to reduce cache entries
size = math.floor(size + 0.5)
local cacheKey = fontPath and (fontPath .. ":" .. tostring(size)) or ("default:" .. tostring(size))
if not FONT_CACHE[cacheKey] then
local font
if fontPath then
local resolvedPath = resolveImagePath(fontPath)
local success, result = pcall(love.graphics.newFont, resolvedPath, size)
if success then
font = result
else
font = love.graphics.newFont(size)
end
else
font = love.graphics.newFont(size)
end
FONT_CACHE[cacheKey] = {
font = font,
lastUsed = love.timer.getTime(),
accessCount = 1,
}
FONT_CACHE_STATS.size = FONT_CACHE_STATS.size + 1
FONT_CACHE_STATS.misses = FONT_CACHE_STATS.misses + 1
-- Evict if cache is full
if FONT_CACHE_STATS.size > FONT_CACHE_MAX_SIZE then
evictLRU()
end
end
end
end
--- Reset font cache statistics
local function resetFontCacheStats()
FONT_CACHE_STATS.hits = 0
FONT_CACHE_STATS.misses = 0
FONT_CACHE_STATS.evictions = 0
end
return {
FONT_CACHE = FONT_CACHE,
init = init,
resolveFontPath = resolveFontPath,
getFont = getFont,
getFontCacheStats = getFontCacheStats,
setFontCacheSize = setFontCacheSize,
clearFontCache = clearFontCache,
preloadFont = preloadFont,
resetFontCacheStats = resetFontCacheStats,
}
-583
View File
@@ -1,583 +0,0 @@
---@class GestureRecognizer
---@field _touches table<string, table> -- Current touch states
---@field _gestureStates table -- Active gesture states
---@field _config table -- Gesture configuration (thresholds, etc.)
---@field _InputEvent table
---@field _utils table
local GestureRecognizer = {}
GestureRecognizer.__index = GestureRecognizer
-- Gesture types enum
local GestureType = {
TAP = "tap",
DOUBLE_TAP = "double_tap",
LONG_PRESS = "long_press",
SWIPE = "swipe",
PAN = "pan",
PINCH = "pinch",
ROTATE = "rotate",
}
-- Gesture states
local GestureState = {
POSSIBLE = "possible",
BEGAN = "began",
CHANGED = "changed",
ENDED = "ended",
CANCELLED = "cancelled",
FAILED = "failed",
}
-- Default configuration
local defaultConfig = {
-- Tap gesture
tapMaxDuration = 0.3, -- seconds
tapMaxMovement = 10, -- pixels
-- Double-tap gesture
doubleTapInterval = 0.3, -- seconds between taps
-- Long-press gesture
longPressMinDuration = 0.5, -- seconds
longPressMaxMovement = 10, -- pixels
-- Swipe gesture
swipeMinDistance = 50, -- pixels
swipeMaxDuration = 0.2, -- seconds
swipeMinVelocity = 200, -- pixels per second
-- Pan gesture
panMinMovement = 5, -- pixels to start pan
-- Pinch gesture
pinchMinScaleChange = 0.1, -- 10% scale change
-- Rotate gesture
rotateMinAngleChange = 5, -- degrees
}
--- Create a new GestureRecognizer instance
---@param config table? Optional configuration options
---@param deps table Dependencies {InputEvent, utils}
---@return GestureRecognizer
function GestureRecognizer.new(config, deps)
config = config or {}
local self = setmetatable({}, GestureRecognizer)
self._InputEvent = deps.InputEvent
self._utils = deps.utils
-- Merge configuration with defaults
self._config = {}
for key, value in pairs(defaultConfig) do
self._config[key] = config[key] or value
end
self._touches = {}
self._gestureStates = {
tap = nil,
doubleTap = { lastTapTime = 0, tapCount = 0 },
longPress = {},
swipe = {},
pan = {},
pinch = {},
rotate = {},
}
return self
end
--- Update gesture recognizer with touch event
---@param event InputEvent Touch event
function GestureRecognizer:processTouchEvent(event)
if not event.touchId then
return nil
end
local touchId = event.touchId
local gestures = {}
-- Update touch state
if event.type == "touchpress" then
self._touches[touchId] = {
startX = event.x,
startY = event.y,
x = event.x,
y = event.y,
startTime = event.timestamp,
lastTime = event.timestamp,
phase = "began",
}
-- Initialize gesture detection
self:_detectTapBegan(touchId, event)
self:_detectLongPressBegan(touchId, event)
elseif event.type == "touchmove" then
local touch = self._touches[touchId]
if touch then
touch.x = event.x
touch.y = event.y
touch.lastTime = event.timestamp
touch.phase = "moved"
-- Update gesture detection
local panGesture = self:_detectPan(touchId, event)
if panGesture then
table.insert(gestures, panGesture)
end
local swipeGesture = self:_detectSwipe(touchId, event)
if swipeGesture then
table.insert(gestures, swipeGesture)
end
-- Multi-touch gestures
if self:_getTouchCount() >= 2 then
local pinchGesture = self:_detectPinch(event)
if pinchGesture then
table.insert(gestures, pinchGesture)
end
local rotateGesture = self:_detectRotate(event)
if rotateGesture then
table.insert(gestures, rotateGesture)
end
end
end
elseif event.type == "touchrelease" then
local touch = self._touches[touchId]
if touch then
touch.phase = "ended"
-- Finalize gesture detection
local tapGesture = self:_detectTapEnded(touchId, event)
if tapGesture then
table.insert(gestures, tapGesture)
end
local swipeGesture = self:_detectSwipeEnded(touchId, event)
if swipeGesture then
table.insert(gestures, swipeGesture)
end
local panGesture = self:_detectPanEnded(touchId, event)
if panGesture then
table.insert(gestures, panGesture)
end
-- Cleanup touch
self._touches[touchId] = nil
end
elseif event.type == "touchcancel" then
-- Cancel all active gestures for this touch
self._touches[touchId] = nil
self:_cancelAllGestures()
end
return #gestures > 0 and gestures or nil
end
--- Get number of active touches
---@return number
function GestureRecognizer:_getTouchCount()
local count = 0
for _ in pairs(self._touches) do
count = count + 1
end
return count
end
--- Detect tap gesture began
---@param touchId string
---@param event InputEvent
function GestureRecognizer:_detectTapBegan(touchId, event)
-- Tap detection happens on touch end
-- Just record the touch for now
end
--- Detect tap gesture ended
---@param touchId string
---@param event InputEvent
function GestureRecognizer:_detectTapEnded(touchId, event)
local touch = self._touches[touchId]
if not touch then
return
end
local duration = event.timestamp - touch.startTime
local dx = event.x - touch.startX
local dy = event.y - touch.startY
local distance = math.sqrt(dx * dx + dy * dy)
-- Check if it's a valid tap
if duration < self._config.tapMaxDuration and distance < self._config.tapMaxMovement then
local currentTime = event.timestamp
local doubleTapState = self._gestureStates.doubleTap
-- Check for double-tap
if currentTime - doubleTapState.lastTapTime < self._config.doubleTapInterval then
doubleTapState.tapCount = doubleTapState.tapCount + 1
if doubleTapState.tapCount >= 2 then
-- Fire double-tap gesture
return {
type = GestureType.DOUBLE_TAP,
state = GestureState.ENDED,
x = event.x,
y = event.y,
timestamp = event.timestamp,
}
end
else
doubleTapState.tapCount = 1
end
doubleTapState.lastTapTime = currentTime
-- Fire tap gesture
return {
type = GestureType.TAP,
state = GestureState.ENDED,
x = event.x,
y = event.y,
timestamp = event.timestamp,
}
end
end
--- Detect long-press gesture began
---@param touchId string
---@param event InputEvent
function GestureRecognizer:_detectLongPressBegan(touchId, event)
-- Long-press detection happens continuously during touch
self._gestureStates.longPress[touchId] = {
startX = event.x,
startY = event.y,
startTime = event.timestamp,
triggered = false,
}
end
--- Detect pan gesture
---@param touchId string
---@param event InputEvent
---@return table? Gesture event
function GestureRecognizer:_detectPan(touchId, event)
local touch = self._touches[touchId]
if not touch then
return nil
end
local dx = event.x - touch.startX
local dy = event.y - touch.startY
local distance = math.sqrt(dx * dx + dy * dy)
local panState = self._gestureStates.pan[touchId]
if not panState then
-- Check if pan should begin
if distance >= self._config.panMinMovement then
self._gestureStates.pan[touchId] = {
active = true,
lastX = touch.startX,
lastY = touch.startY,
}
panState = self._gestureStates.pan[touchId]
return {
type = GestureType.PAN,
state = GestureState.BEGAN,
x = event.x,
y = event.y,
dx = dx,
dy = dy,
timestamp = event.timestamp,
}
end
else
-- Pan is active, fire changed event
local panDx = event.x - panState.lastX
local panDy = event.y - panState.lastY
panState.lastX = event.x
panState.lastY = event.y
return {
type = GestureType.PAN,
state = GestureState.CHANGED,
x = event.x,
y = event.y,
dx = panDx,
dy = panDy,
totalDx = dx,
totalDy = dy,
timestamp = event.timestamp,
}
end
return nil
end
--- Detect pan ended
---@param touchId string
---@param event InputEvent
---@return table? Gesture event
function GestureRecognizer:_detectPanEnded(touchId, event)
local panState = self._gestureStates.pan[touchId]
if panState and panState.active then
self._gestureStates.pan[touchId] = nil
local touch = self._touches[touchId]
local dx = event.x - touch.startX
local dy = event.y - touch.startY
return {
type = GestureType.PAN,
state = GestureState.ENDED,
x = event.x,
y = event.y,
dx = dx,
dy = dy,
timestamp = event.timestamp,
}
end
return nil
end
--- Detect swipe gesture
---@param touchId string
---@param event InputEvent
function GestureRecognizer:_detectSwipe(touchId, event)
-- Swipe detection happens on touch end
end
--- Detect swipe ended
---@param touchId string
---@param event InputEvent
---@return table? Gesture event
function GestureRecognizer:_detectSwipeEnded(touchId, event)
local touch = self._touches[touchId]
if not touch then
return nil
end
local duration = event.timestamp - touch.startTime
local dx = event.x - touch.startX
local dy = event.y - touch.startY
local distance = math.sqrt(dx * dx + dy * dy)
-- Check if it's a valid swipe
if distance >= self._config.swipeMinDistance and duration <= self._config.swipeMaxDuration then
local velocity = distance / duration
if velocity >= self._config.swipeMinVelocity then
-- Determine swipe direction
local angle = math.atan2(dy, dx)
local direction = "right"
if angle >= -math.pi / 4 and angle < math.pi / 4 then
direction = "right"
elseif angle >= math.pi / 4 and angle < 3 * math.pi / 4 then
direction = "down"
elseif angle >= -3 * math.pi / 4 and angle < -math.pi / 4 then
direction = "up"
else
direction = "left"
end
return {
type = GestureType.SWIPE,
state = GestureState.ENDED,
x = event.x,
y = event.y,
dx = dx,
dy = dy,
direction = direction,
velocity = velocity,
timestamp = event.timestamp,
}
end
end
return nil
end
--- Detect pinch gesture
---@param event InputEvent
---@return table? Gesture event
function GestureRecognizer:_detectPinch(event)
-- Get two touches for pinch
local touches = {}
for touchId, touch in pairs(self._touches) do
table.insert(touches, { id = touchId, touch = touch })
if #touches >= 2 then
break
end
end
if #touches < 2 then
return nil
end
local t1 = touches[1].touch
local t2 = touches[2].touch
-- Calculate current distance
local currentDx = t2.x - t1.x
local currentDy = t2.y - t1.y
local currentDistance = math.sqrt(currentDx * currentDx + currentDy * currentDy)
-- Calculate initial distance
local initialDx = t2.startX - t1.startX
local initialDy = t2.startY - t1.startY
local initialDistance = math.sqrt(initialDx * initialDx + initialDy * initialDy)
if initialDistance == 0 then
return nil
end
-- Calculate scale
local scale = currentDistance / initialDistance
local pinchState = self._gestureStates.pinch
if not pinchState.active then
-- Check if pinch should begin
if math.abs(scale - 1.0) >= self._config.pinchMinScaleChange then
pinchState.active = true
pinchState.initialScale = scale
pinchState.lastScale = scale
-- Calculate center point
local centerX = (t1.x + t2.x) / 2
local centerY = (t1.y + t2.y) / 2
return {
type = GestureType.PINCH,
state = GestureState.BEGAN,
scale = scale,
centerX = centerX,
centerY = centerY,
timestamp = event.timestamp,
}
end
else
-- Pinch is active, fire changed event
local centerX = (t1.x + t2.x) / 2
local centerY = (t1.y + t2.y) / 2
local scaleChange = scale - pinchState.lastScale
pinchState.lastScale = scale
return {
type = GestureType.PINCH,
state = GestureState.CHANGED,
scale = scale,
scaleChange = scaleChange,
centerX = centerX,
centerY = centerY,
timestamp = event.timestamp,
}
end
return nil
end
--- Detect rotate gesture
---@param event InputEvent
---@return table? Gesture event
function GestureRecognizer:_detectRotate(event)
-- Get two touches for rotation
local touches = {}
for touchId, touch in pairs(self._touches) do
table.insert(touches, { id = touchId, touch = touch })
if #touches >= 2 then
break
end
end
if #touches < 2 then
return nil
end
local t1 = touches[1].touch
local t2 = touches[2].touch
-- Calculate current angle
local currentAngle = math.atan2(t2.y - t1.y, t2.x - t1.x)
-- Calculate initial angle
local initialAngle = math.atan2(t2.startY - t1.startY, t2.startX - t1.startX)
-- Calculate rotation (in degrees)
local rotation = (currentAngle - initialAngle) * 180 / math.pi
local rotateState = self._gestureStates.rotate
if not rotateState.active then
-- Check if rotation should begin
if math.abs(rotation) >= self._config.rotateMinAngleChange then
rotateState.active = true
rotateState.initialRotation = rotation
rotateState.lastRotation = rotation
-- Calculate center point
local centerX = (t1.x + t2.x) / 2
local centerY = (t1.y + t2.y) / 2
return {
type = GestureType.ROTATE,
state = GestureState.BEGAN,
rotation = rotation,
centerX = centerX,
centerY = centerY,
timestamp = event.timestamp,
}
end
else
-- Rotation is active, fire changed event
local centerX = (t1.x + t2.x) / 2
local centerY = (t1.y + t2.y) / 2
local rotationChange = rotation - rotateState.lastRotation
rotateState.lastRotation = rotation
return {
type = GestureType.ROTATE,
state = GestureState.CHANGED,
rotation = rotation,
rotationChange = rotationChange,
centerX = centerX,
centerY = centerY,
timestamp = event.timestamp,
}
end
return nil
end
--- Cancel all active gestures
function GestureRecognizer:_cancelAllGestures()
for gestureType, state in pairs(self._gestureStates) do
if type(state) == "table" and state.active then
state.active = false
end
end
end
--- Reset gesture recognizer state
function GestureRecognizer:reset()
self._touches = {}
self._gestureStates = {
tap = nil,
doubleTap = { lastTapTime = 0, tapCount = 0 },
longPress = {},
swipe = {},
pan = {},
pinch = { active = false },
rotate = { active = false },
}
end
-- Export gesture types and states
GestureRecognizer.GestureType = GestureType
GestureRecognizer.GestureState = GestureState
return GestureRecognizer
-336
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@@ -1,336 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local utils = require(modulePath .. "utils")
local enums = utils.enums
local Units = require(modulePath .. "Units")
local Positioning = enums.Positioning
local AlignItems = enums.AlignItems
--- Grid layout with variable column widths / row heights
--- Supports px, %, fr, auto, vw, vh, and calc track sizes
local Grid = {}
--- Parse a single track spec into {type, value}
--- Uses the Units pipeline for standard CSS units (px, %, vw, vh, calc).
--- Grid-specific types (fr, auto) are handled directly.
---@param spec number|string Track specification: number (px), string ("100px", "50%", "10vw", "1fr", "auto")
---@param availableSize number Container size for % resolution
---@param viewportWidth number Viewport width for vw resolution
---@param viewportHeight number Viewport height for vh resolution
---@return table {type: "px"|"fr"|"auto", value: number}
function Grid._parseTrack(spec, availableSize, viewportWidth, viewportHeight)
-- Handle calc objects (tables with _isCalc flag from FlexLove.calc())
if type(spec) == "table" then
local resolved = Units.resolve(spec, "calc", viewportWidth, viewportHeight, availableSize)
return { type = "px", value = resolved }
end
if type(spec) == "number" then
return { type = "px", value = spec }
end
if type(spec) == "string" then
if spec == "auto" then
return { type = "auto", value = 0 }
end
-- Check for fr unit (grid-specific, not in Units pipeline)
local numStr, unit = spec:match("^([%-]?[%d%.]+)(.*)$")
if numStr and unit == "fr" then
local num = tonumber(numStr)
if num then
return { type = "fr", value = num }
end
end
-- Delegate all other units to the Units pipeline (px, %, vw, vh, calc)
local parsedVal, parsedUnit = Units.parse(spec)
local resolved = Units.resolve(parsedVal, parsedUnit, viewportWidth, viewportHeight, availableSize)
return { type = "px", value = resolved }
end
-- Default: 1fr
return { type = "fr", value = 1 }
end
--- Build track list from gridColumns/gridRows or fall back to equal 1fr tracks
---@param spec number|table? Track count (number = equal 1fr tracks) or array of track specs (e.g., {"1fr", "2fr", "100px"})
---@param availableSize number Container size for % resolution
---@param viewportWidth number Viewport width for vw resolution
---@param viewportHeight number Viewport height for vh resolution
---@return table Array of {type, value} track descriptors
function Grid._buildTracks(spec, availableSize, viewportWidth, viewportHeight)
if type(spec) == "table" and #spec > 0 then
local tracks = {}
for i, s in ipairs(spec) do
tracks[i] = Grid._parseTrack(s, availableSize, viewportWidth, viewportHeight)
end
return tracks
end
-- Fallback: equal 1fr tracks
local count = (type(spec) == "number" and spec > 0) and spec or 1
local tracks = {}
for i = 1, count do
tracks[i] = { type = "fr", value = 1 }
end
return tracks
end
--- Measure intrinsic content sizes for auto tracks
--- Maps children to their tracks and computes each child's max-content contribution.
--- For children with explicit dimensions (units unit ~= "auto"), uses the original
--- explicit size. For auto-sized children, uses calculated content size.
--- Stores the max per auto track. Matches CSS Grid auto sizing where tracks size
--- to the max-content contribution of their grid items.
---@param tracks table Array of {type, value} track descriptors
---@param children table Array of grid child elements
---@param axis "width"|"height" Dimension axis to measure
function Grid._measureAutoTracks(tracks, children, axis)
local trackSizes = {}
local numTracks = #tracks
for i, child in ipairs(children) do
local index = i - 1
local trackIdx = (index % numTracks) + 1
local intrinsicSize
if axis == "width" then
local unit = child.units and child.units.width and child.units.width.unit
if unit and unit ~= "auto" then
-- Explicit width: use original value + padding (not stretched border-box)
intrinsicSize = (child.units.width.value or 0) + child.padding.left + child.padding.right
else
-- Auto-sized: use calculated content size
intrinsicSize = child:calculateAutoWidth()
end
else
local unit = child.units and child.units.height and child.units.height.unit
if unit and unit ~= "auto" then
intrinsicSize = (child.units.height.value or 0) + child.padding.top + child.padding.bottom
else
intrinsicSize = child:calculateAutoHeight()
end
end
if intrinsicSize > 0 then
trackSizes[trackIdx] = math.max(trackSizes[trackIdx] or 0, intrinsicSize)
end
end
-- Apply measured sizes to auto tracks
for i, track in ipairs(tracks) do
if track.type == "auto" and trackSizes[i] then
track.value = trackSizes[i]
end
end
end
--- Resolve track sizes: auto (content) first, then px (fixed), then fr (remaining)
--- CSS Grid algorithm:
--- 1. auto tracks size to their content (max-content) — measured by _measureAutoTracks
--- 2. px tracks consume their fixed size
--- 3. fr tracks consume remaining free space proportionally
--- 4. If no fr tracks exist, auto tracks share remaining space equally
--- Mutates tracks in-place, converting all to {type="px", value=number}
---@param tracks table Array of {type, value} track descriptors
---@param availableSize number Total space available for tracks
---@param gap number Gap between tracks
function Grid._resolveTracks(tracks, availableSize, gap)
local count = #tracks
local totalGaps = (count > 1 and (count - 1) * gap) or 0
local remaining = math.max(0, availableSize - totalGaps)
-- Pass 1: Treat auto tracks as fixed (content-measured) and subtract
for _, track in ipairs(tracks) do
if track.type == "px" then
remaining = remaining - track.value
elseif track.type == "auto" then
remaining = remaining - math.max(0, track.value)
end
end
remaining = math.max(0, remaining)
-- Pass 2: Count fr shares
local totalFr = 0
local autoCount = 0
for _, track in ipairs(tracks) do
if track.type == "fr" then
totalFr = totalFr + track.value
elseif track.type == "auto" then
autoCount = autoCount + 1
end
end
-- Pass 3: Distribute remaining space
if totalFr > 0 then
-- fr tracks consume all remaining free space
local frUnit = remaining / totalFr
for _, track in ipairs(tracks) do
if track.type == "fr" then
track.value = frUnit * track.value
track.type = "px"
end
end
elseif autoCount > 0 then
-- No fr tracks: auto tracks share remaining space equally (grow beyond content)
local extraPerAuto = math.max(0, remaining) / autoCount
for _, track in ipairs(tracks) do
if track.type == "auto" then
track.value = track.value + extraPerAuto
track.type = "px"
end
end
end
end
--- Layout grid items within a grid container
--- Supports variable column widths and row heights via gridColumns/gridRows (number or track specs)
--- Falls back to equal-sized 1fr tracks when nil
---@param element Element -- Grid container element
function Grid.layoutGridItems(element)
-- Calculate space reserved by absolutely positioned siblings
local reservedLeft = 0
local reservedRight = 0
local reservedTop = 0
local reservedBottom = 0
for _, child in ipairs(element.children) do
-- Only consider absolutely positioned children with explicit positioning and display != false
if child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute and child.display ~= false then
-- BORDER-BOX MODEL: Use border-box dimensions for space calculations
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
if child.left then
reservedLeft = math.max(reservedLeft, child.left + childBorderBoxWidth)
end
if child.right then
reservedRight = math.max(reservedRight, child.right + childBorderBoxWidth)
end
if child.top then
reservedTop = math.max(reservedTop, child.top + childBorderBoxHeight)
end
if child.bottom then
reservedBottom = math.max(reservedBottom, child.bottom + childBorderBoxHeight)
end
end
end
-- Calculate available space (accounting for padding and reserved space)
-- BORDER-BOX MODEL: element.width and element.height are already content dimensions
local availableWidth = math.max(0, element.width - reservedLeft - reservedRight)
local availableHeight = math.max(0, element.height - reservedTop - reservedBottom)
-- Get gaps
local columnGap = element.columnGap or 0
local rowGap = element.rowGap or 0
-- Collect grid children (exclude explicitly absolute and display=false)
local gridChildren = {}
for _, child in ipairs(element.children) do
if not (child.positioning == Positioning.ABSOLUTE and child._explicitlyAbsolute) and child.display ~= false then
table.insert(gridChildren, child)
end
end
-- Get viewport dimensions for unit resolution (vw, vh, %)
local vpw, vph = Units.getViewport()
-- Build tracks, measure auto tracks by content, then resolve sizes
local colTracks = Grid._buildTracks(element.gridColumns, availableWidth, vpw, vph)
local rowTracks = Grid._buildTracks(element.gridRows, availableHeight, vpw, vph)
Grid._measureAutoTracks(colTracks, gridChildren, "width")
Grid._measureAutoTracks(rowTracks, gridChildren, "height")
Grid._resolveTracks(colTracks, availableWidth, columnGap)
Grid._resolveTracks(rowTracks, availableHeight, rowGap)
-- Compute column start positions (for positioning)
local colStarts = {}
local currentX = element.x + element.padding.left + reservedLeft
for col = 1, #colTracks do
colStarts[col] = currentX
currentX = currentX + colTracks[col].value + columnGap
end
local rowStarts = {}
local currentY = element.y + element.padding.top + reservedTop
for row = 1, #rowTracks do
rowStarts[row] = currentY
currentY = currentY + rowTracks[row].value + rowGap
end
local effectiveAlignItems = element.alignItems or AlignItems.STRETCH
for i, child in ipairs(gridChildren) do
-- Calculate row and column (0-indexed for calculation)
local index = i - 1
local col = index % #colTracks
local row = math.floor(index / #colTracks)
if row >= #rowTracks then
break
end
-- Get resolved cell position and size
local colIdx = col + 1
local rowIdx = row + 1
local cellX = colStarts[colIdx]
local cellY = rowStarts[rowIdx]
local cellWidth = colTracks[colIdx].value
local cellHeight = rowTracks[rowIdx].value
-- Apply alignment within grid cell (default to stretch)
-- BORDER-BOX MODEL: Set border-box dimensions, content area adjusts automatically
if effectiveAlignItems == AlignItems.STRETCH or effectiveAlignItems == "stretch" then
child.x = cellX
child.y = cellY
child._borderBoxWidth = cellWidth
child._borderBoxHeight = cellHeight
child.width = math.max(0, cellWidth - child.padding.left - child.padding.right)
child.height = math.max(0, cellHeight - child.padding.top - child.padding.bottom)
-- Disable auto-sizing when stretched by grid
child.autosizing.width = false
child.autosizing.height = false
elseif effectiveAlignItems == AlignItems.CENTER or effectiveAlignItems == "center" then
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
child.x = cellX + (cellWidth - childBorderBoxWidth) / 2
child.y = cellY + (cellHeight - childBorderBoxHeight) / 2
elseif
effectiveAlignItems == AlignItems.FLEX_START
or effectiveAlignItems == "flex-start"
or effectiveAlignItems == "start"
then
child.x = cellX
child.y = cellY
elseif
effectiveAlignItems == AlignItems.FLEX_END
or effectiveAlignItems == "flex-end"
or effectiveAlignItems == "end"
then
local childBorderBoxWidth = child:getBorderBoxWidth()
local childBorderBoxHeight = child:getBorderBoxHeight()
child.x = cellX + cellWidth - childBorderBoxWidth
child.y = cellY + cellHeight - childBorderBoxHeight
else
child.x = cellX
child.y = cellY
child._borderBoxWidth = cellWidth
child._borderBoxHeight = cellHeight
child.width = math.max(0, cellWidth - child.padding.left - child.padding.right)
child.height = math.max(0, cellHeight - child.padding.top - child.padding.bottom)
-- Disable auto-sizing when stretched by grid
child.autosizing.width = false
child.autosizing.height = false
end
if #child.children > 0 then
child:layoutChildren()
end
end
end
return Grid
-160
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@@ -1,160 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
local utils = req("utils")
-- ErrorHandler will be injected via init
local ErrorHandler = nil
---@class ImageCache
---@field _cache table<string, {image: love.Image, imageData: love.ImageData?}>
local ImageCache = {}
ImageCache._cache = {}
--- Initialize ImageCache with dependencies
---@param deps table Dependencies table with ErrorHandler
function ImageCache.init(deps)
if deps and deps.ErrorHandler then
ErrorHandler = deps.ErrorHandler
end
end
--- Load an image from file path with caching
--- Returns cached image if already loaded, otherwise loads and caches it
---@param imagePath string -- Path to image file
---@param loadImageData boolean? -- Optional: also load ImageData for pixel access (default: false)
---@return love.Image|nil -- Image object or nil on error
---@return string|nil -- Error message if loading failed
function ImageCache.load(imagePath, loadImageData)
if not imagePath or type(imagePath) ~= "string" or imagePath == "" then
return nil, "Invalid image path: path must be a non-empty string"
end
local normalizedPath = utils.normalizePath(imagePath)
if ImageCache._cache[normalizedPath] then
return ImageCache._cache[normalizedPath].image, nil
end
local success, imageOrError = pcall(love.graphics.newImage, normalizedPath)
if not success then
if ErrorHandler then
ErrorHandler:warn("ImageCache", "RES_004", {
resourceType = "image",
path = imagePath,
error = tostring(imageOrError),
})
end
return nil, string.format("Failed to load image '%s': %s", imagePath, tostring(imageOrError))
end
local image = imageOrError
local imgData = nil
if loadImageData then
local dataSuccess, dataOrError = pcall(love.image.newImageData, normalizedPath)
if dataSuccess then
imgData = dataOrError
elseif ErrorHandler then
ErrorHandler:warn("ImageCache", "RES_004", {
resourceType = "image data",
path = imagePath,
error = tostring(dataOrError),
})
end
end
ImageCache._cache[normalizedPath] = {
image = image,
imageData = imgData,
}
return image, nil
end
--- Get a cached image without loading
---@param imagePath string -- Path to image file
---@return love.Image|nil -- Cached image or nil if not found
function ImageCache.get(imagePath)
if not imagePath or type(imagePath) ~= "string" then
return nil
end
local normalizedPath = utils.normalizePath(imagePath)
local cached = ImageCache._cache[normalizedPath]
return cached and cached.image or nil
end
--- Get cached ImageData for an image
---@param imagePath string -- Path to image file
---@return love.ImageData|nil -- Cached ImageData or nil if not found
function ImageCache.getImageData(imagePath)
if not imagePath or type(imagePath) ~= "string" then
return nil
end
local normalizedPath = utils.normalizePath(imagePath)
local cached = ImageCache._cache[normalizedPath]
return cached and cached.imageData or nil
end
--- Remove a specific image from cache
---@param imagePath string -- Path to image file to remove
---@return boolean -- True if image was removed, false if not found
function ImageCache.remove(imagePath)
if not imagePath or type(imagePath) ~= "string" then
return false
end
local normalizedPath = utils.normalizePath(imagePath)
if ImageCache._cache[normalizedPath] then
local cached = ImageCache._cache[normalizedPath]
if cached.image then
cached.image:release()
end
if cached.imageData then
cached.imageData:release()
end
ImageCache._cache[normalizedPath] = nil
return true
end
return false
end
--- Clear all cached images
function ImageCache.clear()
for path, cached in pairs(ImageCache._cache) do
if cached.image then
cached.image:release()
end
if cached.imageData then
cached.imageData:release()
end
end
ImageCache._cache = {}
end
--- Get cache statistics
---@return {count: number, memoryEstimate: number} -- Cache stats
function ImageCache.getStats()
local count = 0
local memoryEstimate = 0
for path, cached in pairs(ImageCache._cache) do
count = count + 1
if cached.image then
local w, h = cached.image:getDimensions()
-- Estimate: 4 bytes per pixel (RGBA)
memoryEstimate = memoryEstimate + (w * h * 4)
end
end
return {
count = count,
memoryEstimate = memoryEstimate,
}
end
return ImageCache
-380
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@@ -1,380 +0,0 @@
---@class ImageRenderer
local ImageRenderer = {}
-- ErrorHandler and utils will be injected via init
local ErrorHandler = nil
local utils = nil
--- Initialize ImageRenderer with dependencies
---@param deps table Dependencies table with ErrorHandler and utils
function ImageRenderer.init(deps)
if deps and deps.ErrorHandler then
ErrorHandler = deps.ErrorHandler
end
if deps and deps.utils then
utils = deps.utils
end
end
--- Calculate rendering parameters for object-fit modes
--- Returns source and destination rectangles for rendering
---@param imageWidth number -- Natural width of the image
---@param imageHeight number -- Natural height of the image
---@param boundsWidth number -- Width of the bounds to fit within
---@param boundsHeight number -- Height of the bounds to fit within
---@param fitMode string? -- One of: "fill", "contain", "cover", "scale-down", "none" (default: "fill")
---@param objectPosition string? -- Position like "center center", "top left", "50% 50%" (default: "center center")
---@return {sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number, scaleX: number, scaleY: number}
function ImageRenderer.calculateFit(imageWidth, imageHeight, boundsWidth, boundsHeight, fitMode, objectPosition)
fitMode = fitMode or "fill"
objectPosition = objectPosition or "center center"
if imageWidth <= 0 or imageHeight <= 0 or boundsWidth <= 0 or boundsHeight <= 0 then
ErrorHandler:error("ImageRenderer", "VAL_002", {
imageWidth = imageWidth,
imageHeight = imageHeight,
boundsWidth = boundsWidth,
boundsHeight = boundsHeight,
})
end
local result = {
sx = 0, -- Source X
sy = 0, -- Source Y
sw = imageWidth, -- Source width
sh = imageHeight, -- Source height
dx = 0, -- Destination X
dy = 0, -- Destination Y
dw = boundsWidth, -- Destination width
dh = boundsHeight, -- Destination height
scaleX = 1, -- Scale factor X
scaleY = 1, -- Scale factor Y
}
if fitMode == "fill" then
-- Stretch to fill bounds (may distort)
result.scaleX = boundsWidth / imageWidth
result.scaleY = boundsHeight / imageHeight
result.dw = boundsWidth
result.dh = boundsHeight
elseif fitMode == "contain" then
-- Scale to fit within bounds (preserves aspect ratio)
local scale = math.min(boundsWidth / imageWidth, boundsHeight / imageHeight)
result.scaleX = scale
result.scaleY = scale
result.dw = imageWidth * scale
result.dh = imageHeight * scale
-- Apply object-position for letterbox alignment
local posX, posY = ImageRenderer._parsePosition(objectPosition)
result.dx = (boundsWidth - result.dw) * posX
result.dy = (boundsHeight - result.dh) * posY
elseif fitMode == "cover" then
-- Scale to cover bounds (preserves aspect ratio, may crop)
local scale = math.max(boundsWidth / imageWidth, boundsHeight / imageHeight)
result.scaleX = scale
result.scaleY = scale
local scaledWidth = imageWidth * scale
local scaledHeight = imageHeight * scale
-- Apply object-position for crop alignment
local posX, posY = ImageRenderer._parsePosition(objectPosition)
-- Calculate which part of the scaled image to show
local cropX = (scaledWidth - boundsWidth) * posX
local cropY = (scaledHeight - boundsHeight) * posY
-- Convert back to source coordinates
result.sx = cropX / scale
result.sy = cropY / scale
result.sw = boundsWidth / scale
result.sh = boundsHeight / scale
result.dx = 0
result.dy = 0
result.dw = boundsWidth
result.dh = boundsHeight
elseif fitMode == "none" then
-- Use natural size (no scaling)
result.scaleX = 1
result.scaleY = 1
result.dw = imageWidth
result.dh = imageHeight
-- Apply object-position
local posX, posY = ImageRenderer._parsePosition(objectPosition)
result.dx = (boundsWidth - imageWidth) * posX
result.dy = (boundsHeight - imageHeight) * posY
elseif fitMode == "scale-down" then
-- Use none or contain, whichever is smaller
if imageWidth <= boundsWidth and imageHeight <= boundsHeight then
-- Image fits naturally, use "none"
return ImageRenderer.calculateFit(imageWidth, imageHeight, boundsWidth, boundsHeight, "none", objectPosition)
else
-- Image too large, use "contain"
return ImageRenderer.calculateFit(imageWidth, imageHeight, boundsWidth, boundsHeight, "contain", objectPosition)
end
else
ErrorHandler:warn("ImageRenderer", "VAL_007", {
fitMode = fitMode,
fallback = "fill",
})
-- Use 'fill' as fallback
return ImageRenderer.calculateFit(imageWidth, imageHeight, boundsWidth, boundsHeight, "fill", objectPosition)
end
return result
end
--- Parse object-position string into normalized coordinates (0-1)
--- Supports keywords (center, top, bottom, left, right) and percentages
---@param position string -- Position string like "center center", "top left", "50% 50%"
---@return number, number -- Normalized X and Y positions (0-1)
function ImageRenderer._parsePosition(position)
if not position or type(position) ~= "string" then
return 0.5, 0.5 -- Default to center
end
-- Split into X and Y components
local parts = {}
for part in position:gmatch("%S+") do
table.insert(parts, part:lower())
end
-- If only one value, use it for both axes (with special handling)
if #parts == 1 then
local val = parts[1]
if val == "left" or val == "right" then
parts = { val, "center" }
elseif val == "top" or val == "bottom" then
parts = { "center", val }
else
parts = { val, val }
end
elseif #parts == 0 then
return 0.5, 0.5 -- Default to center
end
local function parseValue(val)
-- Handle keywords
if val == "center" then
return 0.5
elseif val == "left" or val == "top" then
return 0
elseif val == "right" or val == "bottom" then
return 1
end
-- Handle percentages
local percent = val:match("^([%d%.]+)%%$")
if percent then
return tonumber(percent) / 100
end
-- Handle plain numbers (treat as percentage)
local num = tonumber(val)
if num then
return num / 100
end
-- Invalid value, default to center
return 0.5
end
local x = parseValue(parts[1])
local y = parseValue(parts[2] or parts[1])
-- Clamp to 0-1 range
x = math.max(0, math.min(1, x))
y = math.max(0, math.min(1, y))
return x, y
end
--- Draw an image with specified object-fit mode
---@param image love.Image -- Image to draw
---@param x number -- X position of bounds
---@param y number -- Y position of bounds
---@param width number -- Width of bounds
---@param height number -- Height of bounds
---@param fitMode string? -- Object-fit mode (default: "fill")
---@param objectPosition string? -- Object-position (default: "center center")
---@param opacity number? -- Opacity 0-1 (default: 1)
---@param tintColor Color? -- Color to tint the image (default: white/no tint)
function ImageRenderer.draw(image, x, y, width, height, fitMode, objectPosition, opacity, tintColor)
if not image then
return -- Nothing to draw
end
opacity = opacity or 1
fitMode = fitMode or "fill"
objectPosition = objectPosition or "center center"
local imgWidth, imgHeight = image:getDimensions()
local params = ImageRenderer.calculateFit(imgWidth, imgHeight, width, height, fitMode, objectPosition)
-- Save current color
local r, g, b, a = love.graphics.getColor()
-- Apply opacity and tint
if tintColor then
love.graphics.setColor(tintColor.r, tintColor.g, tintColor.b, tintColor.a * opacity)
else
love.graphics.setColor(1, 1, 1, opacity)
end
-- Draw image
if params.sx ~= 0 or params.sy ~= 0 or params.sw ~= imgWidth or params.sh ~= imgHeight then
-- Need to use a quad for cropping
local quad = love.graphics.newQuad(params.sx, params.sy, params.sw, params.sh, imgWidth, imgHeight)
love.graphics.draw(image, quad, x + params.dx, y + params.dy, 0, params.dw / params.sw, params.dh / params.sh)
else
-- Simple draw with scaling
love.graphics.draw(image, x + params.dx, y + params.dy, 0, params.scaleX, params.scaleY)
end
-- Restore color
love.graphics.setColor(r, g, b, a)
end
--- Draw an image with tiling/repeat mode
---@param image love.Image -- Image to draw
---@param x number -- X position of bounds
---@param y number -- Y position of bounds
---@param width number -- Width of bounds
---@param height number -- Height of bounds
---@param repeatMode string? -- Repeat mode: "repeat", "repeat-x", "repeat-y", "no-repeat", "space", "round" (default: "no-repeat")
---@param opacity number? -- Opacity 0-1 (default: 1)
---@param tintColor Color? -- Color to tint the image (default: white/no tint)
function ImageRenderer.drawTiled(image, x, y, width, height, repeatMode, opacity, tintColor)
if not image then
return -- Nothing to draw
end
opacity = opacity or 1
repeatMode = repeatMode or "no-repeat"
local imgWidth, imgHeight = image:getDimensions()
-- Save current color
local r, g, b, a = love.graphics.getColor()
-- Apply opacity and tint
if tintColor then
love.graphics.setColor(tintColor.r, tintColor.g, tintColor.b, tintColor.a * opacity)
else
love.graphics.setColor(1, 1, 1, opacity)
end
if repeatMode == "no-repeat" then
-- Just draw once, no tiling
love.graphics.draw(image, x, y)
elseif repeatMode == "repeat" then
-- Tile in both directions
local tilesX = math.ceil(width / imgWidth)
local tilesY = math.ceil(height / imgHeight)
for tileY = 0, tilesY - 1 do
for tileX = 0, tilesX - 1 do
local drawX = x + (tileX * imgWidth)
local drawY = y + (tileY * imgHeight)
-- Calculate how much of the tile to draw (for partial tiles at edges)
local drawWidth = math.min(imgWidth, width - (tileX * imgWidth))
local drawHeight = math.min(imgHeight, height - (tileY * imgHeight))
if drawWidth < imgWidth or drawHeight < imgHeight then
-- Use quad for partial tile
local quad = love.graphics.newQuad(0, 0, drawWidth, drawHeight, imgWidth, imgHeight)
love.graphics.draw(image, quad, drawX, drawY)
else
-- Draw full tile
love.graphics.draw(image, drawX, drawY)
end
end
end
elseif repeatMode == "repeat-x" then
-- Tile horizontally only
local tilesX = math.ceil(width / imgWidth)
for tileX = 0, tilesX - 1 do
local drawX = x + (tileX * imgWidth)
local drawWidth = math.min(imgWidth, width - (tileX * imgWidth))
if drawWidth < imgWidth then
-- Use quad for partial tile
local quad = love.graphics.newQuad(0, 0, drawWidth, imgHeight, imgWidth, imgHeight)
love.graphics.draw(image, quad, drawX, y)
else
-- Draw full tile
love.graphics.draw(image, drawX, y)
end
end
elseif repeatMode == "repeat-y" then
-- Tile vertically only
local tilesY = math.ceil(height / imgHeight)
for tileY = 0, tilesY - 1 do
local drawY = y + (tileY * imgHeight)
local drawHeight = math.min(imgHeight, height - (tileY * imgHeight))
if drawHeight < imgHeight then
-- Use quad for partial tile
local quad = love.graphics.newQuad(0, 0, imgWidth, drawHeight, imgWidth, imgHeight)
love.graphics.draw(image, quad, x, drawY)
else
-- Draw full tile
love.graphics.draw(image, x, drawY)
end
end
elseif repeatMode == "space" then
-- Distribute tiles with even spacing
local tilesX = math.floor(width / imgWidth)
local tilesY = math.floor(height / imgHeight)
if tilesX < 1 then
tilesX = 1
end
if tilesY < 1 then
tilesY = 1
end
local spaceX = tilesX > 1 and (width - (tilesX * imgWidth)) / (tilesX - 1) or 0
local spaceY = tilesY > 1 and (height - (tilesY * imgHeight)) / (tilesY - 1) or 0
for tileY = 0, tilesY - 1 do
for tileX = 0, tilesX - 1 do
local drawX = x + (tileX * (imgWidth + spaceX))
local drawY = y + (tileY * (imgHeight + spaceY))
love.graphics.draw(image, drawX, drawY)
end
end
elseif repeatMode == "round" then
-- Scale tiles to fit bounds exactly
local tilesX = math.max(1, utils.round(width / imgWidth))
local tilesY = math.max(1, utils.round(height / imgHeight))
local scaleX = width / (tilesX * imgWidth)
local scaleY = height / (tilesY * imgHeight)
for tileY = 0, tilesY - 1 do
for tileX = 0, tilesX - 1 do
local drawX = x + (tileX * imgWidth * scaleX)
local drawY = y + (tileY * imgHeight * scaleY)
love.graphics.draw(image, drawX, drawY, 0, scaleX, scaleY)
end
end
else
ErrorHandler:warn("ImageRenderer", "VAL_007", {
repeatMode = repeatMode,
fallback = "no-repeat",
})
love.graphics.draw(image, x, y)
end
-- Restore color
love.graphics.setColor(r, g, b, a)
end
return ImageRenderer
-174
View File
@@ -1,174 +0,0 @@
-- ====================
-- ImageScaler
-- ====================
local ImageScaler = {}
-- ErrorHandler will be injected via init
local ErrorHandler = nil
--- Initialize ImageScaler with dependencies
---@param deps table Dependencies table with ErrorHandler
function ImageScaler.init(deps)
if deps and deps.ErrorHandler then
ErrorHandler = deps.ErrorHandler
end
end
--- Scale an ImageData region using nearest-neighbor sampling
--- Produces sharp, pixelated scaling - ideal for pixel art
---@param sourceImageData love.ImageData -- Source image data
---@param srcX number -- Source region X (0-based)
---@param srcY number -- Source region Y (0-based)
---@param srcW number -- Source region width
---@param srcH number -- Source region height
---@param destW number -- Destination width
---@param destH number -- Destination height
---@return love.ImageData -- Scaled image data
function ImageScaler.scaleNearest(sourceImageData, srcX, srcY, srcW, srcH, destW, destH)
if not sourceImageData then
ErrorHandler:error("ImageScaler", "VAL_001", {
parameter = "sourceImageData",
})
end
if srcW <= 0 or srcH <= 0 or destW <= 0 or destH <= 0 then
ErrorHandler:warn("ImageScaler", "VAL_002", {
srcW = srcW,
srcH = srcH,
destW = destW,
destH = destH,
fallback = "1x1 transparent image",
})
-- Return a minimal 1x1 transparent image as fallback
local fallbackImageData = love.image.newImageData(1, 1)
fallbackImageData:setPixel(0, 0, 0, 0, 0, 0)
return fallbackImageData
end
-- Create destination ImageData
local destImageData = love.image.newImageData(destW, destH)
-- Calculate scale ratios (cached outside loops for performance)
local scaleX = srcW / destW
local scaleY = srcH / destH
-- Nearest-neighbor sampling
for destY = 0, destH - 1 do
for destX = 0, destW - 1 do
-- Calculate source pixel coordinates using floor (nearest-neighbor)
local srcPixelX = math.floor(destX * scaleX) + srcX
local srcPixelY = math.floor(destY * scaleY) + srcY
-- Clamp to source bounds (safety check)
srcPixelX = math.min(srcPixelX, srcX + srcW - 1)
srcPixelY = math.min(srcPixelY, srcY + srcH - 1)
-- Sample source pixel
local r, g, b, a = sourceImageData:getPixel(srcPixelX, srcPixelY)
-- Write to destination
destImageData:setPixel(destX, destY, r, g, b, a)
end
end
return destImageData
end
--- Linear interpolation helper
--- Blends between two values based on interpolation factor
---@param a number -- Start value
---@param b number -- End value
---@param t number -- Interpolation factor [0, 1]
---@return number -- Interpolated value
local function lerp(a, b, t)
return a + (b - a) * t
end
--- Scale an ImageData region using bilinear interpolation
--- Produces smooth, filtered scaling - ideal for high-quality upscaling
---@param sourceImageData love.ImageData -- Source image data
---@param srcX number -- Source region X (0-based)
---@param srcY number -- Source region Y (0-based)
---@param srcW number -- Source region width
---@param srcH number -- Source region height
---@param destW number -- Destination width
---@param destH number -- Destination height
---@return love.ImageData -- Scaled image data
function ImageScaler.scaleBilinear(sourceImageData, srcX, srcY, srcW, srcH, destW, destH)
if not sourceImageData then
ErrorHandler:error("ImageScaler", "VAL_001", {
parameter = "sourceImageData",
})
end
if srcW <= 0 or srcH <= 0 or destW <= 0 or destH <= 0 then
ErrorHandler:warn("ImageScaler", "VAL_002", {
srcW = srcW,
srcH = srcH,
destW = destW,
destH = destH,
fallback = "1x1 transparent image",
})
-- Return a minimal 1x1 transparent image as fallback
local fallbackImageData = love.image.newImageData(1, 1)
fallbackImageData:setPixel(0, 0, 0, 0, 0, 0)
return fallbackImageData
end
-- Create destination ImageData
local destImageData = love.image.newImageData(destW, destH)
-- Calculate scale ratios
local scaleX = srcW / destW
local scaleY = srcH / destH
-- Bilinear interpolation
for destY = 0, destH - 1 do
for destX = 0, destW - 1 do
-- Calculate fractional source position
local srcXf = destX * scaleX
local srcYf = destY * scaleY
-- Get integer coordinates for 2x2 sampling grid
local x0 = math.floor(srcXf)
local y0 = math.floor(srcYf)
local x1 = math.min(x0 + 1, srcW - 1)
local y1 = math.min(y0 + 1, srcH - 1)
-- Get fractional parts for interpolation
local fx = srcXf - x0
local fy = srcYf - y0
-- Sample 4 neighboring pixels (with source offset)
local r00, g00, b00, a00 = sourceImageData:getPixel(srcX + x0, srcY + y0)
local r10, g10, b10, a10 = sourceImageData:getPixel(srcX + x1, srcY + y0)
local r01, g01, b01, a01 = sourceImageData:getPixel(srcX + x0, srcY + y1)
local r11, g11, b11, a11 = sourceImageData:getPixel(srcX + x1, srcY + y1)
-- Interpolate horizontally (top and bottom rows)
local rTop = lerp(r00, r10, fx)
local gTop = lerp(g00, g10, fx)
local bTop = lerp(b00, b10, fx)
local aTop = lerp(a00, a10, fx)
local rBottom = lerp(r01, r11, fx)
local gBottom = lerp(g01, g11, fx)
local bBottom = lerp(b01, b11, fx)
local aBottom = lerp(a01, a11, fx)
-- Interpolate vertically (final result)
local r = lerp(rTop, rBottom, fy)
local g = lerp(gTop, gBottom, fy)
local b = lerp(bTop, bBottom, fy)
local a = lerp(aTop, aBottom, fy)
-- Write to destination
destImageData:setPixel(destX, destY, r, g, b, a)
end
end
return destImageData
end
return ImageScaler
-88
View File
@@ -1,88 +0,0 @@
---@class InputEvent
---@field type "click"|"press"|"release"|"rightclick"|"middleclick"|"drag"|"hover"|"unhover"|"touchpress"|"touchmove"|"touchrelease"|"touchcancel"
---@field button number -- Mouse button: 1 (left), 2 (right), 3 (middle)
---@field x number -- Mouse/Touch X position
---@field y number -- Mouse/Touch Y position
---@field dx number? -- Delta X from drag/touch start (only for drag/touch events)
---@field dy number? -- Delta Y from drag/touch start (only for drag/touch events)
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
---@field clickCount number -- Number of clicks (for double/triple click detection)
---@field timestamp number -- Time when event occurred
---@field touchId string? -- Touch identifier (for multi-touch)
---@field pressure number? -- Touch pressure (0-1, defaults to 1.0)
---@field phase string? -- Touch phase: "began", "moved", "ended", "cancelled"
local InputEvent = {}
InputEvent.__index = InputEvent
---@class InputEventProps
---@field type "click"|"press"|"release"|"rightclick"|"middleclick"|"drag"|"hover"|"unhover"|"touchpress"|"touchmove"|"touchrelease"|"touchcancel"
---@field button number
---@field x number
---@field y number
---@field dx number?
---@field dy number?
---@field modifiers {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
---@field clickCount number?
---@field timestamp number?
---@field touchId string?
---@field pressure number?
---@field phase string?
--- Create a new input event
---@param props InputEventProps
---@return InputEvent
function InputEvent.new(props)
local self = setmetatable({}, InputEvent)
self.type = props.type
self.button = props.button
self.x = props.x
self.y = props.y
self.dx = props.dx
self.dy = props.dy
self.modifiers = props.modifiers
self.clickCount = props.clickCount or 1
self.timestamp = props.timestamp or love.timer.getTime()
-- Touch-specific properties
self.touchId = props.touchId
self.pressure = props.pressure or 1.0
self.phase = props.phase
return self
end
--- Create an InputEvent from LÖVE touch data
---@param id userdata Touch ID from LÖVE
---@param x number Touch X position
---@param y number Touch Y position
---@param phase string Touch phase: "began", "moved", "ended", "cancelled"
---@param pressure number? Touch pressure (0-1, defaults to 1.0)
---@return InputEvent
function InputEvent.fromTouch(id, x, y, phase, pressure)
local touchIdStr = tostring(id)
local eventType = "touchpress"
if phase == "moved" then
eventType = "touchmove"
elseif phase == "ended" then
eventType = "touchrelease"
elseif phase == "cancelled" then
eventType = "touchcancel"
end
return InputEvent.new({
type = eventType,
button = 1, -- Treat touch as left button
x = x,
y = y,
dx = 0,
dy = 0,
modifiers = { shift = false, ctrl = false, alt = false, super = false },
clickCount = 1,
timestamp = love.timer.getTime(),
touchId = touchIdStr,
pressure = pressure or 1.0,
phase = phase,
})
end
return InputEvent
@@ -1,748 +0,0 @@
local packageName = ... or "KeyboardNavigation"
local modulePath = packageName:match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
---@class KeyboardNavigation
---@field config KeyboardNavigationConfig
local KeyboardNavigation = {
config = {
-- Global settings
enabled = true,
debugMode = false,
-- Key bindings
keys = {
next = "tab",
previous = "shifttab",
up = "up",
down = "down",
left = "left",
right = "right",
activate = { "return", "space" },
dismiss = "escape",
toggleDebug = "f12",
inspect = "i",
},
-- Navigation behavior
wrapAround = true,
directionalNavigation = true,
focusVisible = true,
autofocusOnCreate = false,
--- Drop focus after pressing Enter/Space to activate an element
--- When false, focus remains on the element after activation
dropFocusOnSelection = true,
-- Developer tools
developerTools = {
enabled = true,
showProperties = true,
highlightColor = { 1, 0.8, 0, 0.5 },
},
-- Focus indicator style
focusIndicator = {
color = { 0.2, 0.6, 1.0, 0.8 },
lineWidth = 2,
inset = -3,
borderRadius = 4,
animationDuration = 0.15,
},
},
-- State
_navigationStack = {},
_lastNavigationTime = 0,
_inspectMode = false,
_deps = nil,
-- Spatial index for directional navigation (performance optimization)
_spatialIndex = {
enabled = false,
cellSize = 100, -- Grid cell size in pixels
grid = {}, -- Grid storing element references
elementPositions = {}, -- Cache of element positions {element = {x, y, w, h}}
lastUpdateFrame = 0,
},
}
--- Initialize KeyboardNavigation module
---@param deps table {Context, Element, ErrorHandler, utils, InputEvent}
function KeyboardNavigation.init(deps)
-- Validate required dependencies
local required = { Context = true, Element = true, ErrorHandler = true, utils = true, InputEvent = true }
for depName, _ in pairs(required) do
if not deps[depName] then
error(string.format("KeyboardNavigation.init: Missing required dependency: %s", depName))
end
end
KeyboardNavigation._deps = deps
KeyboardNavigation._ErrorHandler = deps.ErrorHandler
KeyboardNavigation._InputEvent = deps.InputEvent
KeyboardNavigation._Context = deps.Context
KeyboardNavigation._Element = deps.Element
KeyboardNavigation._utils = deps.utils
end
--- Handle keyboard press for navigation
---@param key string
---@param scancode string
---@param isrepeat boolean
---@return boolean handled
function KeyboardNavigation:handleKeyPress(key, scancode, isrepeat)
if not KeyboardNavigation._Context then
return false
end
-- Debug logging
if KeyboardNavigation.config.debugMode then
print(
string.format(
"[KeyboardNavigation] Key pressed: %s (scancode: %s, repeat: %s)",
key,
scancode,
tostring(isrepeat)
)
)
print(string.format("[KeyboardNavigation] Enabled: %s", tostring(KeyboardNavigation.config.enabled)))
end
local config = KeyboardNavigation.config
local keys = config.keys
-- Check for activation keys
for _, activateKey in ipairs(keys.activate) do
if key == activateKey then
return self:activateElement()
end
end
-- Check for dismiss key
if key == keys.dismiss then
return self:dismissElement()
end
-- Check for next/previous navigation
-- Tab with shift held = previous; Tab without shift = next
if key == keys.next then
if love.keyboard.isDown("lshift") or love.keyboard.isDown("rshift") then
return self:previousFocusable()
end
return self:nextFocusable()
end
if key == keys.previous then
return self:previousFocusable()
end
-- Check for directional navigation
if config.directionalNavigation then
if key == keys.up then
return self:navigateDirectional("up")
elseif key == keys.down then
return self:navigateDirectional("down")
elseif key == keys.left then
return self:navigateDirectional("left")
elseif key == keys.right then
return self:navigateDirectional("right")
end
end
return false
end
--- Find next focusable element in the focusable list
---@param focusableList table<Element> List of focusable elements in tab order
---@param current Element? Currently focused element
---@return Element?
function KeyboardNavigation:_findNextInList(focusableList, current)
local currentIndex = 0
if current then
for i, elem in ipairs(focusableList) do
if elem.id == current.id then
currentIndex = i
break
end
end
end
-- Search forward
if currentIndex < #focusableList then
return focusableList[currentIndex + 1]
end
-- Wrap around if enabled
if KeyboardNavigation.config.wrapAround and #focusableList > 0 then
return focusableList[1]
end
return nil
end
--- Get the focusable element list scoped to the navigation container
---@return Element[]
function KeyboardNavigation:_getScopedFocusableList()
local Context = KeyboardNavigation._Context
local container = Context.getNavigationContainer()
if container then
return container:getFocusableChildren()
end
return Context.getFocusableElements()
end
--- Navigate to next focusable element (Tab)
---@return boolean success
function KeyboardNavigation:nextFocusable()
local Context = KeyboardNavigation._Context
local current = Context.getFocused()
if KeyboardNavigation.config.debugMode then
print(
string.format("[KeyboardNavigation] Tab pressed - Current focus: %s", tostring(current and current.id or "nil"))
)
end
local focusableList = self:_getScopedFocusableList()
local nextElem = self:_findNextInList(focusableList, current)
if nextElem then
self:_focusElement(nextElem)
return true
end
return false
end
--- Find previous focusable element in the focusable list
---@param focusableList table<Element> List of focusable elements in tab order
---@param current Element? Currently focused element
---@return Element?
function KeyboardNavigation:_findPreviousInList(focusableList, current)
local currentIndex = #focusableList + 1
if current then
for i, elem in ipairs(focusableList) do
if elem.id == current.id then
currentIndex = i
break
end
end
end
-- Search backward
if currentIndex - 1 >= 1 then
return focusableList[currentIndex - 1]
end
-- Wrap around if enabled
if KeyboardNavigation.config.wrapAround and #focusableList > 0 then
return focusableList[#focusableList]
end
return nil
end
--- Navigate to previous focusable element (Shift+Tab)
---@return boolean success
function KeyboardNavigation:previousFocusable()
local Context = KeyboardNavigation._Context
local current = Context.getFocused()
local focusableList = self:_getScopedFocusableList()
local prevElem = self:_findPreviousInList(focusableList, current)
if prevElem then
self:_focusElement(prevElem)
return true
end
return false
end
--- Navigate using arrow keys
---@param direction "up"|"down"|"left"|"right"
---@return boolean success
function KeyboardNavigation:navigateDirectional(direction)
local Context = KeyboardNavigation._Context
local current = Context.getFocused()
if not current then
return false
end
local nextElem = KeyboardNavigation:_findDirectionalNeighbor(current, direction)
if nextElem then
self:_focusElement(nextElem)
return true
end
return false
end
--- Find closest focusable element in the given direction
---@param current Element
---@param direction "up"|"down"|"left"|"right"
---@return Element?
function KeyboardNavigation:_findDirectionalNeighbor(current, direction)
-- Try spatial index first if enabled
if KeyboardNavigation._spatialIndex.enabled then
local spatialResult = self:_findDirectionalNeighborSpatial(current, direction)
if spatialResult then
return spatialResult
end
end
-- Collect all focusable elements visible this frame
local Context = KeyboardNavigation._Context
local focusable = {}
local function collectFocusable(elem)
if elem:isFocusable() and elem ~= current then
table.insert(focusable, elem)
end
for _, child in ipairs(elem.children) do
collectFocusable(child)
end
end
-- Mode-agnostic: collect from Context's focusable list
local allFocusable = Context.getFocusableElements()
for _, elem in ipairs(allFocusable) do
if elem ~= current then
table.insert(focusable, elem)
end
end
if #focusable == 0 then
return nil
end
local currentRect = {
x = current.x,
y = current.y,
width = current.width or 0,
height = current.height or 0,
}
local closest = nil
local closestDistance = math.huge
for _, elem in ipairs(focusable) do
local elemRect = {
x = elem.x,
y = elem.y,
width = elem.width or 0,
height = elem.height or 0,
}
local distance, isInDirection = self:_calculateDirectionalDistance(currentRect, elemRect, direction)
if isInDirection and distance < closestDistance then
closest = elem
closestDistance = distance
end
end
-- If no element found in exact direction, try with looser criteria
if not closest then
closest = self:_findClosestInDirection(current, focusable, direction)
end
return closest
end
--- Calculate distance and direction between elements
---@param from table {x, y, width, height}
---@param to table {x, y, width, height}
---@param direction string
---@return number distance, boolean isInDirection
function KeyboardNavigation:_calculateDirectionalDistance(from, to, direction)
-- Calculate bounding box edges
local fromLeft = from.x
local fromRight = from.x + from.width
local fromTop = from.y
local fromBottom = from.y + from.height
local toLeft = to.x
local toRight = to.x + to.width
local toTop = to.y
local toBottom = to.y + to.height
local distance = math.huge
local isInDirection = false
if direction == "up" then
if toBottom < fromTop then
isInDirection = true
distance = fromTop - toBottom
end
elseif direction == "down" then
if toTop > fromBottom then
isInDirection = true
distance = toTop - fromBottom
end
elseif direction == "left" then
if toRight < fromLeft then
isInDirection = true
distance = fromLeft - toRight
end
elseif direction == "right" then
if toLeft > fromRight then
isInDirection = true
distance = toLeft - fromRight
end
end
return distance, isInDirection
end
--- Find closest element in direction using center-to-center distance
---@param current Element
---@param focusable Element[]
---@param direction string
---@return Element?
function KeyboardNavigation:_findClosestInDirection(current, focusable, direction)
local currentCenterX = current.x + (current.width or 0) / 2
local currentCenterY = current.y + (current.height or 0) / 2
local closest = nil
local closestDistance = math.huge
for _, elem in ipairs(focusable) do
if elem ~= current then
local elemCenterX = elem.x + (elem.width or 0) / 2
local elemCenterY = elem.y + (elem.height or 0) / 2
local dx = elemCenterX - currentCenterX
local dy = elemCenterY - currentCenterY
-- Check if element is generally in the right direction
local isInDirection = false
if direction == "up" and dy < 0 then
isInDirection = true
elseif direction == "down" and dy > 0 then
isInDirection = true
elseif direction == "left" and dx < 0 then
isInDirection = true
elseif direction == "right" and dx > 0 then
isInDirection = true
end
if isInDirection then
local distance = math.sqrt(dx * dx + dy * dy)
if distance < closestDistance then
closest = elem
closestDistance = distance
end
end
end
end
return closest
end
--- Focus an element
---@param element Element
function KeyboardNavigation:_focusElement(element)
local Context = KeyboardNavigation._Context
if element and element:isFocusable() then
if KeyboardNavigation.config.debugMode then
print(
string.format(
"[KeyboardNavigation] Focusing element: %s (id: %s)",
element.themeComponent or "unknown",
tostring(element.id)
)
)
end
Context.setFocused(element)
-- Update focus indicator
if KeyboardNavigation.FocusIndicator then
KeyboardNavigation.FocusIndicator.setFocused(element)
end
-- Call onFocus callback if it exists
if element.onFocus then
local success, err = pcall(function()
if element.onFocusDeferred then
table.insert(Context._deferredCallbacks or {}, function()
element:onFocus(element)
end)
else
element:onFocus(element)
end
end)
if not success then
KeyboardNavigation._ErrorHandler:warn("KeyboardNavigation", "NAV_001", {
elementId = element.id or "unknown",
error = tostring(err),
})
end
end
end
end
---@param element Element
---@return boolean
function KeyboardNavigation:_shouldDropFocusOnSelection(element)
if element and element.dropFocusOnSelection ~= nil then
return element.dropFocusOnSelection == true
end
return KeyboardNavigation.config.dropFocusOnSelection == true
end
--- Activate currently focused element
---@return boolean success
function KeyboardNavigation:activateElement()
local Context = KeyboardNavigation._Context
local focused = Context.getFocused()
if not focused then
return false
end
if focused.disabled then
return false
end
-- Fire press and release events
if focused.onEvent then
local modifiers = KeyboardNavigation._utils.getModifiers()
local pressEvent = KeyboardNavigation._InputEvent.new({
type = "press",
button = 1,
x = focused.x,
y = focused.y,
modifiers = modifiers,
clickCount = 1,
})
local releaseEvent = KeyboardNavigation._InputEvent.new({
type = "release",
button = 1,
x = focused.x,
y = focused.y,
modifiers = modifiers,
clickCount = 1,
})
local success, err = pcall(function()
focused.onEvent(focused, pressEvent)
focused.onEvent(focused, releaseEvent)
end)
if not success then
KeyboardNavigation._ErrorHandler:warn("KeyboardNavigation", "NAV_002", {
elementId = focused.id or "unknown",
error = tostring(err),
})
end
-- Drop focus after selection based on per-element override or global config.
if KeyboardNavigation:_shouldDropFocusOnSelection(focused) then
Context.clearFocus()
if KeyboardNavigation.FocusIndicator then
KeyboardNavigation.FocusIndicator.setFocused(nil)
end
end
return true
end
return false
end
--- Dismiss currently focused element
---@return boolean success
function KeyboardNavigation:dismissElement()
local Context = KeyboardNavigation._Context
local focused = Context.getFocused()
if not focused then
return false
end
-- Check if element has a dismiss handler
if focused.onDismiss then
local success, err = pcall(function()
if focused.onDismissDeferred then
table.insert(Context._deferredCallbacks or {}, function()
focused:onDismiss(focused)
end)
else
focused:onDismiss(focused)
end
end)
if not success then
KeyboardNavigation._ErrorHandler:warn("KeyboardNavigation", "NAV_003", {
elementId = focused.id or "unknown",
error = tostring(err),
})
end
return true -- Handler took care of dismissal
end
-- Default behavior: blur the element (only if no onDismiss handler)
Context.clearFocus()
return true
end
--- Update keyboard navigation (for animations, etc.)
---@param dt number
function KeyboardNavigation:update(dt)
-- Update focus indicator if it exists
if KeyboardNavigation.FocusIndicator then
KeyboardNavigation.FocusIndicator:update(dt)
end
end
--- Push current focus onto stack (for modals/dialogs)
--- Saves current focus and sets new focus to the given element
---@param element Element? The element to focus (e.g., modal dialog)
function KeyboardNavigation:pushFocus(element)
local Context = KeyboardNavigation._Context
table.insert(KeyboardNavigation._navigationStack, Context.getFocused())
Context.pushFocusStack(element)
end
--- Pop focus from stack (return from modal)
--- Restores previously focused element from the stack
---@return Element? The previously focused element, or nil if stack was empty
function KeyboardNavigation:popFocus()
local Context = KeyboardNavigation._Context
local previous = Context.popFocusStack()
if #KeyboardNavigation._navigationStack > 0 then
previous = table.remove(KeyboardNavigation._navigationStack)
end
return previous
end
-- ====================
-- Spatial Index (Performance Optimization)
-- ====================
--- Enable spatial index for faster directional navigation
---@param enabled boolean
function KeyboardNavigation.enableSpatialIndex(enabled)
KeyboardNavigation._spatialIndex.enabled = enabled
if not enabled then
KeyboardNavigation:_clearSpatialIndex()
end
end
--- Clear spatial index
function KeyboardNavigation:_clearSpatialIndex()
KeyboardNavigation._spatialIndex.grid = {}
KeyboardNavigation._spatialIndex.elementPositions = {}
end
--- Find directional neighbor using spatial index
---@param current Element
---@param direction "up"|"down"|"left"|"right"
---@return Element?
function KeyboardNavigation:_findDirectionalNeighborSpatial(current, direction)
local index = KeyboardNavigation._spatialIndex
local cellSize = index.cellSize
-- Get current element's grid position
local currentPos = index.elementPositions[current]
if not currentPos then
return nil
end
local centerX = currentPos.x + currentPos.w / 2
local centerY = currentPos.y + currentPos.h / 2
local currentCellX = math.floor(centerX / cellSize)
local currentCellY = math.floor(centerY / cellSize)
-- Search in direction, expanding outward
local maxSearchRadius = 20 -- Maximum cells to search
local visited = {}
for radius = 1, maxSearchRadius do
local candidates = {}
-- Get cells in the search ring
if direction == "up" then
table.insert(candidates, { currentCellX, currentCellY - radius })
if radius > 1 then
table.insert(candidates, { currentCellX - 1, currentCellY - radius })
table.insert(candidates, { currentCellX + 1, currentCellY - radius })
end
elseif direction == "down" then
table.insert(candidates, { currentCellX, currentCellY + radius })
if radius > 1 then
table.insert(candidates, { currentCellX - 1, currentCellY + radius })
table.insert(candidates, { currentCellX + 1, currentCellY + radius })
end
elseif direction == "left" then
table.insert(candidates, { currentCellX - radius, currentCellY })
if radius > 1 then
table.insert(candidates, { currentCellX - radius, currentCellY - 1 })
table.insert(candidates, { currentCellX - radius, currentCellY + 1 })
end
elseif direction == "right" then
table.insert(candidates, { currentCellX + radius, currentCellY })
if radius > 1 then
table.insert(candidates, { currentCellX + radius, currentCellY - 1 })
table.insert(candidates, { currentCellX + radius, currentCellY + 1 })
end
end
-- Check each candidate cell
for _, cell in ipairs(candidates) do
local cellKey = string.format("%d,%d", cell[1], cell[2])
local cellElements = index.grid[cellKey]
if cellElements then
for _, elem in ipairs(cellElements) do
if elem ~= current and not visited[elem] then
visited[elem] = true
local elemPos = index.elementPositions[elem]
if elemPos then
local elemCenterX = elemPos.x + elemPos.w / 2
local elemCenterY = elemPos.y + elemPos.h / 2
-- Check if element is in the correct direction
local isInDirection = false
if direction == "up" and elemCenterY < centerY then
isInDirection = true
elseif direction == "down" and elemCenterY > centerY then
isInDirection = true
elseif direction == "left" and elemCenterX < centerX then
isInDirection = true
elseif direction == "right" and elemCenterX > centerX then
isInDirection = true
end
if isInDirection then
return elem
end
end
end
end
end
end
end
return nil
end
return KeyboardNavigation
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---@class MemoryScanner
---@field _StateManager table
---@field _Context table
---@field _ImageCache table
---@field _ErrorHandler table
local MemoryScanner = {}
---Initialize MemoryScanner with dependencies
---@param deps {StateManager: table, Context: table, ImageCache: table, ErrorHandler: table}
function MemoryScanner.init(deps)
MemoryScanner._StateManager = deps.StateManager
MemoryScanner._Context = deps.Context
MemoryScanner._ImageCache = deps.ImageCache
MemoryScanner._ErrorHandler = deps.ErrorHandler
end
---Count items in a table
---@param tbl table
---@return number
local function countTable(tbl)
local count = 0
for _ in pairs(tbl) do
count = count + 1
end
return count
end
---Calculate memory size estimate for a table (recursive)
---@param tbl table
---@param visited table? Tracking table to prevent circular references
---@param depth number? Current recursion depth
---@return number bytes Estimated memory usage in bytes
local function estimateTableSize(tbl, visited, depth)
if type(tbl) ~= "table" then
return 0
end
visited = visited or {}
depth = depth or 0
-- Limit recursion depth to prevent stack overflow
if depth > 10 then
return 0
end
-- Check for circular references
if visited[tbl] then
return 0
end
visited[tbl] = true
local size = 40 -- Base table overhead (approximate)
for k, v in pairs(tbl) do
-- Key size
if type(k) == "string" then
size = size + #k + 24 -- String overhead
elseif type(k) == "number" then
size = size + 8
else
size = size + 8 -- Reference
end
-- Value size
if type(v) == "string" then
size = size + #v + 24
elseif type(v) == "number" then
size = size + 8
elseif type(v) == "boolean" then
size = size + 4
elseif type(v) == "table" then
size = size + estimateTableSize(v, visited, depth + 1)
elseif type(v) == "function" then
size = size + 16 -- Function reference
else
size = size + 8 -- Other references
end
end
return size
end
---Scan StateManager for memory issues
---@return table report Detailed report of StateManager memory usage
function MemoryScanner.scanStateManager()
local report = {
stateCount = 0,
stateStoreSize = 0,
metadataSize = 0,
callSiteCounterSize = 0,
orphanedStates = {},
staleStates = {},
largeStates = {},
issues = {},
}
if not MemoryScanner._StateManager then
table.insert(report.issues, {
severity = "error",
message = "StateManager not initialized",
})
return report
end
local internal = MemoryScanner._StateManager._getInternalState()
local stateStore = internal.stateStore
local stateMetadata = internal.stateMetadata
local callSiteCounters = internal.callSiteCounters
local currentFrame = MemoryScanner._StateManager.getFrameNumber()
-- Count states
report.stateCount = countTable(stateStore)
-- Estimate sizes
report.stateStoreSize = estimateTableSize(stateStore)
report.metadataSize = estimateTableSize(stateMetadata)
report.callSiteCounterSize = estimateTableSize(callSiteCounters)
-- Check for orphaned states (metadata without state)
for id, _ in pairs(stateMetadata) do
if not stateStore[id] then
table.insert(report.orphanedStates, id)
end
end
-- Check for stale states (not accessed in many frames)
local staleThreshold = 120 -- 2 seconds at 60fps
for id, meta in pairs(stateMetadata) do
local framesSinceAccess = currentFrame - meta.lastFrame
if framesSinceAccess > staleThreshold then
table.insert(report.staleStates, {
id = id,
framesSinceAccess = framesSinceAccess,
createdFrame = meta.createdFrame,
accessCount = meta.accessCount,
})
end
end
-- Check for large states (may indicate memory bloat)
for id, state in pairs(stateStore) do
local stateSize = estimateTableSize(state)
if stateSize > 1024 then -- More than 1KB
table.insert(report.largeStates, {
id = id,
size = stateSize,
keyCount = countTable(state),
})
end
end
-- Check callSiteCounters (should be near 0 after frame cleanup)
local callSiteCount = countTable(callSiteCounters)
if callSiteCount > 100 then
table.insert(report.issues, {
severity = "warning",
message = string.format("callSiteCounters has %d entries (expected near 0)", callSiteCount),
suggestion = "incrementFrame() may not be called properly, or counters aren't being reset",
})
end
-- Check for excessive state count
if report.stateCount > 500 then
table.insert(report.issues, {
severity = "warning",
message = string.format("High state count: %d states", report.stateCount),
suggestion = "Consider reducing element count or implementing more aggressive cleanup",
})
end
-- Check for orphaned states
if #report.orphanedStates > 0 then
table.insert(report.issues, {
severity = "error",
message = string.format("Found %d orphaned states (metadata without state)", #report.orphanedStates),
suggestion = "This indicates a bug in state management - metadata should be cleaned up with state",
})
end
-- Check for stale states
if #report.staleStates > 10 then
table.insert(report.issues, {
severity = "warning",
message = string.format("Found %d stale states (not accessed in 2+ seconds)", #report.staleStates),
suggestion = "Cleanup may not be aggressive enough - consider reducing stateRetentionFrames",
})
end
return report
end
---Scan Context for memory issues
---@return table report Detailed report of Context memory usage
function MemoryScanner.scanContext()
local report = {
topElementCount = 0,
zIndexElementCount = 0,
frameElementCount = 0,
issues = {},
}
if not MemoryScanner._Context then
table.insert(report.issues, {
severity = "error",
message = "Context not initialized",
})
return report
end
-- Count elements
report.topElementCount = #MemoryScanner._Context.topElements
report.zIndexElementCount = #MemoryScanner._Context._zIndexOrderedElements
report.frameElementCount = #MemoryScanner._Context._currentFrameElements
-- Check for stale z-index elements (should be cleared each frame)
if MemoryScanner._Context.isImmediateMode() then
-- In immediate mode, _zIndexOrderedElements should be cleared at frame start
-- If it has elements outside of frame rendering, that's a leak
if not MemoryScanner._Context._frameStarted and report.zIndexElementCount > 0 then
table.insert(report.issues, {
severity = "warning",
message = string.format("Z-index array has %d elements outside of frame", report.zIndexElementCount),
suggestion = "clearFrameElements() may not be called properly in beginFrame()",
})
end
end
-- Check for excessive element count
if report.topElementCount > 100 then
table.insert(report.issues, {
severity = "info",
message = string.format("High top-level element count: %d", report.topElementCount),
suggestion = "Consider consolidating elements or using fewer top-level containers",
})
end
return report
end
---Scan ImageCache for memory issues
---@return table report Detailed report of ImageCache memory usage
function MemoryScanner.scanImageCache()
local report = {
imageCount = 0,
estimatedMemory = 0,
issues = {},
}
if not MemoryScanner._ImageCache then
table.insert(report.issues, {
severity = "error",
message = "ImageCache not initialized",
})
return report
end
local stats = MemoryScanner._ImageCache.getStats()
report.imageCount = stats.count
report.estimatedMemory = stats.memoryEstimate
-- Check for excessive memory usage (>100MB)
if report.estimatedMemory > 100 * 1024 * 1024 then
table.insert(report.issues, {
severity = "warning",
message = string.format("ImageCache using ~%.2f MB", report.estimatedMemory / 1024 / 1024),
suggestion = "Consider implementing cache eviction or clearing unused images",
})
end
-- Check for excessive image count
if report.imageCount > 50 then
table.insert(report.issues, {
severity = "info",
message = string.format("ImageCache has %d images", report.imageCount),
suggestion = "Review if all cached images are necessary",
})
end
return report
end
---Check if a circular reference is intentional (parent-child, module, or metatable)
---@param path string The current path where circular ref was detected
---@param originalPath string The original path where the table was first seen
---@return boolean True if this is an intentional circular reference
local function isIntentionalCircularReference(path, originalPath)
-- Pattern 1: child.parent points back to parent
-- Example: "topElements.1.children.1.parent" -> "topElements.1"
if path:match("%.parent$") then
local parentPath = path:match("^(.+)%.children%.[^.]+%.parent$")
if parentPath == originalPath then
return true
end
end
-- Pattern 2: parent.children[n] points to child, child points back somewhere in parent tree
-- Example: "topElements.1" -> "topElements.1.children.1.parent"
if originalPath:match("%.parent$") then
local childParentPath = originalPath:match("^(.+)%.children%.[^.]+%.parent$")
if childParentPath == path then
return true
end
end
-- Pattern 3: Check for nested parent-child cycles
-- child.children[n].parent -> child
local segments = {}
for segment in path:gmatch("[^.]+") do
table.insert(segments, segment)
end
-- Look for .children.N.parent pattern
for i = 1, #segments - 2 do
if segments[i] == "children" and segments[i + 2] == "parent" then
-- Reconstruct path without the .children.N.parent suffix
local reconstructedPath = table.concat(segments, ".", 1, i - 1)
if reconstructedPath == originalPath then
return true
end
end
end
-- Pattern 4: Metatable __index self-references (modules)
-- Example: "element._renderer._Theme.__index" -> "element._renderer._Theme"
if path:match("%.__index$") then
local basePath = path:match("^(.+)%.__index$")
if basePath == originalPath then
return true
end
end
-- Pattern 5: Shared module references (elements sharing same module instances)
-- Example: Multiple elements referencing _utils, _Theme, _Blur, etc.
-- These start with _ and are typically modules
local pathModuleName = path:match("%.(_[%w]+)%.")
local originalModuleName = originalPath:match("%.(_[%w]+)%.")
if pathModuleName and originalModuleName then
-- If both paths reference the same internal module (starting with _), it's intentional
if pathModuleName == originalModuleName then
return true
end
end
-- Pattern 6: Shared Color/Transform objects between elements
-- These are value objects that can be safely shared
if path:match("Color") and originalPath:match("Color") then
return true
end
if path:match("Transform") and originalPath:match("Transform") then
return true
end
-- Pattern 7: LayoutEngine holding reference to its element
-- Example: "element._layoutEngine.element" -> "element"
if path:match("%._layoutEngine%.element$") then
local elementPath = path:match("^(.+)%._layoutEngine%.element$")
if elementPath == originalPath then
return true
end
end
-- Pattern 8: Renderer holding references to element properties
-- Example: "element._renderer.cornerRadius" -> "element.cornerRadius"
if path:match("%._renderer%.") then
local rendererBasePath = path:match("^(.+)%._renderer%.")
local originalBasePath = originalPath:match("^(.+)%.")
if rendererBasePath == originalBasePath then
return true
end
end
-- Pattern 9: Context reference from layout engine (shared singleton)
-- Example: "element._layoutEngine._Context.topElements" -> "topElements"
if path:match("%._layoutEngine%._Context%.") and originalPath == "topElements" then
return true
end
return false
end
---Detect circular references in a table
---@param tbl table Table to check
---@param path string? Current path (for reporting)
---@param visited table? Tracking table
---@return table[] circularRefs Array of circular reference paths
---@return table[] intentionalRefs Array of intentional parent-child refs
local function detectCircularReferences(tbl, path, visited)
if type(tbl) ~= "table" then
return {}, {}
end
path = path or "root"
visited = visited or {}
local circularRefs = {}
local intentionalRefs = {}
-- Check if we've seen this table before
if visited[tbl] then
local ref = {
path = path,
originalPath = visited[tbl],
}
-- Determine if this is an intentional circular reference
if isIntentionalCircularReference(path, visited[tbl]) then
table.insert(intentionalRefs, ref)
else
table.insert(circularRefs, ref)
end
return circularRefs, intentionalRefs
end
-- Mark as visited
visited[tbl] = path
-- Recursively check children
for k, v in pairs(tbl) do
if type(v) == "table" then
local childPath = path .. "." .. tostring(k)
local childRefs, childIntentionalRefs = detectCircularReferences(v, childPath, visited)
for _, ref in ipairs(childRefs) do
table.insert(circularRefs, ref)
end
for _, ref in ipairs(childIntentionalRefs) do
table.insert(intentionalRefs, ref)
end
end
end
return circularRefs, intentionalRefs
end
---Scan for circular references in immediate mode
---@return table report Detailed report of circular references
function MemoryScanner.scanCircularReferences()
local report = {
stateStoreCircularRefs = {},
stateStoreIntentionalRefs = {},
contextCircularRefs = {},
contextIntentionalRefs = {},
issues = {},
}
if MemoryScanner._StateManager then
local internal = MemoryScanner._StateManager._getInternalState()
report.stateStoreCircularRefs, report.stateStoreIntentionalRefs =
detectCircularReferences(internal.stateStore, "stateStore")
end
if MemoryScanner._Context then
report.contextCircularRefs, report.contextIntentionalRefs =
detectCircularReferences(MemoryScanner._Context.topElements, "topElements")
end
-- Report issues only for cross-module circular references
if #report.stateStoreCircularRefs > 0 then
table.insert(report.issues, {
severity = "info",
message = string.format(
"Found %d cross-module circular references in StateManager",
#report.stateStoreCircularRefs
),
suggestion = "These are typically architectural dependencies between modules, not memory leaks",
})
end
if #report.contextCircularRefs > 0 then
table.insert(report.issues, {
severity = "info",
message = string.format("Found %d cross-module circular references in Context", #report.contextCircularRefs),
suggestion = "These are typically architectural dependencies (e.g., layout engine ↔ renderer), not memory leaks",
})
end
return report
end
---Run comprehensive memory scan
---@return table report Complete memory analysis report
function MemoryScanner.scan()
local startMemory = collectgarbage("count")
local report = {
timestamp = os.time(),
startMemory = startMemory / 1024, -- MB
stateManager = MemoryScanner.scanStateManager(),
context = MemoryScanner.scanContext(),
imageCache = MemoryScanner.scanImageCache(),
circularRefs = MemoryScanner.scanCircularReferences(),
summary = {
totalIssues = 0,
criticalIssues = 0,
warnings = 0,
info = 0,
},
}
-- Count issues by severity
local function countIssues(subReport)
for _, issue in ipairs(subReport.issues or {}) do
report.summary.totalIssues = report.summary.totalIssues + 1
if issue.severity == "error" then
report.summary.criticalIssues = report.summary.criticalIssues + 1
elseif issue.severity == "warning" then
report.summary.warnings = report.summary.warnings + 1
elseif issue.severity == "info" then
report.summary.info = report.summary.info + 1
end
end
end
countIssues(report.stateManager)
countIssues(report.context)
countIssues(report.imageCache)
countIssues(report.circularRefs)
-- Force GC and measure freed memory
local beforeGC = collectgarbage("count")
collectgarbage("collect")
collectgarbage("collect")
local afterGC = collectgarbage("count")
report.gcAnalysis = {
beforeGC = beforeGC / 1024, -- MB
afterGC = afterGC / 1024, -- MB
freed = (beforeGC - afterGC) / 1024, -- MB
freedPercent = ((beforeGC - afterGC) / beforeGC) * 100,
}
-- Analyze GC effectiveness
if report.gcAnalysis.freedPercent < 5 then
table.insert(report.stateManager.issues, {
severity = "info",
message = string.format("GC freed only %.1f%% of memory", report.gcAnalysis.freedPercent),
suggestion = "Most memory is still referenced - this is normal if UI is active",
})
elseif report.gcAnalysis.freedPercent > 30 then
table.insert(report.stateManager.issues, {
severity = "warning",
message = string.format("GC freed %.1f%% of memory", report.gcAnalysis.freedPercent),
suggestion = "Significant memory was unreferenced - may indicate cleanup issues",
})
end
return report
end
---Format report as human-readable string
---@param report table Memory scan report
---@return string formatted Formatted report
function MemoryScanner.formatReport(report)
local lines = {}
table.insert(lines, "=== FlexLöve Memory Scanner Report ===")
table.insert(lines, string.format("Timestamp: %s", os.date("%Y-%m-%d %H:%M:%S", report.timestamp)))
table.insert(lines, string.format("Memory: %.2f MB", report.startMemory))
table.insert(lines, "")
-- Summary
table.insert(lines, "--- Summary ---")
table.insert(lines, string.format("Total Issues: %d", report.summary.totalIssues))
table.insert(lines, string.format(" Critical: %d", report.summary.criticalIssues))
table.insert(lines, string.format(" Warnings: %d", report.summary.warnings))
table.insert(lines, string.format(" Info: %d", report.summary.info))
table.insert(lines, "")
-- StateManager
table.insert(lines, "--- StateManager ---")
table.insert(lines, string.format("State Count: %d", report.stateManager.stateCount))
table.insert(lines, string.format("State Store Size: %.2f KB", report.stateManager.stateStoreSize / 1024))
table.insert(lines, string.format("Metadata Size: %.2f KB", report.stateManager.metadataSize / 1024))
table.insert(lines, string.format("CallSite Counters: %.2f KB", report.stateManager.callSiteCounterSize / 1024))
table.insert(lines, string.format("Orphaned States: %d", #report.stateManager.orphanedStates))
table.insert(lines, string.format("Stale States: %d", #report.stateManager.staleStates))
table.insert(lines, string.format("Large States: %d", #report.stateManager.largeStates))
if #report.stateManager.issues > 0 then
table.insert(lines, "Issues:")
for _, issue in ipairs(report.stateManager.issues) do
table.insert(lines, string.format(" [%s] %s", string.upper(issue.severity), issue.message))
if issue.suggestion then
table.insert(lines, string.format(" → %s", issue.suggestion))
end
end
end
table.insert(lines, "")
-- Context
table.insert(lines, "--- Context ---")
table.insert(lines, string.format("Top Elements: %d", report.context.topElementCount))
table.insert(lines, string.format("Z-Index Elements: %d", report.context.zIndexElementCount))
table.insert(lines, string.format("Frame Elements: %d", report.context.frameElementCount))
if #report.context.issues > 0 then
table.insert(lines, "Issues:")
for _, issue in ipairs(report.context.issues) do
table.insert(lines, string.format(" [%s] %s", string.upper(issue.severity), issue.message))
if issue.suggestion then
table.insert(lines, string.format(" → %s", issue.suggestion))
end
end
end
table.insert(lines, "")
-- ImageCache
table.insert(lines, "--- ImageCache ---")
table.insert(lines, string.format("Image Count: %d", report.imageCache.imageCount))
table.insert(lines, string.format("Estimated Memory: %.2f MB", report.imageCache.estimatedMemory / 1024 / 1024))
if #report.imageCache.issues > 0 then
table.insert(lines, "Issues:")
for _, issue in ipairs(report.imageCache.issues) do
table.insert(lines, string.format(" [%s] %s", string.upper(issue.severity), issue.message))
if issue.suggestion then
table.insert(lines, string.format(" → %s", issue.suggestion))
end
end
end
table.insert(lines, "")
-- Circular References
table.insert(lines, "--- Circular References ---")
table.insert(lines, string.format("StateStore (Cross-module refs): %d", #report.circularRefs.stateStoreCircularRefs))
table.insert(
lines,
string.format(
"StateStore (Intentional - parent-child, modules, metatables): %d",
#report.circularRefs.stateStoreIntentionalRefs
)
)
table.insert(lines, string.format("Context (Cross-module refs): %d", #report.circularRefs.contextCircularRefs))
table.insert(
lines,
string.format(
"Context (Intentional - parent-child, modules, metatables): %d",
#report.circularRefs.contextIntentionalRefs
)
)
if #report.circularRefs.issues > 0 then
table.insert(lines, "Issues:")
for _, issue in ipairs(report.circularRefs.issues) do
table.insert(lines, string.format(" [%s] %s", string.upper(issue.severity), issue.message))
if issue.suggestion then
table.insert(lines, string.format(" → %s", issue.suggestion))
end
end
else
table.insert(lines, " ✓ No unexpected circular references detected")
end
table.insert(lines, " Note: Cross-module refs are typically architectural dependencies, not memory leaks")
table.insert(lines, "")
-- GC Analysis
table.insert(lines, "--- Garbage Collection Analysis ---")
table.insert(lines, string.format("Before GC: %.2f MB", report.gcAnalysis.beforeGC))
table.insert(lines, string.format("After GC: %.2f MB", report.gcAnalysis.afterGC))
table.insert(lines, string.format("Freed: %.2f MB (%.1f%%)", report.gcAnalysis.freed, report.gcAnalysis.freedPercent))
table.insert(lines, "")
table.insert(lines, "=== End Report ===")
return table.concat(lines, "\n")
end
---Save report to file
---@param report table Memory scan report
---@param filename string? Output filename (default: memory_report.txt)
function MemoryScanner.saveReport(report, filename)
filename = filename or "memory_report.txt"
local formatted = MemoryScanner.formatReport(report)
local file = io.open(filename, "w")
if file then
file:write(formatted)
file:close()
if MemoryScanner._ErrorHandler then
MemoryScanner._ErrorHandler:warn("MemoryScanner", "RES_004", {
resourceType = "report",
path = filename,
status = "saved",
})
end
else
if MemoryScanner._ErrorHandler then
MemoryScanner._ErrorHandler:warn("MemoryScanner", "RES_004", {
resourceType = "report",
path = filename,
status = "failed to save",
})
end
end
end
return MemoryScanner
-202
View File
@@ -1,202 +0,0 @@
---@class ModuleLoader
local ModuleLoader = {}
-- Module registry to track loaded vs. stub modules
ModuleLoader._registry = {}
ModuleLoader._ErrorHandler = nil
--- Initialize ModuleLoader with dependencies
---@param deps table
function ModuleLoader.init(deps)
ModuleLoader._ErrorHandler = deps.ErrorHandler
end
--- Create a null-object stub for a missing optional module
--- Provides safe defaults that won't cause runtime errors
---@param moduleName string
---@return table
local function createNullObject(moduleName)
local stub = {
_isStub = true,
_moduleName = moduleName,
}
-- Common method stubs that return safe defaults
local metatable = {
__index = function(_, key)
-- Common initialization method
if key == "init" then
return function()
return stub
end
end
-- Common constructor method
if key == "new" then
return function()
return stub
end
end
-- Common draw method
if key == "draw" then
return function() end
end
-- Common update method
if key == "update" then
return function() end
end
-- Common render method
if key == "render" then
return function() end
end
-- Common cleanup method
if key == "destroy" then
return function() end
end
-- Common cleanup method
if key == "cleanup" then
return function() end
end
-- Common clear method
if key == "clear" then
return function() end
end
-- Common reset method
if key == "reset" then
return function() end
end
-- Common get method
if key == "get" then
return function()
return nil
end
end
-- Common set method
if key == "set" then
return function() end
end
-- Common load method
if key == "load" then
return function()
return stub
end
end
-- Common cache-related methods
if key == "cache" or key == "getCache" or key == "clearCache" then
return function()
return {}
end
end
-- For any unknown method, return a no-op function that accepts any arguments
-- This allows safe method calls on stub objects (e.g., Performance:startFrame())
return function()
return stub
end
end,
-- Make function calls safe (in case the stub itself is called)
__call = function()
return stub
end,
}
setmetatable(stub, metatable)
return stub
end
--- Safely require a module with graceful fallback for optional modules
--- Returns the module if it exists, or a null-object stub if it's optional and missing
--- Throws an error if a required module is missing
---@param modulePath string Full path to the module (e.g., "modules.Performance")
---@param isOptional boolean If true, returns null-object on failure; if false, throws error
---@return table module The loaded module or a null-object stub
function ModuleLoader.safeRequire(modulePath, isOptional)
-- Check if already loaded
if ModuleLoader._registry[modulePath] then
return ModuleLoader._registry[modulePath]
end
-- Attempt to load the module
local success, result = pcall(require, modulePath)
if success then
-- Module loaded successfully
ModuleLoader._registry[modulePath] = result
return result
else
-- Module failed to load
if isOptional then
-- Create null-object stub for optional module
local stub = createNullObject(modulePath)
ModuleLoader._registry[modulePath] = stub
-- Log warning about missing optional module
if ModuleLoader._ErrorHandler then
ModuleLoader._ErrorHandler:warn("ModuleLoader", "MOD_001", {
modulePath = modulePath,
})
end
return stub
else
-- Required module is missing - throw error
error(string.format("Required module '%s' not found: %s", modulePath, tostring(result)))
end
end
end
--- Check if a module is actually loaded (not a stub)
---@param modulePath string Full path to the module
---@return boolean isLoaded True if module is loaded, false if it's a stub or not loaded
function ModuleLoader.isModuleLoaded(modulePath)
local module = ModuleLoader._registry[modulePath]
if not module then
return false
end
-- Check if it's a stub
return not module._isStub
end
--- Get list of all loaded modules
---@return table modules List of module paths that are actually loaded (not stubs)
function ModuleLoader.getLoadedModules()
local loaded = {}
for path, module in pairs(ModuleLoader._registry) do
if not module._isStub then
table.insert(loaded, path)
end
end
return loaded
end
--- Get list of all stub modules
---@return table stubs List of module paths that are stubs
function ModuleLoader.getStubModules()
local stubs = {}
for path, module in pairs(ModuleLoader._registry) do
if module._isStub then
table.insert(stubs, path)
end
end
return stubs
end
--- Clear the module registry (useful for testing)
function ModuleLoader._clearRegistry()
ModuleLoader._registry = {}
end
return ModuleLoader
-217
View File
@@ -1,217 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local ImageScaler = require(modulePath .. "ImageScaler")
local NinePatch = {}
-- ErrorHandler will be injected via init
local ErrorHandler = nil
--- Initialize NinePatch with dependencies
---@param deps table Dependencies table with ErrorHandler
function NinePatch.init(deps)
if deps and deps.ErrorHandler then
ErrorHandler = deps.ErrorHandler
end
-- Also initialize ImageScaler since it's a dependency
if ImageScaler.init then
ImageScaler.init(deps)
end
end
--- Draw a 9-patch component using Android-style rendering
--- Corners are scaled by scaleCorners multiplier, edges stretch in one dimension only
---@param component ThemeComponent
---@param atlas love.Image
---@param x number -- X position (top-left corner)
---@param y number -- Y position (top-left corner)
---@param width number -- Total width (border-box)
---@param height number -- Total height (border-box)
---@param opacity number?
---@param elementScaleCorners number? -- Element-level override for scaleCorners (scale multiplier)
---@param elementScalingAlgorithm "nearest"|"bilinear"? -- Element-level override for scalingAlgorithm
function NinePatch.draw(component, atlas, x, y, width, height, opacity, elementScaleCorners, elementScalingAlgorithm)
if not component or not atlas then
return
end
opacity = opacity or 1
love.graphics.setColor(1, 1, 1, opacity)
local regions = component.regions
-- Extract border dimensions from regions (in pixels)
local left = regions.topLeft.w
local right = regions.topRight.w
local top = regions.topLeft.h
local bottom = regions.bottomLeft.h
local centerW = regions.middleCenter.w
local centerH = regions.middleCenter.h
-- Calculate content area (space remaining after borders)
local contentWidth = width - left - right
local contentHeight = height - top - bottom
-- Clamp to prevent negative dimensions
contentWidth = math.max(0, contentWidth)
contentHeight = math.max(0, contentHeight)
-- Calculate stretch scales for edges and center
local scaleX = contentWidth / centerW
local scaleY = contentHeight / centerH
-- Create quads for each region
local atlasWidth, atlasHeight = atlas:getDimensions()
local function makeQuad(region)
return love.graphics.newQuad(region.x, region.y, region.w, region.h, atlasWidth, atlasHeight)
end
-- Get corner scale multiplier
-- Priority: element-level override > component setting > default (nil = no scaling)
local scaleCorners = elementScaleCorners
if scaleCorners == nil then
scaleCorners = component.scaleCorners
end
-- Priority: element-level override > component setting > default ("bilinear")
local scalingAlgorithm = elementScalingAlgorithm
if scalingAlgorithm == nil then
scalingAlgorithm = component.scalingAlgorithm or "bilinear"
end
if scaleCorners and type(scaleCorners) == "number" and scaleCorners > 0 then
-- Initialize cache if needed
if not component._scaledRegionCache then
component._scaledRegionCache = {}
end
-- Use the numeric scale multiplier directly
local scaleFactor = scaleCorners
-- Helper to get or create scaled region
local function getScaledRegion(regionName, region, targetWidth, targetHeight)
local cacheKey = string.format("%s_%.2f_%s", regionName, scaleFactor, scalingAlgorithm)
if component._scaledRegionCache[cacheKey] then
return component._scaledRegionCache[cacheKey]
end
-- Get ImageData from component (stored during theme loading)
local atlasData = component._loadedAtlasData
if not atlasData then
ErrorHandler.error(
"NinePatch",
"REN_007",
"No ImageData available for atlas. Image must be loaded with safeLoadImage.",
{
componentType = component.type,
}
)
end
local scaledData
if scalingAlgorithm == "nearest" then
scaledData =
ImageScaler.scaleNearest(atlasData, region.x, region.y, region.w, region.h, targetWidth, targetHeight)
else
scaledData =
ImageScaler.scaleBilinear(atlasData, region.x, region.y, region.w, region.h, targetWidth, targetHeight)
end
-- Convert to image and cache
local scaledImage = love.graphics.newImage(scaledData)
component._scaledRegionCache[cacheKey] = scaledImage
return scaledImage
end
-- Calculate scaled dimensions for corners
local scaledLeft = math.floor(left * scaleFactor + 0.5)
local scaledRight = math.floor(right * scaleFactor + 0.5)
local scaledTop = math.floor(top * scaleFactor + 0.5)
local scaledBottom = math.floor(bottom * scaleFactor + 0.5)
-- CORNERS (scaled using algorithm)
local topLeftScaled = getScaledRegion("topLeft", regions.topLeft, scaledLeft, scaledTop)
local topRightScaled = getScaledRegion("topRight", regions.topRight, scaledRight, scaledTop)
local bottomLeftScaled = getScaledRegion("bottomLeft", regions.bottomLeft, scaledLeft, scaledBottom)
local bottomRightScaled = getScaledRegion("bottomRight", regions.bottomRight, scaledRight, scaledBottom)
love.graphics.draw(topLeftScaled, x, y)
love.graphics.draw(topRightScaled, x + width - scaledRight, y)
love.graphics.draw(bottomLeftScaled, x, y + height - scaledBottom)
love.graphics.draw(bottomRightScaled, x + width - scaledRight, y + height - scaledBottom)
-- Update content dimensions to account for scaled borders
local adjustedContentWidth = width - scaledLeft - scaledRight
local adjustedContentHeight = height - scaledTop - scaledBottom
adjustedContentWidth = math.max(0, adjustedContentWidth)
adjustedContentHeight = math.max(0, adjustedContentHeight)
-- Recalculate stretch scales
local adjustedScaleX = adjustedContentWidth / centerW
local adjustedScaleY = adjustedContentHeight / centerH
-- TOP/BOTTOM EDGES (stretch horizontally, scale vertically)
if adjustedContentWidth > 0 then
local topCenterScaled = getScaledRegion("topCenter", regions.topCenter, regions.topCenter.w, scaledTop)
local bottomCenterScaled =
getScaledRegion("bottomCenter", regions.bottomCenter, regions.bottomCenter.w, scaledBottom)
love.graphics.draw(topCenterScaled, x + scaledLeft, y, 0, adjustedScaleX, 1)
love.graphics.draw(bottomCenterScaled, x + scaledLeft, y + height - scaledBottom, 0, adjustedScaleX, 1)
end
-- LEFT/RIGHT EDGES (stretch vertically, scale horizontally)
if adjustedContentHeight > 0 then
local middleLeftScaled = getScaledRegion("middleLeft", regions.middleLeft, scaledLeft, regions.middleLeft.h)
local middleRightScaled = getScaledRegion("middleRight", regions.middleRight, scaledRight, regions.middleRight.h)
love.graphics.draw(middleLeftScaled, x, y + scaledTop, 0, 1, adjustedScaleY)
love.graphics.draw(middleRightScaled, x + width - scaledRight, y + scaledTop, 0, 1, adjustedScaleY)
end
-- CENTER (stretch both dimensions, no scaling)
if adjustedContentWidth > 0 and adjustedContentHeight > 0 then
love.graphics.draw(
atlas,
makeQuad(regions.middleCenter),
x + scaledLeft,
y + scaledTop,
0,
adjustedScaleX,
adjustedScaleY
)
end
else
-- Original rendering logic (no scaling)
-- CORNERS (no scaling - 1:1 pixel perfect)
love.graphics.draw(atlas, makeQuad(regions.topLeft), x, y)
love.graphics.draw(atlas, makeQuad(regions.topRight), x + left + contentWidth, y)
love.graphics.draw(atlas, makeQuad(regions.bottomLeft), x, y + top + contentHeight)
love.graphics.draw(atlas, makeQuad(regions.bottomRight), x + left + contentWidth, y + top + contentHeight)
-- TOP/BOTTOM EDGES (stretch horizontally only)
if contentWidth > 0 then
love.graphics.draw(atlas, makeQuad(regions.topCenter), x + left, y, 0, scaleX, 1)
love.graphics.draw(atlas, makeQuad(regions.bottomCenter), x + left, y + top + contentHeight, 0, scaleX, 1)
end
-- LEFT/RIGHT EDGES (stretch vertically only)
if contentHeight > 0 then
love.graphics.draw(atlas, makeQuad(regions.middleLeft), x, y + top, 0, 1, scaleY)
love.graphics.draw(atlas, makeQuad(regions.middleRight), x + left + contentWidth, y + top, 0, 1, scaleY)
end
-- CENTER (stretch both dimensions)
if contentWidth > 0 and contentHeight > 0 then
love.graphics.draw(atlas, makeQuad(regions.middleCenter), x + left, y + top, 0, scaleX, scaleY)
end
end
-- Reset color
love.graphics.setColor(1, 1, 1, 1)
end
return NinePatch
-351
View File
@@ -1,351 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- All numeric, range, type, and enum validation lives here.
-- `clamp` is injected via init() to avoid a cross-import into utils.
-- `ErrorHandler` is injected via init() so error reporting routes through
-- the shared handler (matching the pre-split behavior of utils.validate*).
local ErrorHandler = nil
local clamp = nil
--- Initialize dependencies
---@param deps table Dependencies: { ErrorHandler = table, clamp = function }
local function init(deps)
if type(deps) == "table" then
ErrorHandler = deps.ErrorHandler or ErrorHandler
clamp = deps.clamp or clamp
end
end
-- Numeric validation utilities
--- Check if a value is NaN (not-a-number)
--- @param value any Value to check
--- @return boolean
local function isNaN(value)
return type(value) == "number" and value ~= value
end
--- Check if a value is Infinity
--- @param value any Value to check
--- @return boolean
local function isInfinity(value)
return type(value) == "number" and (value == math.huge or value == -math.huge)
end
--- Validate a numeric value with comprehensive checks
--- @param value any Value to validate
--- @param options table? Validation options
--- @return boolean, string?, number? Returns valid, errorMessage, sanitizedValue
local function validateNumber(value, options)
options = options or {}
-- Check if value is a number type
if type(value) ~= "number" then
if options.default ~= nil then
return true, nil, options.default
end
return false, string.format("Value must be a number, got %s", type(value)), nil
end
-- Check for NaN
if isNaN(value) then
if not options.allowNaN then
if options.default ~= nil then
return true, nil, options.default
end
return false, "Value is NaN (not-a-number)", nil
end
end
-- Check for Infinity
if isInfinity(value) then
if not options.allowInfinity then
if options.default ~= nil then
return true, nil, options.default
end
return false, "Value is Infinity", nil
end
end
-- Check for integer requirement
if options.integer and math.floor(value) ~= value then
return false, string.format("Value must be an integer, got %s", value), nil
end
-- Check for positive requirement
if options.positive and value <= 0 then
return false, string.format("Value must be positive, got %s", value), nil
end
-- Check bounds
if options.min and value < options.min then
return false, string.format("Value %s is below minimum %s", value, options.min), nil
end
if options.max and value > options.max then
return false, string.format("Value %s is above maximum %s", value, options.max), nil
end
return true, nil, value
end
--- Sanitize a numeric value (never errors, always returns valid number)
--- @param value any Value to sanitize
--- @param min number? Minimum value
--- @param max number? Maximum value
--- @param default number? Default value for invalid inputs
--- @return number Sanitized value
local function sanitizeNumber(value, min, max, default)
default = default or 0
min = min or -math.huge
max = max or math.huge
-- Convert to number if possible
if type(value) == "string" then
value = tonumber(value)
end
-- Handle non-numeric
if type(value) ~= "number" then
return default
end
-- Handle NaN
if isNaN(value) then
return default
end
-- Handle Infinity
if value == math.huge then
return max
end
if value == -math.huge then
return min
end
-- Clamp to range
return clamp(value, min, max)
end
--- Validate and convert to integer
--- @param value any Value to validate
--- @param min number? Minimum value
--- @param max number? Maximum value
--- @return boolean, string?, number? Returns valid, errorMessage, integerValue
local function validateInteger(value, min, max)
local valid, err, sanitized = validateNumber(value, {
min = min,
max = max,
integer = true,
})
if not valid then
return false, err, nil
end
return true, nil, math.floor(sanitized or value)
end
--- Validate and normalize percentage value
--- @param value any Value to validate (can be "50%", 0.5, or 50)
--- @return boolean, string?, number? Returns valid, errorMessage, normalizedValue (0-1)
local function validatePercentage(value)
-- Handle string percentage
if type(value) == "string" then
local num = value:match("^(%d+%.?%d*)%%$")
if num then
value = tonumber(num)
if value then
value = value / 100
end
else
value = tonumber(value)
end
end
if type(value) ~= "number" then
return false, "Percentage must be a number", nil
end
if isNaN(value) or isInfinity(value) then
return false, "Percentage cannot be NaN or Infinity", nil
end
-- If value is > 1, assume it's 0-100 range
if value > 1 then
value = value / 100
end
-- Clamp to 0-1
value = clamp(value, 0, 1)
return true, nil, value
end
--- Validate opacity value (0-1)
--- @param value any Value to validate
--- @return boolean, string?, number? Returns valid, errorMessage, opacityValue
local function validateOpacity(value)
return validateNumber(value, { min = 0, max = 1, default = 1 })
end
--- Validate degree value (0-360)
--- @param value any Value to validate
--- @return boolean, string?, number? Returns valid, errorMessage, degreeValue
local function validateDegrees(value)
local valid, err, sanitized = validateNumber(value)
if not valid then
return false, err, nil
end
-- Normalize to 0-360 range
local degrees = sanitized or value
degrees = degrees % 360
if degrees < 0 then
degrees = degrees + 360
end
return true, nil, degrees
end
--- Validate coordinate value (pixel position)
--- @param value any Value to validate
--- @return boolean, string?, number? Returns valid, errorMessage, coordinateValue
local function validateCoordinate(value)
return validateNumber(value, {
allowNaN = false,
allowInfinity = false,
})
end
--- Validate dimension value (width/height, must be non-negative)
--- @param value any Value to validate
--- @return boolean, string?, number? Returns valid, errorMessage, dimensionValue
local function validateDimension(value)
return validateNumber(value, {
min = 0,
allowNaN = false,
allowInfinity = false,
})
end
--- Validate that a value is in an enum table
---@param value any Value to validate
---@param enumTable table Enum table with valid values
---@param propName string Property name for error messages
---@param moduleName string? Module name for error messages (default: "Element")
---@return boolean True if valid
local function validateEnum(value, enumTable, propName, moduleName)
if value == nil then
return true
end
for _, validValue in pairs(enumTable) do
if value == validValue then
return true
end
end
-- Build list of valid options
local validOptions = {}
for _, v in pairs(enumTable) do
table.insert(validOptions, "'" .. v .. "'")
end
table.sort(validOptions)
if ErrorHandler then
ErrorHandler:error(moduleName or "Element", "VAL_007", {
property = propName,
expected = table.concat(validOptions, ", "),
got = tostring(value),
})
else
error(
string.format("%s must be one of: %s. Got: '%s'", propName, table.concat(validOptions, ", "), tostring(value))
)
end
end
--- Validate that a numeric value is within a range
---@param value any Value to validate
---@param min number Minimum allowed value
---@param max number Maximum allowed value
---@param propName string Property name for error messages
---@param moduleName string? Module name for error messages (default: "Element")
---@return boolean True if valid
local function validateRange(value, min, max, propName, moduleName)
if value == nil then
return true
end
if type(value) ~= "number" then
if ErrorHandler then
ErrorHandler:error(moduleName or "Element", "VAL_001", {
property = propName,
expected = "number",
got = type(value),
})
else
error(string.format("%s must be a number, got %s", propName, type(value)))
end
elseif value < min or value > max then
if ErrorHandler then
ErrorHandler:error(moduleName or "Element", "VAL_002", {
property = propName,
min = tostring(min),
max = tostring(max),
value = tostring(value),
})
else
error(
string.format("%s must be between %s and %s, got %s", propName, tostring(min), tostring(max), tostring(value))
)
end
end
return true
end
--- Validate that a value is of the expected type
---@param value any Value to validate
---@param expectedType string Expected type name
---@param propName string Property name for error messages
---@param moduleName string? Module name for error messages (default: "Element")
---@return boolean True if valid
local function validateType(value, expectedType, propName, moduleName)
if value == nil then
return true
end
local actualType = type(value)
if actualType ~= expectedType then
if ErrorHandler then
ErrorHandler:error(moduleName or "Element", "VAL_001", {
property = propName,
expected = expectedType,
got = actualType,
})
else
error(string.format("%s must be %s, got %s", propName, expectedType, actualType))
end
end
return true
end
return {
init = init,
isNaN = isNaN,
isInfinity = isInfinity,
validateNumber = validateNumber,
sanitizeNumber = sanitizeNumber,
validateInteger = validateInteger,
validatePercentage = validatePercentage,
validateOpacity = validateOpacity,
validateDegrees = validateDegrees,
validateCoordinate = validateCoordinate,
validateDimension = validateDimension,
validateEnum = validateEnum,
validateRange = validateRange,
validateType = validateType,
}
-198
View File
@@ -1,198 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- Path sanitization, validation, and file-extension helpers.
-- Uses love.filesystem when available (optional) for existence checks.
--- Normalize a file path for consistent cache keys
---@param path string File path to normalize
---@return string Normalized path
local function normalizePath(path)
path = path:match("^%s*(.-)%s*$")
path = path:gsub("\\", "/")
path = path:gsub("/+", "/")
return path
end
--- Sanitize a file path
--- @param path string Path to sanitize
--- @return string Sanitized path
local function sanitizePath(path)
if path == nil then
return ""
end
path = tostring(path)
-- Trim whitespace
path = path:match("^%s*(.-)%s*$") or ""
-- Normalize separators to forward slash
path = path:gsub("\\", "/")
-- Remove duplicate slashes
path = path:gsub("/+", "/")
-- Remove trailing slash (except for root)
if #path > 1 and path:sub(-1) == "/" then
path = path:sub(1, -2)
end
return path
end
--- Check if a path is safe (no traversal attacks)
--- @param path string Path to check
--- @param baseDir string? Base directory to check against (optional)
--- @return boolean, string? Returns true if safe, or false with reason
local function isPathSafe(path, baseDir)
if path == nil or path == "" then
return false, "Path is empty"
end
-- Sanitize the path
path = sanitizePath(path)
-- Check for suspicious patterns
if path:match("%.%.") then
return false, "Path contains '..' (parent directory reference)"
end
-- Check for null bytes
if path:match("%z") then
return false, "Path contains null bytes"
end
-- Check for encoded traversal attempts (including double-encoding)
local lowerPath = path:lower()
if
lowerPath:match("%%2e")
or lowerPath:match("%%2f")
or lowerPath:match("%%5c")
or lowerPath:match("%%252e")
or lowerPath:match("%%252f")
or lowerPath:match("%%255c")
then
return false, "Path contains URL-encoded directory separators"
end
-- If baseDir is provided, ensure path is within it
if baseDir then
baseDir = sanitizePath(baseDir)
-- For relative paths, prepend baseDir
local fullPath = path
if not path:match("^/") and not path:match("^%a:") then
fullPath = baseDir .. "/" .. path
end
fullPath = sanitizePath(fullPath)
-- Check if fullPath starts with baseDir
if not fullPath:match("^" .. baseDir:gsub("[%(%)%.%%%+%-%*%?%[%]%^%$]", "%%%1")) then
return false, "Path is outside allowed directory"
end
end
return true, nil
end
--- Validate a file path with comprehensive checks
--- @param path string Path to validate
--- @param options table? Validation options
--- @return boolean, string? Returns true if valid, or false with error message
local function validatePath(path, options)
options = options or {}
-- Check path is not nil/empty
if path == nil or path == "" then
return false, "Path is empty"
end
path = tostring(path)
-- Check maximum length
local maxLength = options.maxLength or 4096
if #path > maxLength then
return false, string.format("Path exceeds maximum length of %d characters", maxLength)
end
-- Sanitize path
path = sanitizePath(path)
-- Check for safety (traversal attacks)
local safe, reason = isPathSafe(path, options.baseDir)
if not safe then
return false, reason
end
-- Check allowed extensions
if options.allowedExtensions then
local ext = path:match("%.([^%.]+)$")
if not ext then
return false, "Path has no file extension"
end
ext = ext:lower()
local allowed = false
for _, allowedExt in ipairs(options.allowedExtensions) do
if ext == allowedExt:lower() then
allowed = true
break
end
end
if not allowed then
return false, string.format("File extension '%s' is not allowed", ext)
end
end
-- Check if file must exist
if options.mustExist and love and love.filesystem then
local info = love.filesystem.getInfo(path)
if not info then
return false, "File does not exist"
end
end
return true, nil
end
--- Get file extension from path
--- @param path string File path
--- @return string? extension File extension (lowercase) or nil
local function getFileExtension(path)
if not path then
return nil
end
local ext = path:match("%.([^%.]+)$")
return ext and ext:lower() or nil
end
--- Check if path has allowed extension
--- @param path string File path
--- @param allowedExtensions table Array of allowed extensions
--- @return boolean
local function hasAllowedExtension(path, allowedExtensions)
local ext = getFileExtension(path)
if not ext then
return false
end
for _, allowedExt in ipairs(allowedExtensions) do
if ext == allowedExt:lower() then
return true
end
end
return false
end
return {
normalizePath = normalizePath,
sanitizePath = sanitizePath,
isPathSafe = isPathSafe,
validatePath = validatePath,
getFileExtension = getFileExtension,
hasAllowedExtension = hasAllowedExtension,
}
-560
View File
@@ -1,560 +0,0 @@
---@class Performance
---@field enabled boolean
---@field hudEnabled boolean
---@field hudToggleKey string
---@field hudPosition {x: number, y: number}
---@field warningThresholdMs number
---@field criticalThresholdMs number
---@field logToConsole boolean
---@field logWarnings boolean
---@field warningsEnabled boolean
---@field _ErrorHandler table?
---@field _timers table
---@field _metrics table
---@field _lastMetricsCleanup number
---@field _frameMetrics table
---@field _memoryMetrics table
---@field _warnings table
---@field _lastFrameStart number?
---@field _shownWarnings table
---@field _memoryProfiler table
local Performance = {}
Performance.__index = Performance
---@type Performance|nil
local instance = nil
local METRICS_CLEANUP_INTERVAL = 30
local METRICS_RETENTION_TIME = 10
local MAX_METRICS_COUNT = 500
local CORE_METRICS = { frame = true, layout = true, render = true }
---@param config {enabled?: boolean, hudEnabled?: boolean, hudToggleKey?: string, hudPosition?: {x: number, y: number}, warningThresholdMs?: number, criticalThresholdMs?: number, logToConsole?: boolean, logWarnings?: boolean, warningsEnabled?: boolean, memoryProfiling?: boolean}?
---@param deps {ErrorHandler: ErrorHandler}
---@return Performance
function Performance.init(config, deps)
if instance == nil then
local self = setmetatable({}, Performance)
-- Configuration
self.enabled = config and config.enabled or false
self.hudEnabled = config and config.hudEnabled or false
self.hudToggleKey = config and config.hudToggleKey or "f3"
self.hudPosition = config and config.hudPosition or { x = 10, y = 10 }
self.warningThresholdMs = config and config.warningThresholdMs or 13.0
self.criticalThresholdMs = config and config.criticalThresholdMs or 16.67
self.logToConsole = config and config.logToConsole or false
self.logWarnings = config and config.logWarnings or true
self.warningsEnabled = config and config.warningsEnabled or true
self._timers = {}
self._metrics = {}
self._lastMetricsCleanup = 0
self._frameMetrics = {
frameCount = 0,
totalTime = 0,
lastFrameTime = 0,
minFrameTime = math.huge,
maxFrameTime = 0,
fps = 0,
lastFpsUpdate = 0,
fpsUpdateInterval = 0.5,
}
self._memoryMetrics = {
current = 0,
peak = 0,
gcCount = 0,
lastGcCheck = 0,
}
self._warnings = {}
self._lastFrameStart = nil
self._shownWarnings = {}
self._memoryProfiler = {
enabled = config and config.memoryProfiling or false,
sampleInterval = 60,
framesSinceLastSample = 0,
samples = {},
maxSamples = 20,
monitoredTables = {},
}
self._ErrorHandler = deps and deps.ErrorHandler
instance = self
end
return instance
end
--- Toggle HUD visibility
function Performance:toggleHUD()
self.hudEnabled = not self.hudEnabled
end
function Performance:startTimer(name)
if not self.enabled then
return
end
self._timers[name] = love.timer.getTime()
end
function Performance:stopTimer(name)
if not self.enabled then
return nil
end
local startTime = self._timers[name]
if not startTime then
-- Silently return nil if timer wasn't started
-- This can happen legitimately when Performance is toggled mid-frame
-- or when layout functions have early returns
return nil
end
local elapsed = (love.timer.getTime() - startTime) * 1000
self._timers[name] = nil
-- Update metrics
if not self._metrics[name] then
self._metrics[name] = {
total = 0,
count = 0,
min = math.huge,
max = 0,
average = 0,
lastUsed = love.timer.getTime(),
}
end
local m = self._metrics[name]
m.total = m.total + elapsed
m.count = m.count + 1
m.min = math.min(m.min, elapsed)
m.max = math.max(m.max, elapsed)
m.average = m.total / m.count
m.lastUsed = love.timer.getTime()
-- Check for warnings
if elapsed > self.criticalThresholdMs then
self:_addWarning(name, elapsed, "critical")
elseif elapsed > self.warningThresholdMs then
self:_addWarning(name, elapsed, "warning")
end
if self.logToConsole then
-- Use ErrorHandler if available, otherwise fall back to print
if self._ErrorHandler and self._ErrorHandler.warn then
self._ErrorHandler:warn("Performance", "PERF_001", {
metric = name,
elapsed = string.format("%.3fms", elapsed),
})
else
print(string.format("[Performance] %s: %.3fms", name, elapsed))
end
end
return elapsed
end
--- Update with actual delta time from LÖVE (call from love.update)
---@param dt number Delta time in seconds
function Performance:updateDeltaTime(dt)
if not self.enabled then
return
end
local now = love.timer.getTime()
if now - self._frameMetrics.lastFpsUpdate >= self._frameMetrics.fpsUpdateInterval then
if dt > 0 then
self._frameMetrics.fps = math.floor(1 / dt + 0.5)
end
self._frameMetrics.lastFpsUpdate = now
end
end
--- Start frame timing (call at beginning of frame)
function Performance:startFrame()
if not self.enabled then
return
end
self._lastFrameStart = love.timer.getTime()
self:_updateMemory()
end
function Performance:endFrame()
if not self.enabled or not self._lastFrameStart then
return
end
local now = love.timer.getTime()
local frameTime = (now - self._lastFrameStart) * 1000
self._frameMetrics.lastFrameTime = frameTime
self._frameMetrics.totalTime = self._frameMetrics.totalTime + frameTime
self._frameMetrics.frameCount = self._frameMetrics.frameCount + 1
self._frameMetrics.minFrameTime = math.min(self._frameMetrics.minFrameTime, frameTime)
self._frameMetrics.maxFrameTime = math.max(self._frameMetrics.maxFrameTime, frameTime)
if frameTime > self.criticalThresholdMs then
self:_addWarning("frame", frameTime, "critical")
end
self:updateMemoryProfiling()
-- Periodic metrics cleanup
if now - self._lastMetricsCleanup >= METRICS_CLEANUP_INTERVAL then
local cleanupTime = now - METRICS_RETENTION_TIME
for name, data in pairs(self._metrics) do
if not CORE_METRICS[name] and data.lastUsed and data.lastUsed < cleanupTime then
self._metrics[name] = nil
end
end
self._lastMetricsCleanup = now
end
-- Enforce max metrics limit
local metricsCount = 0
for _ in pairs(self._metrics) do
metricsCount = metricsCount + 1
end
if metricsCount > MAX_METRICS_COUNT then
local sortedMetrics = {}
for name, data in pairs(self._metrics) do
if not CORE_METRICS[name] then
table.insert(sortedMetrics, { name = name, lastUsed = data.lastUsed or 0 })
end
end
table.sort(sortedMetrics, function(a, b)
return a.lastUsed < b.lastUsed
end)
local toRemove = metricsCount - MAX_METRICS_COUNT
for i = 1, math.min(toRemove, #sortedMetrics) do
self._metrics[sortedMetrics[i].name] = nil
end
end
end
--- Update memory metrics
function Performance:_updateMemory()
if not self.enabled then
return
end
local memKb = collectgarbage("count")
self._memoryMetrics.current = memKb
self._memoryMetrics.peak = math.max(self._memoryMetrics.peak, memKb)
local now = love.timer.getTime()
if now - self._memoryMetrics.lastGcCheck >= 1.0 then
self._memoryMetrics.gcCount = self._memoryMetrics.gcCount + 1
self._memoryMetrics.lastGcCheck = now
end
end
--- Add a performance warning (private)
--- @param name string Metric name
--- @param value number Metric value
--- @param level "warning"|"critical" Warning level
function Performance:_addWarning(name, value, level)
if not self.logWarnings then
return
end
local warning = {
name = name,
value = value,
level = level,
time = love.timer.getTime(),
}
table.insert(self._warnings, warning)
if #self._warnings > 100 then
table.remove(self._warnings, 1)
end
if self.logToConsole or self.warningsEnabled then
local warningKey = name .. "_" .. level
local lastWarningTime = self._shownWarnings[warningKey] or 0
local now = love.timer.getTime()
if now - lastWarningTime >= 60 then
if self._ErrorHandler and self._ErrorHandler.warn then
local code = level == "critical" and "PERF_002" or "PERF_001"
self._ErrorHandler:warn("Performance", code, {
metric = name,
value = string.format("%.2fms", value),
threshold = level == "critical" and self.criticalThresholdMs or self.warningThresholdMs,
})
end
self._shownWarnings[warningKey] = now
end
end
end
--- Render performance HUD
--- @param x number? X position (default: 10)
--- @param y number? Y position (default: 10)
function Performance:renderHUD(x, y)
if not self.hudEnabled then
return
end
x = x or self.hudPosition.x
y = y or self.hudPosition.y
self:_updateMemory()
local fm = self._frameMetrics
local mm = self._memoryMetrics
love.graphics.setColor(0, 0, 0, 0.8)
love.graphics.rectangle("fill", x, y, 300, 220)
love.graphics.setColor(1, 1, 1, 1)
local lineHeight = 18
local currentY = y + 10
-- FPS
local fpsColor = { 1, 1, 1 }
if fm.lastFrameTime > self.criticalThresholdMs then
fpsColor = { 1, 0, 0 }
elseif fm.lastFrameTime > self.warningThresholdMs then
fpsColor = { 1, 1, 0 }
end
love.graphics.setColor(fpsColor)
love.graphics.print(string.format("FPS: %d (%.2fms)", fm.fps, fm.lastFrameTime), x + 10, currentY)
currentY = currentY + lineHeight
love.graphics.setColor(1, 1, 1, 1)
local avgFrame = fm.frameCount > 0 and fm.totalTime / fm.frameCount or 0
love.graphics.print(string.format("Avg Frame: %.2fms", avgFrame), x + 10, currentY)
currentY = currentY + lineHeight
love.graphics.print(string.format("Min/Max: %.2f/%.2fms", fm.minFrameTime, fm.maxFrameTime), x + 10, currentY)
currentY = currentY + lineHeight
local currentMb = mm.current / 1024
local peakMb = mm.peak / 1024
love.graphics.print(string.format("Memory: %.2f MB (peak: %.2f MB)", currentMb, peakMb), x + 10, currentY)
currentY = currentY + lineHeight
local metricsCount = 0
for _ in pairs(self._metrics) do
metricsCount = metricsCount + 1
end
local metricsColor = metricsCount > MAX_METRICS_COUNT * 0.8 and { 1, 0.5, 0 } or { 1, 1, 1 }
love.graphics.setColor(metricsColor)
love.graphics.print(string.format("Metrics: %d/%d", metricsCount, MAX_METRICS_COUNT), x + 10, currentY)
currentY = currentY + lineHeight + 5
-- Top timings
love.graphics.setColor(1, 1, 1, 1)
local sortedMetrics = {}
for name, data in pairs(self._metrics) do
table.insert(sortedMetrics, { name = name, average = data.average })
end
table.sort(sortedMetrics, function(a, b)
return a.average > b.average
end)
love.graphics.print("Top Timings:", x + 10, currentY)
currentY = currentY + lineHeight
for i = 1, math.min(5, #sortedMetrics) do
local m = sortedMetrics[i]
love.graphics.print(string.format(" %s: %.3fms", m.name, m.average), x + 10, currentY)
currentY = currentY + lineHeight
end
if #self._warnings > 0 then
love.graphics.setColor(1, 0.5, 0, 1)
love.graphics.print(string.format("Warnings: %d", #self._warnings), x + 10, currentY)
end
end
--- Handle keyboard input for HUD toggle
--- @param key string Key pressed
function Performance:keypressed(key)
if key == self.hudToggleKey then
self:toggleHUD()
end
end
--- Log a performance warning (only once per warning key)
--- @param warningKey string Unique key for this warning type
--- @param module string Module name (e.g., "LayoutEngine", "Element")
--- @param message string Warning message
--- @param details table? Additional details
--- @param suggestion string? Optimization suggestion
function Performance:logWarning(warningKey, module, message, details, suggestion)
if not self.warningsEnabled then
return
end
if self._shownWarnings[warningKey] then
return
end
self._shownWarnings[warningKey] = true
local count = 0
for _ in pairs(self._shownWarnings) do
count = count + 1
end
if count > 1000 then
self._shownWarnings = { [warningKey] = true }
end
if self._ErrorHandler and self._ErrorHandler.warn then
self._ErrorHandler:warn(module, "PERF_001", details or {})
end
end
--- Track a counter metric (increments per frame)
--- @param name string Counter name
--- @param value number? Value to add (default: 1)
function Performance:incrementCounter(name, value)
if not self.enabled then
return
end
value = value or 1
if not self._metrics[name] then
self._metrics[name] = {
total = 0,
count = 0,
min = math.huge,
max = 0,
average = 0,
frameValue = 0,
lastUsed = love.timer.getTime(),
}
end
local m = self._metrics[name]
m.frameValue = (m.frameValue or 0) + value
m.lastUsed = love.timer.getTime()
end
--- Reset frame counters (call at end of frame)
function Performance:resetFrameCounters()
if not self.enabled then
return
end
local now = love.timer.getTime()
local toRemove = {}
for name, data in pairs(self._metrics) do
if data.frameValue then
if data.frameValue > 0 then
data.total = data.total + data.frameValue
data.count = data.count + 1
data.min = math.min(data.min, data.frameValue)
data.max = math.max(data.max, data.frameValue)
data.average = data.total / data.count
data.lastUsed = now
end
data.frameValue = 0
if data.count == 0 and not CORE_METRICS[name] then
table.insert(toRemove, name)
end
end
end
for _, name in ipairs(toRemove) do
self._metrics[name] = nil
end
end
--- Register a table for memory leak monitoring
--- @param name string Friendly name for the table
--- @param tableRef table Reference to the table to monitor
function Performance:registerTableForMonitoring(name, tableRef)
self._memoryProfiler.monitoredTables[name] = tableRef
end
function Performance:_sampleMemory()
local sample = {
time = love.timer.getTime(),
memory = collectgarbage("count") / 1024, -- MB
tableSizes = {},
}
local function getTableSize(tbl)
local count = 0
for _ in pairs(tbl) do
count = count + 1
end
return count
end
for name, tableRef in pairs(self._memoryProfiler.monitoredTables) do
sample.tableSizes[name] = getTableSize(tableRef)
end
table.insert(self._memoryProfiler.samples, sample)
-- Keep only maxSamples
if #self._memoryProfiler.samples > self._memoryProfiler.maxSamples then
table.remove(self._memoryProfiler.samples, 1)
end
-- Check for memory leaks (consistent growth)
if #self._memoryProfiler.samples >= 5 then
for name, _ in pairs(self._memoryProfiler.monitoredTables) do
local sizes = {}
for i = math.max(1, #self._memoryProfiler.samples - 4), #self._memoryProfiler.samples do
table.insert(sizes, self._memoryProfiler.samples[i].tableSizes[name])
end
-- Check if table is consistently growing
local growing = true
for i = 2, #sizes do
if sizes[i] <= sizes[i - 1] then
growing = false
break
end
end
if growing and sizes[#sizes] > sizes[1] * 1.5 then
self:_addWarning("memory_leak", sizes[#sizes], "warning")
if not self._shownWarnings[name] then
local message = string.format("Table '%s' growing consistently", name)
if self._ErrorHandler and self._ErrorHandler.warn then
self._ErrorHandler:warn("Performance", "MEM_001", {
table = name,
initialSize = sizes[1],
currentSize = sizes[#sizes],
growthPercent = math.floor(((sizes[#sizes] / sizes[1]) - 1) * 100),
})
end
self._shownWarnings[name] = true
end
elseif not growing then
self._shownWarnings[name] = nil
end
end
end
end
--- Update memory profiling (call from endFrame)
function Performance:updateMemoryProfiling()
if not self._memoryProfiler.enabled then
return
end
self._memoryProfiler.framesSinceLastSample = self._memoryProfiler.framesSinceLastSample + 1
if self._memoryProfiler.framesSinceLastSample >= self._memoryProfiler.sampleInterval then
self:_sampleMemory()
self._memoryProfiler.framesSinceLastSample = 0
end
end
return Performance
-505
View File
@@ -1,505 +0,0 @@
-- modules/PropertySchema.lua
--
-- Declarative source of truth for every Element prop.
--
-- Each entry describes one prop that Element.new / Element:setProperty currently
-- handles inline. Downstream tasks (03 data-driven prop binding, 05 registry-driven
-- setProperty dispatch) read this metadata instead of hardcoding property names.
--
-- Design constraints (locked — tasks 03/05 depend on this API):
-- * Pure Lua — NO `love` import, NO dependency on utils/Color/Units/ErrorHandler.
-- Normalizers/validators are small, dependency-free closures so the module is
-- unit-testable standalone. Color/^/unit/enum *defaults* that require those
-- modules are left as `nil` here and applied by construction-time special
-- handlers in Task 03; only defaults expressible as literals are stored.
-- * O(1) lookup — `get(name)` is a single table index into a pre-built registry;
-- no per-call construction.
-- * Additive — `define(specs)` merges entries by name so build profiles can
-- extend/override without rebuilding the whole table.
--
-- Metadata shape per prop (all fields present, false/nil when not applicable):
-- type string — type tag for tooling ("number"|"string"|"boolean"|
-- "table"|"function"|"color"|"any")
-- default any|nil — literal default value applied when prop is absent
-- normalizer fn|nil — pure fn(value) -> value; transforms input before
-- storage (e.g. single-value padding -> 4-side table)
-- validator fn|nil — pure fn(value) -> bool; returns false for invalid
-- input (Task 03 warns + falls back on false)
-- isDimension boolean — true for width/height: setProperty routes these
-- through _resolveDimensionProperty (unit-string
-- resolution + border-box sync). Other unit-accepting
-- props (x/y/gap/padding/etc.) are resolved at
-- construction via special handlers, NOT via this flag.
-- affectsLayout boolean — true for props in the legacy setProperty
-- `layoutProperties` table; setting one invalidates
-- layout (matches baseline behavior exactly).
-- syncsTheme boolean — true for props whose setProperty path must reach
-- ThemeManager/Renderer (disabled/active/themeComponent)
-- hasDeferred boolean — true for callbacks that have an `on<Name>Deferred`
-- boolean companion prop (auto-wired by Task 03)
-- storageKey string|nil— when set, the prop is stored on the element under
-- this key instead of its own name (prop aliases, e.g.
-- isDisabled -> stored as `disabled`)
local PropertySchema = {}
---@type table<string, table>
local registry = {}
-- ---------------------------------------------------------------------------
-- Pure normalizers (small + dependency-free; hot-pathed during construction)
-- ---------------------------------------------------------------------------
--- Expand a single value to a 4-side table. Leaves tables unchanged. nil passthrough.
--- Used by padding/margin: `padding = 5` -> `{top=5,right=5,bottom=5,left=5}`.
local function expandSides(value)
if value == nil then
return nil
end
if type(value) == "table" then
return value
end
return { top = value, right = value, bottom = value, left = value }
end
--- Normalize flex direction aliases to internal enum names.
--- "row" -> "horizontal", "column" -> "vertical",
--- "row-reverse" -> "horizontal-reverse", "column-reverse" -> "vertical-reverse";
--- everything else passes through.
local function normalizeFlexDirection(value)
if value == "row" then
return "horizontal"
elseif value == "column" then
return "vertical"
elseif value == "row-reverse" then
return "horizontal-reverse"
elseif value == "column-reverse" then
return "vertical-reverse"
end
return value
end
--- Replicate Element.new's border-shape normalization (pure).
--- * table with sides: true -> 1, number -> value, false/nil -> false; nil if no
--- truthy side remains.
--- * number / other truthy scalar: kept as-is.
--- * nil / false: nil.
local function normalizeBorder(value)
if value == nil or value == false then
return nil
end
if type(value) == "table" then
local function side(v)
if v == true then
return 1
elseif type(v) == "number" then
return v
else
return false
end
end
local t = side(value.top)
local r = side(value.right)
local b = side(value.bottom)
local l = side(value.left)
if not (t or r or b or l) then
return nil
end
return { top = t, right = r, bottom = b, left = l }
end
return value
end
--- Replicate Element.new's cornerRadius-shape normalization (pure).
--- * number: 0 -> nil, else the number.
--- * table: nil if all four sides are zero/absent, else fill zeros for absent sides.
--- * nil -> nil.
local function normalizeCornerRadius(value)
if value == nil then
return nil
end
if type(value) == "number" then
if value == 0 then
return nil
end
return value
end
if type(value) == "table" then
-- Mirrors Element.new: `or` truthiness (0 is truthy in Lua). Only an all-
-- nil/false table collapses to nil; any present side — including 0 — yields
-- the 4-side table with zero-filled absent sides.
local hasAny = value.topLeft or value.topRight or value.bottomLeft or value.bottomRight
if not hasAny then
return nil
end
return {
topLeft = value.topLeft or 0,
topRight = value.topRight or 0,
bottomLeft = value.bottomLeft or 0,
bottomRight = value.bottomRight or 0,
}
end
return value
end
-- ---------------------------------------------------------------------------
-- Pure validators (dependency-free; return boolean)
-- ---------------------------------------------------------------------------
--- Range validator factory: returns fn(v) -> bool. nil is treated as valid
--- (absence handling is the default mechanism's job).
local function rangeValidator(min, max)
return function(v)
if v == nil then
return true
end
return type(v) == "number" and v >= min and v <= max
end
end
--- Enum validator factory: returns fn(v) -> bool for membership in `set` (set may
--- be an array or a map of value->truthy).
local function enumValidator(set)
local lookup = {}
if type(set) == "table" then
for k, v in pairs(set) do
if type(k) == "number" then
lookup[v] = true
else
lookup[k] = true
end
end
end
return function(v)
if v == nil then
return true
end
return lookup[v] == true
end
end
--- Boolean validator: nil is valid (absence); otherwise must be a boolean.
local function booleanValidator(v)
return v == nil or type(v) == "boolean"
end
-- ---------------------------------------------------------------------------
-- Registry construction
-- ---------------------------------------------------------------------------
--- Build a fully-populated metadata entry, filling omitted fields with defaults.
local function entry(spec)
return {
type = spec.type or "any",
default = spec.default,
normalizer = spec.normalizer,
validator = spec.validator,
isDimension = spec.isDimension == true,
affectsLayout = spec.affectsLayout == true,
syncsTheme = spec.syncsTheme == true,
hasDeferred = spec.hasDeferred == true,
storageKey = spec.storageKey,
}
end
--- Merge prop specs into the registry (additive; later entries override earlier).
---@param specs table<string, table> map of prop-name -> spec
---@return table registry the live registry table (for chaining/inspection)
function PropertySchema.define(specs)
for name, spec in pairs(specs) do
registry[name] = entry(spec)
end
return registry
end
--- O(1) metadata lookup.
---@param name string prop name
---@return table|nil metadata nil for unknown props (no error)
function PropertySchema.get(name)
return registry[name]
end
--- Return the live registry (for inspection / coverage assertions only — not for
--- per-call construction).
---@return table
function PropertySchema.all()
return registry
end
--- True if a prop is registered.
---@param name string
---@return boolean
function PropertySchema.has(name)
return registry[name] ~= nil
end
--- True if setting this prop invalidates layout (legacy `layoutProperties` set).
--- O(1) registry lookup — no per-call table construction. Unknown props return false,
--- matching the legacy `layoutProperties[name]` nil-lookup behavior exactly.
---@param name string prop name
---@return boolean
function PropertySchema.affectsLayout(name)
local meta = registry[name]
return meta ~= nil and meta.affectsLayout == true
end
--- True for dimension props (width/height) that `setProperty` routes through
--- `_resolveDimensionProperty` (unit-string resolution + border-box sync).
--- O(1) registry lookup — no per-call table construction. Unknown props return false,
--- matching the legacy `dimensionProperties[name]` nil-lookup behavior exactly.
---@param name string prop name
---@return boolean
function PropertySchema.isDimension(name)
local meta = registry[name]
return meta ~= nil and meta.isDimension == true
end
--- True for props whose setProperty path must reach ThemeManager/Renderer
--- (disabled/active/themeComponent). O(1) registry lookup — no per-call table
--- construction. Unknown props return false, matching a legacy nil-lookup exactly.
---@param name string prop name
---@return boolean
function PropertySchema.syncsTheme(name)
local meta = registry[name]
return meta ~= nil and meta.syncsTheme == true
end
-- ---------------------------------------------------------------------------
-- Default schema (covers every prop handled in Element.new lines 259-1909 and
-- Element:setProperty lines 4291-4417 of the Task-01 baseline).
-- ---------------------------------------------------------------------------
local function defineDefaults()
PropertySchema.define({
-- ------------------------------------------------------------------ identity
id = { type = "string" },
userdata = { type = "any" },
parent = { type = "table", affectsLayout = true },
children = { type = "table" },
-- ------------------------------------------------------------------ callbacks
onEvent = { type = "function", hasDeferred = true },
onFocus = { type = "function", hasDeferred = true },
onBlur = { type = "function", hasDeferred = true },
onTextInput = { type = "function", hasDeferred = true },
onTextChange = { type = "function", hasDeferred = true },
onEnter = { type = "function", hasDeferred = true },
onCreate = { type = "function", hasDeferred = true },
onTouchEvent = { type = "function", hasDeferred = true },
onGesture = { type = "function", hasDeferred = true },
onImageLoad = { type = "function", hasDeferred = true },
onImageError = { type = "function", hasDeferred = true },
-- Deferred companion flags (stored directly; no further Deferred companion)
onEventDeferred = { type = "boolean", default = false },
onFocusDeferred = { type = "boolean", default = false },
onBlurDeferred = { type = "boolean", default = false },
onTextInputDeferred = { type = "boolean", default = false },
onTextChangeDeferred = { type = "boolean", default = false },
onEnterDeferred = { type = "boolean", default = false },
onCreateDeferred = { type = "boolean", default = false },
onTouchEventDeferred = { type = "boolean", default = false },
onGestureDeferred = { type = "boolean", default = false },
onImageLoadDeferred = { type = "boolean", default = false },
onImageErrorDeferred = { type = "boolean", default = false },
-- focus / touch behavior
dropFocusOnSelection = { type = "boolean" },
customDraw = { type = "function" },
touchEnabled = { type = "boolean", default = true },
multiTouchEnabled = { type = "boolean", default = false },
-- ------------------------------------------------------------------ theme
theme = { type = "table" },
themeComponent = { type = "string", syncsTheme = true },
disabled = { type = "boolean", default = false, syncsTheme = true },
isDisabled = {
type = "boolean",
default = false,
syncsTheme = true,
storageKey = "disabled",
},
active = { type = "boolean", default = false, syncsTheme = true },
disableHighlight = { type = "boolean" },
themeStateLock = { type = "boolean" },
themeComponentDisabledStates = { type = "table" },
scaleCorners = { type = "boolean" },
scalingAlgorithm = { type = "string" },
contentAutoSizingMultiplier = { type = "table" },
contentBlur = { type = "table" },
backdropBlur = { type = "table" },
-- ------------------------------------------------------------------ text editing
editable = { type = "boolean", default = false },
multiline = { type = "boolean", default = false },
passwordMode = { type = "boolean", default = false },
textWrap = { type = "string" }, -- default computed from multiline
maxLines = { type = "number" },
maxLength = { type = "number" },
placeholder = { type = "string" },
inputType = { type = "string", default = "text" },
textOverflow = { type = "string", default = "clip" },
scrollable = { type = "boolean" }, -- default = multiline
autoGrow = { type = "boolean" }, -- default = multiline
selectOnFocus = { type = "boolean", default = false },
cursorColor = { type = "color" },
selectionColor = { type = "color" },
cursorBlinkRate = { type = "number", default = 0.5 },
text = { type = "string" },
textAlign = {
type = "string",
default = "start",
validator = enumValidator({ "start", "center", "end", "justify" }),
},
-- textAlignVertical is a derived storage field split out from textAlign
-- (bindVisualState resolves table/compound-string input into H + V). Its
-- validator is exposed for bindVisualState to validate the V component; the
-- prop itself stays in SPECIAL_PROPS because compound parsing needs
-- ErrorHandler warnings (schema is pure-Lua, cannot warn).
textAlignVertical = {
type = "string",
default = "start",
validator = enumValidator({ "start", "center", "end" }),
},
textColor = { type = "color" },
fontFamily = { type = "string" },
textSize = { type = "any" }, -- number | preset string; resolved by special handler
minTextSize = { type = "number" },
maxTextSize = { type = "number" },
autoScaleText = { type = "boolean", default = true },
-- ------------------------------------------------------------------ dimensions / box model
width = { type = "any", isDimension = true, affectsLayout = true },
height = { type = "any", isDimension = true, affectsLayout = true },
x = { type = "any", affectsLayout = false },
y = { type = "any", affectsLayout = false },
minWidth = { type = "any" },
maxWidth = { type = "any" },
minHeight = { type = "any" },
maxHeight = { type = "any" },
gap = { type = "any", affectsLayout = true },
padding = {
type = "any",
affectsLayout = true,
normalizer = expandSides,
},
margin = {
type = "any",
affectsLayout = true,
normalizer = expandSides,
},
flexDirection = {
type = "string",
default = "horizontal",
affectsLayout = true,
normalizer = normalizeFlexDirection,
},
flexWrap = { type = "string", default = "nowrap", affectsLayout = true },
justifyContent = { type = "string", default = "flex-start", affectsLayout = true },
alignItems = { type = "string", default = "stretch", affectsLayout = true },
alignContent = { type = "string", default = "stretch", affectsLayout = true },
positioning = { type = "string", default = "relative", affectsLayout = true },
gridRows = { type = "number", affectsLayout = true },
gridColumns = { type = "number", affectsLayout = true },
top = { type = "any", affectsLayout = true },
right = { type = "any", affectsLayout = true },
bottom = { type = "any", affectsLayout = true },
left = { type = "any", affectsLayout = true },
columnGap = { type = "any" },
rowGap = { type = "any" },
flex = { type = "any" }, -- shorthand: expands to flexGrow/flexShrink/flexBasis
flexGrow = { type = "number", default = 0, validator = rangeValidator(0, math.huge) },
flexShrink = { type = "number", default = 1, validator = rangeValidator(0, math.huge) },
flexBasis = { type = "any", default = "auto" },
alignSelf = { type = "string", default = "auto" },
justifySelf = { type = "string" },
z = { type = "number", default = 0 },
tabIndex = { type = "number" },
-- ------------------------------------------------------------------ border / background / visual
border = { type = "any", normalizer = normalizeBorder },
borderColor = { type = "color" }, -- default Color.new(0,0,0,1) via special handler
backgroundColor = { type = "color" }, -- default transparent via special handler
opacity = {
type = "number",
default = 1,
validator = rangeValidator(0, 1),
},
visibility = { type = "string", default = "visible" },
display = {
type = "boolean",
default = true,
validator = booleanValidator,
},
transform = { type = "table" },
cornerRadius = { type = "any", normalizer = normalizeCornerRadius },
-- ------------------------------------------------------------------ image
imagePath = { type = "string" },
image = { type = "table" },
objectFit = {
type = "string",
default = "fill",
validator = enumValidator({ "fill", "contain", "cover", "scale-down", "none" }),
},
objectPosition = { type = "string", default = "center center" },
imageOpacity = {
type = "number",
default = 1,
validator = rangeValidator(0, 1),
},
imageRepeat = {
type = "string",
default = "no-repeat",
validator = enumValidator({
"no-repeat",
"repeat",
"repeat-x",
"repeat-y",
"space",
"round",
}),
},
imageTint = { type = "color" },
-- ------------------------------------------------------------------ scroll / scrollbar
overflow = { type = "string" },
overflowX = { type = "string" },
overflowY = { type = "string" },
scrollbarWidth = { type = "number" },
scrollbarColor = { type = "color" },
scrollbarTrackColor = { type = "color" },
scrollbarRadius = { type = "number" },
scrollbarPadding = { type = "number" },
scrollSpeed = { type = "number" },
invertScroll = { type = "boolean" },
smoothScrollEnabled = { type = "boolean" },
scrollBarStyle = { type = "string" },
scrollbarKnobOffset = { type = "number" },
hideScrollbars = { type = "boolean" },
scrollbarPlacement = { type = "string" },
scrollbarBalance = { type = "number" },
_scrollX = { type = "number", storageKey = "_scrollX" },
_scrollY = { type = "number", storageKey = "_scrollY" },
-- ------------------------------------------------------------------ select
selectParent = { type = "table" },
selectOption = { type = "table" },
-- ------------------------------------------------------------------ transition
transition = { type = "table", default = {} },
})
end
--- (Re)populate the default schema. Idempotent: safe to call from Element.init
--- for build profiles that re-require the module. Returns the live registry.
---@return table registry
function PropertySchema.populate()
defineDefaults()
return registry
end
-- Auto-populate on require so the registry is ready without an explicit init call
-- (pure module, no external deps — safe at load time).
PropertySchema.populate()
return PropertySchema
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local RoundedRect = {}
--- Generate points for a rounded rectangle
---@param x number
---@param y number
---@param width number
---@param height number
---@param cornerRadius {topLeft:number, topRight:number, bottomLeft:number, bottomRight:number}|number
---@param segments number? -- Number of segments per corner arc (default: 10)
---@return table -- Array of vertices for love.graphics.polygon
function RoundedRect.getPoints(x, y, width, height, cornerRadius, segments)
segments = segments or 10
local points = {}
-- Helper to add arc points
local function addArc(cx, cy, radius, startAngle, endAngle)
if radius <= 0 then
table.insert(points, cx)
table.insert(points, cy)
return
end
for i = 0, segments do
local angle = startAngle + (endAngle - startAngle) * (i / segments)
table.insert(points, cx + math.cos(angle) * radius)
table.insert(points, cy + math.sin(angle) * radius)
end
end
-- Handle uniform corner radius (number)
if type(cornerRadius) == "number" then
cornerRadius = {
topLeft = cornerRadius,
topRight = cornerRadius,
bottomLeft = cornerRadius,
bottomRight = cornerRadius,
}
end
local r1 = math.min(cornerRadius.topLeft, width / 2, height / 2)
local r2 = math.min(cornerRadius.topRight, width / 2, height / 2)
local r3 = math.min(cornerRadius.bottomRight, width / 2, height / 2)
local r4 = math.min(cornerRadius.bottomLeft, width / 2, height / 2)
-- Top-right corner
addArc(x + width - r2, y + r2, r2, -math.pi / 2, 0)
-- Bottom-right corner
addArc(x + width - r3, y + height - r3, r3, 0, math.pi / 2)
-- Bottom-left corner
addArc(x + r4, y + height - r4, r4, math.pi / 2, math.pi)
-- Top-left corner
addArc(x + r1, y + r1, r1, math.pi, math.pi * 1.5)
return points
end
--- Draw a filled rounded rectangle
---@param mode string -- "fill" or "line"
---@param x number
---@param y number
---@param width number
---@param height number
---@param cornerRadius {topLeft:number, topRight:number, bottomLeft:number, bottomRight:number}|number|nil
function RoundedRect.draw(mode, x, y, width, height, cornerRadius)
-- OPTIMIZATION: Handle nil cornerRadius (no rounding)
if not cornerRadius then
love.graphics.rectangle(mode, x, y, width, height)
return
end
-- Handle uniform corner radius (number)
if type(cornerRadius) == "number" then
if cornerRadius <= 0 then
love.graphics.rectangle(mode, x, y, width, height)
return
end
-- Convert to table format for processing
cornerRadius = {
topLeft = cornerRadius,
topRight = cornerRadius,
bottomLeft = cornerRadius,
bottomRight = cornerRadius,
}
end
-- Check if any corners are rounded
local hasRoundedCorners = cornerRadius.topLeft > 0
or cornerRadius.topRight > 0
or cornerRadius.bottomLeft > 0
or cornerRadius.bottomRight > 0
if not hasRoundedCorners then
-- No rounded corners, use regular rectangle
love.graphics.rectangle(mode, x, y, width, height)
return
end
local points = RoundedRect.getPoints(x, y, width, height, cornerRadius)
if mode == "fill" then
love.graphics.polygon("fill", points)
else
-- For line mode, draw the outline
love.graphics.polygon("line", points)
end
end
--- Create a stencil function for rounded rectangle clipping
---@param x number
---@param y number
---@param width number
---@param height number
---@param cornerRadius {topLeft:number, topRight:number, bottomLeft:number, bottomRight:number}|number|nil
---@return function
function RoundedRect.stencilFunction(x, y, width, height, cornerRadius)
return function()
RoundedRect.draw("fill", x, y, width, height, cornerRadius)
end
end
return RoundedRect
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---@class Select
local Select = {}
---Initialize Select module with required dependencies
---@param deps table
function Select.init(deps)
Select._ErrorHandler = deps.ErrorHandler
Select._Context = deps.Context
Select._StateManager = deps.StateManager
Select._utils = deps.utils
Select._Element = deps.Element
end
---Initialize selectParent state on an element
---@param element Element
---@param selectParentConfig table
function Select.initSelectParent(element, selectParentConfig)
element._selectState = {
value = selectParentConfig.value,
open = selectParentConfig.open or false,
placeholder = selectParentConfig.placeholder,
selectFrame = nil,
selectAnchor = nil,
onChange = selectParentConfig.onChange,
options = {},
optionLookup = {},
expectedFrameParent = nil,
frameAdopted = false,
}
-- Restore select state from StateManager. Mode-aware via
-- Context.isImmediateMode (behavior-mode-unification task 11).
if Select._Context.isImmediateMode() and element._stateId and element._stateId ~= "" then
local state = Select._StateManager.getState(element._stateId)
if state and state._selectOpen ~= nil then
element._selectState.open = state._selectOpen
end
if state and state._selectValue ~= nil then
element._selectState.value = state._selectValue
if element.selectParent then
element.selectParent.value = state._selectValue
end
end
if state and state._selectSelectedLabel ~= nil then
element._selectState.selectedLabel = state._selectSelectedLabel
end
end
end
---Initialize selectOption on an element
---@param element Element
---@param selectOptionConfig table
function Select.initSelectOption(element, selectOptionConfig)
element.selectOption = {
value = selectOptionConfig.value,
label = selectOptionConfig.label or element.text,
disabled = selectOptionConfig.disabled or false,
}
end
---@param selectParent Element
function Select.rebuildOptionLookup(selectParent)
if not selectParent or not selectParent._selectState then
return
end
selectParent._selectState.optionLookup = {}
for _, optionElement in ipairs(selectParent._selectState.options) do
if optionElement and optionElement.selectOption then
selectParent._selectState.optionLookup[optionElement.selectOption.value] = optionElement
end
end
end
---@param selectParent Element
function Select.syncOptionStates(selectParent)
if not selectParent or not selectParent._selectState then
return
end
local selectedOption = nil
local selectedLabel = selectParent._selectState.selectedLabel
for _, optionElement in ipairs(selectParent._selectState.options) do
local isSelected = optionElement.selectOption
and optionElement.selectOption.value == selectParent._selectState.value
optionElement._selectSelected = isSelected
optionElement.ariaChecked = isSelected
if isSelected then
selectedOption = optionElement
selectedLabel = optionElement.selectOption.label or optionElement.text
end
end
selectParent._selectState.selectedOption = selectedOption
selectParent._selectState.selectedLabel = selectedLabel
end
---@param element Element
function Select.resetOptions(element)
if not element._selectState then
return
end
element._selectState.options = {}
element._selectState.optionLookup = {}
element._selectState.selectedOption = nil
end
---@param frame any
---@return boolean
function Select.isValidSelectFrame(frame)
local Element = Select._Element
return type(frame) == "table" and getmetatable(frame) == Element
end
---@param element Element
---@param code string
---@param details table?
function Select.warnSelectFrame(element, code, details)
Select._ErrorHandler:warn("Element", code, details or { element = element.id })
end
---@param element Element
---@param frame Element
function Select.trackManagedFrame(element, frame)
element._selectState.selectFrame = frame
local expectedParent = element._selectState.selectAnchor or element
element._selectState.expectedFrameParent = expectedParent
element._selectState.frameAdopted = frame.parent == expectedParent
if frame._managedSelectBaseOpacity == nil then
frame._managedSelectBaseOpacity = frame.opacity
end
if frame._managedSelectBaseVisibility == nil then
frame._managedSelectBaseVisibility = frame.visibility or "visible"
end
if frame._managedSelectBaseDisabled == nil then
frame._managedSelectBaseDisabled = frame.disabled or false
end
frame._managedSelectOwner = element
frame._managedSelectFrame = true
end
---@param element Element
---@return Element
function Select.getOrCreateManagedAnchor(element)
if element._selectState.selectAnchor then
return element._selectState.selectAnchor
end
local Element = Select._Element
local anchor = Element.new({
id = string.format("%s__select_anchor", element.id or "select"),
parent = element,
positioning = Select._utils.enums.Positioning.ABSOLUTE,
left = 0,
top = element:getBorderBoxHeight(),
width = element:getBorderBoxWidth(),
opacity = 1,
visibility = "hidden",
disabled = true,
})
anchor._managedSelectAnchor = true
anchor._managedSelectOwner = element
element._selectState.selectAnchor = anchor
return anchor
end
---@param element Element
---@param frame Element
function Select.applyManagedFrameLayout(element, frame)
local anchor = Select.getOrCreateManagedAnchor(element)
local triggerBorderBoxWidth = element:getBorderBoxWidth()
anchor.left = 0
anchor.top = element:getBorderBoxHeight()
anchor.width = triggerBorderBoxWidth
anchor.units.left = { value = 0, unit = "px" }
anchor.units.top = { value = element:getBorderBoxHeight(), unit = "px" }
anchor.units.width = { value = triggerBorderBoxWidth, unit = "px" }
frame._managedSelectMinimumBorderBoxWidth = triggerBorderBoxWidth
frame.positioning = frame.positioning or Select._utils.enums.Positioning.RELATIVE
frame._explicitlyAbsolute = false
frame.left = nil
frame.top = nil
frame.right = nil
frame.bottom = nil
if frame.parent ~= anchor then
frame:setParent(anchor)
end
if frame.autosizing and frame.autosizing.width then
local contentWidth = frame:calculateAutoWidth()
frame._borderBoxWidth = contentWidth + frame.padding.left + frame.padding.right
frame.width = contentWidth
end
if frame.parent == anchor then
anchor.width = math.max(triggerBorderBoxWidth, frame:getBorderBoxWidth())
anchor.units.width = { value = anchor.width, unit = "px" }
end
element._selectState.expectedFrameParent = anchor
element._selectState.frameAdopted = frame.parent == anchor
end
---@param element Element
---@param frame Element
function Select.adoptSelectFrame(element, frame)
if not element._selectState then
return
end
if not Select.isValidSelectFrame(frame) then
Select.warnSelectFrame(element, "ELEM_007", {
element = element.id,
property = "selectParent.selectFrame",
got = type(frame),
})
return
end
if frame == element then
Select.warnSelectFrame(element, "ELEM_007", {
element = element.id,
property = "selectParent.selectFrame",
reason = "select cannot use itself as its managed frame",
})
return
end
local anchor = Select.getOrCreateManagedAnchor(element)
if frame.parent and frame.parent ~= element and frame.parent ~= anchor then
Select.warnSelectFrame(element, "ELEM_008", {
element = element.id,
frame = frame.id,
parent = frame.parent.id,
})
end
Select.trackManagedFrame(element, frame)
Select.applyManagedFrameLayout(element, frame)
Select.syncManagedFrameVisibility(element)
-- Layout is deferred to endFrame in immediate mode. shouldLayout()
-- encapsulates the mode check (behavior-mode-unification task 11).
if Select._StateManager.shouldLayout() then
anchor:layoutChildren()
element:layoutChildren()
end
local pendingOptions = {}
for _, child in ipairs(element.children) do
if child ~= frame and child.selectOption then
table.insert(pendingOptions, child)
end
end
for _, option in ipairs(pendingOptions) do
Select.attachOptionToManagedFrame(option)
end
end
---@param element Element
function Select.ensureFrameState(element)
if not element._selectState or not element._selectState.selectFrame then
return
end
local frame = element._selectState.selectFrame
local anchor = element._selectState.selectAnchor
if anchor then
local triggerBorderBoxWidth = element:getBorderBoxWidth()
anchor.left = 0
anchor.top = element:getBorderBoxHeight()
anchor.width = triggerBorderBoxWidth
anchor.units.left = { value = 0, unit = "px" }
anchor.units.top = { value = element:getBorderBoxHeight(), unit = "px" }
anchor.units.width = { value = triggerBorderBoxWidth, unit = "px" }
frame._managedSelectMinimumBorderBoxWidth = triggerBorderBoxWidth
if frame.autosizing and frame.autosizing.width then
local contentWidth = frame:calculateAutoWidth()
frame._borderBoxWidth = contentWidth + frame.padding.left + frame.padding.right
frame.width = contentWidth
end
if frame.parent == anchor then
anchor.width = math.max(triggerBorderBoxWidth, frame:getBorderBoxWidth())
anchor.units.width = { value = anchor.width, unit = "px" }
end
if frame.parent == anchor then
anchor:layoutChildren()
end
elseif frame.parent == element then
Select.applyManagedFrameLayout(element, frame)
end
local expectedParent = anchor or element._selectState.expectedFrameParent
if frame.parent ~= expectedParent then
Select.warnSelectFrame(element, "ELEM_009", {
element = element.id,
frame = frame.id,
expectedParent = expectedParent and expectedParent.id or nil,
actualParent = frame.parent and frame.parent.id or nil,
})
element._selectState.expectedFrameParent = frame.parent
element._selectState.frameAdopted = frame.parent == expectedParent
end
end
---@param element Element
function Select.syncManagedFrameVisibility(element)
if not element._selectState or not element._selectState.selectFrame then
return
end
local frame = element._selectState.selectFrame
local anchor = element._selectState.selectAnchor
local isOpen = element._selectState.open == true
frame.visibility = isOpen and (frame._managedSelectBaseVisibility or "visible") or "hidden"
frame.opacity = frame._managedSelectBaseOpacity or 1
if isOpen then
frame.disabled = frame._managedSelectBaseDisabled == true
else
frame.disabled = true
end
if anchor then
anchor.visibility = isOpen and "visible" or "hidden"
anchor.opacity = 1
anchor.disabled = not isOpen
end
end
---@param element Element
---@return Element?
function Select.findOwningSelectParent(element)
if element._selectParentHint and element._selectParentHint._selectState then
return element._selectParentHint
end
local current = element.parent
while current do
if current._selectState then
return current
end
current = current.parent
end
return nil
end
---@param element Element
function Select.registerWithSelectParent(element)
if not element.selectOption then
return
end
local selectParent = Select.findOwningSelectParent(element)
if not selectParent then
return
end
element._selectParentElement = selectParent
for _, optionElement in ipairs(selectParent._selectState.options) do
if optionElement == element then
return
end
end
table.insert(selectParent._selectState.options, element)
Select.rebuildOptionLookup(selectParent)
Select.syncOptionStates(selectParent)
end
---@param element Element
function Select.attachOptionToManagedFrame(element)
if not element.selectOption then
return
end
local selectParent = Select.findOwningSelectParent(element)
if not selectParent or not selectParent._selectState or not selectParent._selectState.selectFrame then
return
end
local selectFrame = selectParent._selectState.selectFrame
if element.parent ~= selectFrame then
element._selectParentHint = selectParent
if
element._originalPositioning == Select._utils.enums.Positioning.ABSOLUTE
and element._managedSelectOptionUsesFrameLayout == nil
then
element._managedSelectOptionUsesFrameLayout = true
element.positioning = Select._utils.enums.Positioning.RELATIVE
element._originalPositioning = nil
element._explicitlyAbsolute = false
element.left = nil
element.top = nil
element.right = nil
element.bottom = nil
end
element:setParent(selectFrame)
-- Ensure frame geometry eagerly only in retained mode; deferred to the
-- per-frame update in immediate mode (behavior-mode-unification task 11).
if Select._StateManager.shouldLayout() then
Select.ensureFrameState(selectParent)
end
end
end
---@param element Element
function Select.unregisterFromSelectParent(element)
if not element.selectOption or not element._selectParentElement or not element._selectParentElement._selectState then
element._selectParentElement = nil
return
end
local selectParent = element._selectParentElement
for index, optionElement in ipairs(selectParent._selectState.options) do
if optionElement == element then
table.remove(selectParent._selectState.options, index)
break
end
end
Select.rebuildOptionLookup(selectParent)
Select.syncOptionStates(selectParent)
element._selectParentElement = nil
end
---@param element Element
function Select.saveStateToStateManager(element)
if not element._selectState then
return
end
if element._stateId and Select._Context.isImmediateMode() and element._stateId ~= "" then
Select._StateManager.updateState(element._stateId, {
_selectOpen = element._selectState.open,
_selectValue = element._selectState.value,
_selectSelectedLabel = element._selectState.selectedLabel,
})
end
end
---@param element Element
function Select.openSelect(element)
if not element._selectState then
return
end
Select.ensureFrameState(element)
element._selectState.open = true
element.ariaExpanded = true
if element.selectParent then
element.selectParent.open = true
end
Select.syncManagedFrameVisibility(element)
Select.saveStateToStateManager(element)
end
---@param element Element
function Select.closeSelect(element)
if not element._selectState then
return
end
Select.ensureFrameState(element)
element._selectState.open = false
element.ariaExpanded = false
if element.selectParent then
element.selectParent.open = false
end
Select.syncManagedFrameVisibility(element)
Select.saveStateToStateManager(element)
end
---@param element Element
function Select.toggleSelect(element)
if not element._selectState then
return
end
if element.disabled then
return
end
if element._selectState.open then
Select.closeSelect(element)
else
Select.openSelect(element)
end
if element.onEvent then
element.onEvent(element, { type = "selecttoggle", open = element._selectState.open })
end
end
---@param element Element
---@return boolean
function Select.isSelectOpen(element)
return element._selectState ~= nil and element._selectState.open == true
end
---@param element Element
---@return any
function Select.getSelectValue(element)
if not element._selectState then
return nil
end
return element._selectState.value
end
---@param element Element
---@return string?
function Select.getSelectLabel(element)
if not element._selectState then
return nil
end
local selectedOption = element._selectState.selectedOption
or element._selectState.optionLookup[element._selectState.value]
if selectedOption and selectedOption.selectOption then
return selectedOption.selectOption.label or selectedOption.text
end
return element._selectState.selectedLabel or element._selectState.placeholder
end
---@param element Element
---@return boolean
function Select.isSelectedOption(element)
if not element.selectOption or not element._selectParentElement or not element._selectParentElement._selectState then
return false
end
return element._selectParentElement._selectState.value == element.selectOption.value
end
---@param element Element
---@param value any
---@param optionElement Element?
function Select.setSelectValue(element, value, optionElement)
if not element._selectState then
return
end
if element.disabled then
return
end
local didChange = element._selectState.value ~= value
element._selectState.value = value
if element.selectParent then
element.selectParent.value = value
end
if optionElement and optionElement.selectOption then
element._selectState.selectedLabel = optionElement.selectOption.label or optionElement.text
end
Select.syncOptionStates(element)
Select.closeSelect(element)
Select.saveStateToStateManager(element)
if element.onEvent then
element.onEvent(element, { type = "selectchange", value = value, option = optionElement })
end
if didChange and element._selectState.onChange then
element._selectState.onChange(element, value, optionElement and optionElement.selectOption or nil)
end
end
---@param element Element
function Select.handleRelease(element)
if element.disabled then
return
end
if element.selectOption then
local selectParent = element._selectParentElement or Select.findOwningSelectParent(element)
if not selectParent then
return
end
if element.selectOption.disabled then
Select.closeSelect(selectParent)
return
end
Select.setSelectValue(selectParent, element.selectOption.value, element)
return
end
if element._selectState then
Select.toggleSelect(element)
end
end
---Save select state for state persistence (called from Element:saveState)
---@param element Element
---@return table?
function Select.saveState(element)
if not element._selectState then
return nil
end
return {
value = element._selectState.value,
open = element._selectState.open,
selectedLabel = element._selectState.selectedLabel,
}
end
---Restore select state (called from Element:restoreState)
---@param element Element
---@param state table
function Select.restoreState(element, state)
if not element._selectState or not state then
return
end
element._selectState.value = state.value
element._selectState.open = state.open or false
element._selectState.selectedLabel = state.selectedLabel
if element.selectParent then
element.selectParent.value = state.value
element.selectParent.open = state.open or false
end
element.ariaExpanded = element._selectState.open
Select.syncOptionStates(element)
end
---Clean up select-related resources (called from Element:destroy)
---@param element Element
function Select.cleanupDestroy(element)
if element._selectState then
local frame = element._selectState.selectFrame
local anchor = element._selectState.selectAnchor
if frame then
frame._managedSelectOwner = nil
frame._managedSelectFrame = nil
frame._managedSelectBaseOpacity = nil
frame._managedSelectBaseVisibility = nil
frame._managedSelectBaseDisabled = nil
end
if anchor then
anchor._managedSelectOwner = nil
anchor._managedSelectAnchor = nil
end
element._selectState = nil
end
if element._managedSelectFrame and element._managedSelectOwner then
if element._managedSelectOwner._selectState then
element._managedSelectOwner._selectState.selectFrame = nil
element._managedSelectOwner._selectState.expectedFrameParent = nil
element._managedSelectOwner._selectState.frameAdopted = false
end
element._managedSelectOwner = nil
element._managedSelectFrame = nil
element._managedSelectBaseOpacity = nil
element._managedSelectBaseVisibility = nil
element._managedSelectBaseDisabled = nil
end
if element._managedSelectAnchor and element._managedSelectOwner then
if element._managedSelectOwner._selectState then
element._managedSelectOwner._selectState.selectAnchor = nil
end
element._managedSelectOwner = nil
element._managedSelectAnchor = nil
end
if element.selectParent then
element.selectParent.onChange = nil
end
end
--- Called when a select parent removes a child: clears frame/anchor refs if the removed child was the
--- select-managed frame or anchor. Keeps select state-mutation logic owned by the Select module.
---@param element Element The select parent whose child was removed.
---@param child Element The removed child.
function Select.handleChildRemoved(element, child)
if not element._selectState then
return
end
if element._selectState.selectFrame == child then
element._selectState.selectFrame = nil
element._selectState.expectedFrameParent = nil
element._selectState.frameAdopted = false
end
if element._selectState.selectAnchor == child then
element._selectState.selectAnchor = nil
end
end
--- Layout-path hook: adjust an auto-width child's border-box width for a managed-select frame.
--- Invoked from LayoutEngine (via the Element delegate) during vertical-flex auto-width calculation.
---@param element Element The managed-select frame (the dropdown container).
---@param child Element The flex child being measured.
---@param childBorderBoxWidth number Current computed border-box width of `child`.
---@return number Possibly-adjusted border-box width.
function Select.adjustAutoWidthChild(element, child, childBorderBoxWidth)
if
element._managedSelectFrame
and element.autosizing
and element.autosizing.width
and child.units
and child.units.width
and child.units.width.unit == "%"
then
local intrinsicBorderBoxWidth = child:calculateAutoWidth() + child.padding.left + child.padding.right
return math.max(childBorderBoxWidth, intrinsicBorderBoxWidth)
end
return childBorderBoxWidth
end
return Select
-790
View File
@@ -1,790 +0,0 @@
---@class StateManager
local StateManager = {}
-- ErrorHandler will be injected via init
local ErrorHandler
-- State storage: ID -> state table
local stateStore = {}
-- Frame tracking metadata: ID -> {lastFrame, createdFrame, accessCount}
local stateMetadata = {}
-- Frame counter
local frameNumber = 0
-- Counter to track multiple elements created at the same source location (e.g., in loops)
local callSiteCounters = {}
-- Stateful element mapping: stateId -> element instance
-- Used in retained mode for cache-through: StateManager resolves id -> element -> field
local statefulElements = {}
-- Dirty state tracking for flushFrame: set of {id, key} pairs modified this frame
local dirtyState = {}
-- Immediate mode flag
local _immediateMode = false
-- Configuration
local config = {
stateRetentionFrames = 2, -- Keep unused state for 2 frames
maxStateEntries = 1000, -- Maximum state entries before forced GC
}
-- Default state values (sparse storage - don't store these)
local stateDefaults = {
-- Interaction states
hover = false,
pressed = false,
focused = false,
disabled = false,
active = false,
-- Scrollbar states
scrollbarHoveredVertical = false,
scrollbarHoveredHorizontal = false,
scrollbarDragging = false,
hoveredScrollbar = nil,
scrollbarDragOffset = 0,
dragStartMouseX = 0,
dragStartMouseY = 0,
dragStartScrollX = 0,
dragStartScrollY = 0,
-- Scroll position
scrollX = 0,
scrollY = 0,
_scrollX = 0,
_scrollY = 0,
-- Click tracking
_clickCount = 0,
_lastClickTime = nil,
_lastClickButton = nil,
-- Internal states
_hovered = nil,
_focused = nil,
_cursorPosition = nil,
_selectionStart = nil,
_selectionEnd = nil,
_textBuffer = "",
_cursorBlinkTimer = 0,
_cursorVisible = true,
_cursorBlinkPaused = false,
_cursorBlinkPauseTimer = 0,
}
--- Check if a value equals the default for a key
---@param key string State key
---@param value any Value to check
---@return boolean isDefault True if value equals default
local function isDefaultValue(key, value)
local defaultVal = stateDefaults[key]
-- If no default defined, check for common defaults
if defaultVal == nil then
-- Empty tables are default
if type(value) == "table" and next(value) == nil then
return true
end
-- nil values are default
if value == nil then
return true
end
-- Otherwise, not a default value
return false
end
-- Compare values
if type(value) == "table" then
-- Empty tables are considered default
if next(value) == nil then
return true
end
-- For other tables, compare contents (shallow)
if type(defaultVal) ~= "table" then
return false
end
for k, v in pairs(value) do
if defaultVal[k] ~= v then
return false
end
end
return true
else
return value == defaultVal
end
end
-- ====================
-- ID Generation
-- ====================
--- Generate a hash from a table of properties
---@param props table
---@param visited table|nil Tracking table to prevent circular references
---@param depth number|nil Current recursion depth
---@return string
local function hashProps(props, visited, depth)
if not props then
return ""
end
-- Initialize visited table on first call
visited = visited or {}
depth = depth or 0
-- Limit recursion depth to prevent deep nesting issues
if depth > 3 then
return "[deep]"
end
-- Check if we've already visited this table (circular reference)
if visited[props] then
return "[circular]"
end
-- Mark this table as visited
visited[props] = true
local parts = {}
local keys = {}
-- Properties to skip (they cause issues or aren't relevant for ID generation)
local skipKeys = {
onEvent = true,
parent = true,
children = true,
onFocus = true,
onBlur = true,
onTextInput = true,
onTextChange = true,
onEnter = true,
userdata = true,
-- Dynamic input/state properties that should not affect ID stability
text = true, -- Text content changes as user types
placeholder = true, -- Placeholder text is presentational
editable = true, -- Editable state can be toggled dynamically
selectOnFocus = true, -- Input behavior flag
autoGrow = true, -- Auto-grow behavior flag
passwordMode = true, -- Password mode can be toggled
}
-- Collect and sort keys for consistent ordering
for k in pairs(props) do
if not skipKeys[k] then
table.insert(keys, k)
end
end
table.sort(keys)
-- Build hash string from sorted key-value pairs
for _, k in ipairs(keys) do
local v = props[k]
local vtype = type(v)
if vtype == "string" or vtype == "number" or vtype == "boolean" then
table.insert(parts, k .. "=" .. tostring(v))
elseif vtype == "table" then
table.insert(parts, k .. "={" .. hashProps(v, visited, depth + 1) .. "}")
end
end
return table.concat(parts, ";")
end
--- Generate a unique ID from call site and properties
---@param props table|nil Optional properties to include in ID generation
---@param parent table|nil Optional parent element for tree-based ID generation
---@return string
function StateManager.generateID(props, parent)
-- Get call stack information
local info = debug.getinfo(3, "Sl") -- Level 3: caller of Element.new -> caller of generateID
if not info then
-- Fallback to random ID if debug info unavailable
return "auto_" .. tostring(math.random(1000000, 9999999))
end
local source = info.source or "unknown"
local line = info.currentline or 0
-- Create base location key from source file and line number
local filename = source:match("([^/\\]+)$") or source -- Get filename
filename = filename:gsub("%.lua$", "") -- Remove .lua extension
local locationKey = filename .. "_L" .. line
-- If we have a parent, use tree-based ID generation for stability
if parent and parent.id and parent.id ~= "" then
-- For child elements, use call-site (file + line) like top-level elements
-- This ensures the same call site always generates the same ID, even when
-- retained children persist in parent.children array
local baseID = parent.id .. "_" .. locationKey
-- Count how many children have been created at THIS call site
local callSiteKey = parent.id .. "_" .. locationKey
callSiteCounters[callSiteKey] = (callSiteCounters[callSiteKey] or 0) + 1
local instanceNum = callSiteCounters[callSiteKey]
if instanceNum > 1 then
baseID = baseID .. "_" .. instanceNum
end
-- Add property hash if provided (for additional differentiation)
if props then
local propHash = hashProps(props)
if propHash ~= "" then
-- Use first 8 chars of a simple hash
local hash = 0
for i = 1, #propHash do
hash = (hash * 31 + string.byte(propHash, i)) % 1000000
end
baseID = baseID .. "_" .. hash
end
end
return baseID
end
-- No parent (top-level element): use call-site counter approach
-- Track how many elements have been created at this location
callSiteCounters[locationKey] = (callSiteCounters[locationKey] or 0) + 1
local instanceNum = callSiteCounters[locationKey]
local baseID = locationKey
-- Add instance number if multiple elements created at same location (e.g., in loops)
if instanceNum > 1 then
baseID = baseID .. "_" .. instanceNum
end
-- Add property hash if provided (for additional differentiation)
if props then
local propHash = hashProps(props)
if propHash ~= "" then
-- Use first 8 chars of a simple hash
local hash = 0
for i = 1, #propHash do
hash = (hash * 31 + string.byte(propHash, i)) % 1000000
end
baseID = baseID .. "_" .. hash
end
end
return baseID
end
-- ====================
-- State Management
-- ====================
--- Initialize StateManager with dependencies
---@param deps table Dependencies: { ErrorHandler = ErrorHandler }
function StateManager.init(deps)
if type(deps) == "table" then
ErrorHandler = deps.ErrorHandler
end
end
--- Get state for an element ID, creating if it doesn't exist
---@param id string Element ID
---@param defaultState table|nil Default state if creating new
---@return table state State table for the element
function StateManager.getState(id, defaultState)
if not id then
ErrorHandler:error("StateManager", "SYS_001", {
parameter = "id",
value = "nil",
})
end
-- Create state if it doesn't exist
if not stateStore[id] then
-- Start with empty state (sparse storage)
stateStore[id] = defaultState or {}
-- Create metadata
stateMetadata[id] = {
lastFrame = frameNumber,
createdFrame = frameNumber,
accessCount = 0,
}
else
-- Update metadata
local meta = stateMetadata[id]
meta.lastFrame = frameNumber
meta.accessCount = meta.accessCount + 1
end
return stateStore[id]
end
--- Set state for an element ID (replaces entire state)
---@param id string Element ID
---@param state table State to store
function StateManager.setState(id, state)
if not id then
ErrorHandler:error("StateManager", "SYS_001", {
parameter = "id",
value = "nil",
})
end
-- Create sparse state (remove default values)
local sparseState = {}
for key, value in pairs(state) do
if not isDefaultValue(key, value) then
sparseState[key] = value
end
end
stateStore[id] = sparseState
-- Update or create metadata
if not stateMetadata[id] then
stateMetadata[id] = {
lastFrame = frameNumber,
createdFrame = frameNumber,
accessCount = 1,
}
else
stateMetadata[id].lastFrame = frameNumber
end
end
--- Update state for an element ID (merges with existing state)
---@param id string Element ID
---@param newState table New state values to merge
function StateManager.updateState(id, newState)
local state = StateManager.getState(id)
-- Merge new state into existing state (with diffing optimization)
local changed = false
for key, value in pairs(newState) do
if state[key] ~= value then
state[key] = value
changed = true
end
end
-- Only update metadata if something actually changed
if changed then
stateMetadata[id].lastFrame = frameNumber
end
end
--- Update state only if values have changed (optimized for immediate mode)
---@param id string Element ID
---@param newState table New state values to merge
---@return boolean changed True if any values changed
function StateManager.updateStateIfChanged(id, newState)
local state = StateManager.getState(id)
local changed = false
for key, value in pairs(newState) do
-- Skip if value hasn't changed (optimization)
if state[key] ~= value then
state[key] = value
changed = true
end
end
if changed then
stateMetadata[id].lastFrame = frameNumber
end
return changed
end
--- Clear state for a specific element ID
---@param id string Element ID
function StateManager.clearState(id)
stateStore[id] = nil
stateMetadata[id] = nil
end
--- Mark state as used this frame (updates last accessed frame)
---@param id string Element ID
function StateManager.markStateUsed(id)
if stateMetadata[id] then
stateMetadata[id].lastFrame = frameNumber
end
end
-- ====================
-- Frame Management
-- ====================
--- Increment frame counter (called at frame start)
function StateManager.incrementFrame()
frameNumber = frameNumber + 1
-- Reset call site counters for new frame
callSiteCounters = {}
end
--- Get current frame number
---@return number
function StateManager.getFrameNumber()
return frameNumber
end
-- ====================
-- Granular State Access (Unified API for both modes)
-- ====================
--- Get a single state value by key for a given element ID.
--- Works identically in both modes — the caller does not need to know the mode.
---
--- Immediate mode: reads from persistent state store.
--- Retained mode: resolves through registered element field (cache-through).
---
---@param id string Element state ID
---@param key string State key
---@return any value The stored value, or nil if not found
function StateManager.getStateValue(id, key)
if not id or not key then
ErrorHandler:error("StateManager", "SYS_001", {
parameter = "id and key",
value = "missing",
})
end
-- Update metadata for access tracking
if stateMetadata[id] then
stateMetadata[id].lastFrame = frameNumber
stateMetadata[id].accessCount = stateMetadata[id].accessCount + 1
end
if _immediateMode then
-- Immediate mode: read from persistent state store
local state = stateStore[id]
if state then
return state[key]
end
return nil
else
-- Retained mode: resolve through element field
local element = statefulElements[id]
if element then
return element[key]
end
return nil
end
end
--- Set a single state value by key for a given element ID.
--- Works identically in both modes — the caller does not need to know the mode.
---
--- Immediate mode: marks dirty for flushFrame() persistence.
--- Retained mode: writes directly to element field (cache-through).
---
---@param id string Element state ID
---@param key string State key
---@param value any Value to store
function StateManager.setStateValue(id, key, value)
if not id or not key then
ErrorHandler:error("StateManager", "SYS_001", {
parameter = "id and key",
value = "missing",
})
end
-- Update metadata
if not stateMetadata[id] then
stateMetadata[id] = {
lastFrame = frameNumber,
createdFrame = frameNumber,
accessCount = 1,
}
else
stateMetadata[id].lastFrame = frameNumber
end
if _immediateMode then
-- Immediate mode: mark dirty for flushFrame persistence
local state = StateManager.getState(id)
state[key] = value
dirtyState[id] = dirtyState[id] or {}
dirtyState[id][key] = true
else
-- Retained mode: write directly to element field
local element = statefulElements[id]
if element then
element[key] = value
end
end
end
-- ====================
-- Stateful Element Registration (Retained Mode Cache-Through)
-- ====================
--- Register an element instance for retained-mode cache-through.
--- After registration, getStateValue/setStateValue will resolve through the element's fields.
---
--- Called by Element in _construct phase.
---
---@param id string State ID (typically element.id)
---@param element table Element instance to link
function StateManager.registerStateful(id, element)
if not id or not element then
return
end
statefulElements[id] = element
end
--- Unregister an element instance.
--- After unregistration, retained-mode access will fall back to nil.
---
--- Called by Element in _cleanup phase.
---
---@param id string State ID to unregister
function StateManager.unregisterStateful(id)
if id then
statefulElements[id] = nil
end
end
-- ====================
-- Frame Flush (Immediate Mode Dirty State Persistence)
-- ====================
--- Flush dirty state to persistent store at end of frame.
--- Called automatically at frame end in immediate mode.
--- Behaviors call setStateValue during update without knowing the mode.
---
--- In retained mode, this is a no-op (state is written directly to elements).
function StateManager.flushFrame()
if not _immediateMode then
return
end
-- All dirty writes were already applied to stateStore during setStateValue
-- This method exists for future extensions (e.g., batching, analytics)
-- Reset dirty tracking for next frame
dirtyState = {}
end
-- ====================
-- Mode Configuration
-- ====================
--- Configure immediate mode state.
--- Called by Context when immediate mode is enabled/disabled.
---
---@param enabled boolean Whether immediate mode is active
function StateManager.setImmediateMode(enabled)
_immediateMode = enabled
end
--- Check if immediate mode is active.
---@return boolean
function StateManager.isImmediateMode()
return _immediateMode
end
--- Whether at-construction layout / eager initialization should run now.
--- Returns true in retained mode (layout eagerly), false in immediate mode
--- (layout is deferred to `FlexLove.endFrame` / FlexLove so it runs once all
--- elements for the frame have been created). This replaces the scattered
--- `if not _immediateMode then layoutChildren()` mode checks with a single
--- mode-aware query (behavior-mode-unification task 11).
---@return boolean
function StateManager.shouldLayout()
return not _immediateMode
end
-- ====================
-- Cleanup & Maintenance
-- ====================
--- Clean up stale states (not accessed recently)
---@return number count Number of states cleaned up
function StateManager.cleanup()
local cleanedCount = 0
local retentionFrames = config.stateRetentionFrames
for id, meta in pairs(stateMetadata) do
local framesSinceAccess = frameNumber - meta.lastFrame
if framesSinceAccess > retentionFrames then
stateStore[id] = nil
stateMetadata[id] = nil
cleanedCount = cleanedCount + 1
end
end
-- Clean up empty states (sparse storage optimization)
for id, state in pairs(stateStore) do
if next(state) == nil then
stateStore[id] = nil
stateMetadata[id] = nil
cleanedCount = cleanedCount + 1
end
end
return cleanedCount
end
--- Force cleanup if state count exceeds maximum
---@return number count Number of states cleaned up
function StateManager.forceCleanupIfNeeded()
local stateCount = StateManager.getStateCount()
if stateCount > config.maxStateEntries then
-- Clean up states not accessed in last 10 frames (aggressive)
local cleanedCount = 0
for id, meta in pairs(stateMetadata) do
local framesSinceAccess = frameNumber - meta.lastFrame
if framesSinceAccess > 10 then
stateStore[id] = nil
stateMetadata[id] = nil
cleanedCount = cleanedCount + 1
end
end
return cleanedCount
end
return 0
end
--- Get total number of stored states
---@return number
function StateManager.getStateCount()
local count = 0
for _ in pairs(stateStore) do
count = count + 1
end
return count
end
--- Clear all states
function StateManager.clearAllStates()
stateStore = {}
stateMetadata = {}
end
--- Configure state management
---@param newConfig {stateRetentionFrames?: number, maxStateEntries?: number}
function StateManager.configure(newConfig)
if newConfig.stateRetentionFrames then
config.stateRetentionFrames = newConfig.stateRetentionFrames
end
if newConfig.maxStateEntries then
config.maxStateEntries = newConfig.maxStateEntries
end
end
--- Get state statistics for debugging
---@return table stats State usage statistics
function StateManager.getStats()
local stateCount = StateManager.getStateCount()
local oldest = nil
local newest = nil
for _, meta in pairs(stateMetadata) do
if not oldest or meta.createdFrame < oldest then
oldest = meta.createdFrame
end
if not newest or meta.createdFrame > newest then
newest = meta.createdFrame
end
end
-- Count callSiteCounters
local callSiteCount = 0
for _ in pairs(callSiteCounters) do
callSiteCount = callSiteCount + 1
end
-- Warn if callSiteCounters is unexpectedly large
if callSiteCount > 1000 then
if ErrorHandler then
ErrorHandler.warn("StateManager", "STATE_001", {
count = callSiteCount,
expected = "near 0",
frameNumber = frameNumber,
})
end
end
return {
stateCount = stateCount,
frameNumber = frameNumber,
oldestState = oldest,
newestState = newest,
callSiteCounterCount = callSiteCount,
}
end
--- Get internal state (for debugging/profiling only)
---@return table internal {stateStore, stateMetadata, callSiteCounters}
function StateManager._getInternalState()
return {
stateStore = stateStore,
stateMetadata = stateMetadata,
callSiteCounters = callSiteCounters,
}
end
--- Reset the entire state system (for testing)
function StateManager.reset()
stateStore = {}
stateMetadata = {}
frameNumber = 0
callSiteCounters = {}
statefulElements = {}
dirtyState = {}
_immediateMode = false
end
-- ====================
-- Convenience Functions (for backward compatibility)
-- ====================
--- Check if an element is currently hovered
---@param id string Element ID
---@return boolean
function StateManager.isHovered(id)
local state = StateManager.getState(id)
return state.hover or false
end
--- Check if an element is currently pressed
---@param id string Element ID
---@return boolean
function StateManager.isPressed(id)
local state = StateManager.getState(id)
return state.pressed or false
end
--- Check if an element is currently focused
---@param id string Element ID
---@return boolean
function StateManager.isFocused(id)
local state = StateManager.getState(id)
return state.focused or false
end
--- Check if an element is disabled
---@param id string Element ID
---@return boolean
function StateManager.isDisabled(id)
local state = StateManager.getState(id)
return state.disabled or false
end
--- Check if an element is active (e.g., input focused)
---@param id string Element ID
---@return boolean
function StateManager.isActive(id)
local state = StateManager.getState(id)
return state.active or false
end
return StateManager
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local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- Text sanitization, escaping, and input validation utilities.
-- ErrorHandler is injected via init() for truncation warnings.
local ErrorHandler = nil
--- Initialize dependencies
---@param deps table Dependencies: { ErrorHandler = ErrorHandler }
local function init(deps)
if type(deps) == "table" then
ErrorHandler = deps.ErrorHandler
end
end
--- Sanitize text to prevent security vulnerabilities
--- @param text string? Text to sanitize
--- @param options table? Sanitization options
--- @return string Sanitized text
local function sanitizeText(text, options)
local utf8 = require("utf8")
-- Handle nil or non-string inputs
if text == nil then
return ""
end
if type(text) ~= "string" then
text = tostring(text)
end
-- Default options
options = options or {}
local maxLength = options.maxLength or 10000
local allowNewlines = options.allowNewlines ~= false -- default true
local allowTabs = options.allowTabs ~= false -- default true
local stripControls = options.stripControls ~= false -- default true
local trimWhitespace = options.trimWhitespace ~= false -- default true
-- Remove null bytes (critical security risk)
text = text:gsub("%z", "")
-- Strip control characters except allowed ones
if stripControls then
local pattern = "[\1-\31\127]" -- All control characters
if allowNewlines and allowTabs then
pattern = "[\1-\8\11\12\14-\31\127]" -- Exclude \t (9), \n (10), \r (13)
elseif allowNewlines then
pattern = "[\1-\9\11\12\14-\31\127]" -- Exclude \n (10), \r (13)
elseif allowTabs then
pattern = "[\1-\8\10\12-\31\127]" -- Exclude \t (9)
end
text = text:gsub(pattern, "")
end
-- Trim leading/trailing whitespace
if trimWhitespace then
text = text:match("^%s*(.-)%s*$") or ""
end
-- Limit string length (use UTF-8 character count, not byte count)
local charCount = utf8.len(text)
if charCount and charCount > maxLength then
if ErrorHandler then
ErrorHandler:warn("utils", "UTIL_001", {
original = charCount,
truncated = maxLength,
})
end
-- Truncate to maxLength UTF-8 characters
local bytePos = utf8.offset(text, maxLength + 1)
if bytePos then
text = text:sub(1, bytePos - 1)
end
if ErrorHandler then
ErrorHandler:warn("utils", string.format("Text truncated from %d to %d characters", charCount, maxLength))
end
end
return text
end
--- Validate text input against rules
--- @param text string Text to validate
--- @param rules table Validation rules
--- @return boolean, string? Returns true if valid, or false with error message
local function validateTextInput(text, rules)
rules = rules or {}
-- Check minimum length
if rules.minLength and #text < rules.minLength then
return false, string.format("Text must be at least %d characters", rules.minLength)
end
-- Check maximum length
if rules.maxLength and #text > rules.maxLength then
return false, string.format("Text must be at most %d characters", rules.maxLength)
end
-- Check pattern match
if rules.pattern and not text:match(rules.pattern) then
return false, rules.patternError or "Text does not match required pattern"
end
-- Check character whitelist
if rules.allowedChars then
local pattern = "[^" .. rules.allowedChars .. "]"
if text:match(pattern) then
return false, "Text contains invalid characters"
end
end
-- Check character blacklist
if rules.forbiddenChars then
local pattern = "[" .. rules.forbiddenChars .. "]"
if text:match(pattern) then
return false, "Text contains forbidden characters"
end
end
return true, nil
end
--- Validate text against range/length rules (alias of validateTextInput)
--- @param text string Text to validate
--- @param rules table Validation rules (minLength, maxLength, pattern, etc.)
--- @return boolean, string? Returns true if valid, or false with error message
local function validateTextRange(text, rules)
return validateTextInput(text, rules)
end
--- Escape HTML special characters
--- @param text string Text to escape
--- @return string Escaped text
local function escapeHtml(text)
if text == nil then
return ""
end
text = tostring(text)
text = text:gsub("&", "&amp;")
text = text:gsub("<", "&lt;")
text = text:gsub(">", "&gt;")
text = text:gsub('"', "&quot;")
text = text:gsub("'", "&#39;")
return text
end
--- Escape Lua pattern special characters
--- @param text string Text to escape
--- @return string Escaped text
local function escapeLuaPattern(text)
if text == nil then
return ""
end
text = tostring(text)
-- Escape all Lua pattern special characters
text = text:gsub("([%^%$%(%)%%%.%[%]%*%+%-%?])", "%%%1")
return text
end
--- Strip all non-printable characters from text
--- @param text string Text to clean
--- @return string Cleaned text
local function stripNonPrintable(text)
if text == nil then
return ""
end
text = tostring(text)
-- Keep printable ASCII (32-126), newline (10), tab (9), and carriage return (13)
text = text:gsub("[^\9\10\13\32-\126]", "")
return text
end
return {
init = init,
sanitizeText = sanitizeText,
validateTextInput = validateTextInput,
validateTextRange = validateTextRange,
escapeHtml = escapeHtml,
escapeLuaPattern = escapeLuaPattern,
stripNonPrintable = stripNonPrintable,
}
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-44
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@@ -1,44 +0,0 @@
---@class UTF8
---Compatibility layer for UTF-8 support across Lua versions
---Handles utf8 (Lua 5.3+), lua-utf8 (LuaRocks), and basic fallbacks
local UTF8 = {}
-- Try to load UTF-8 library in order of preference:
-- 1. Built-in utf8 (Lua 5.3+, LÖVE2D)
-- 2. lua-utf8 from LuaRocks (Lua 5.1, 5.2)
-- 3. Error if neither available
local function loadUTF8()
-- Try built-in utf8 first (Lua 5.3+ and LÖVE2D)
if utf8 and type(utf8) == "table" and utf8.len then
return utf8
end
-- Try lua-utf8 from LuaRocks
local ok, luautf8 = pcall(require, "lua-utf8")
if ok then
return luautf8
end
-- Try standard utf8 module name as fallback
ok, luautf8 = pcall(require, "utf8")
if ok then
return luautf8
end
-- No UTF-8 library available
error("No UTF-8 library available. Please install 'luautf8' via LuaRocks: luarocks install luautf8")
end
-- Load the UTF-8 implementation
local utf8lib = loadUTF8()
-- Export all utf8 functions
UTF8.char = utf8lib.char
UTF8.charpattern = utf8lib.charpattern
UTF8.codes = utf8lib.codes
UTF8.codepoint = utf8lib.codepoint
UTF8.len = utf8lib.len
UTF8.offset = utf8lib.offset
return UTF8
-335
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@@ -1,335 +0,0 @@
--- Utility module for parsing and resolving CSS-like units (px, %, vw, vh)
--- Provides unit parsing, validation, and conversion to pixel values
---@class Units
---@field _Context table? Context module dependency
---@field _ErrorHandler table? ErrorHandler module dependency
---@field _Calc table? Calc module dependency
local Units = {}
--- Initialize Units module with dependencies
---@param deps table Dependencies: { Context = table?, ErrorHandler = table?, Calc = table? }
function Units.init(deps)
Units._Context = deps.Context
Units._ErrorHandler = deps.ErrorHandler
Units._Calc = deps.Calc
end
--- Parse a unit value into numeric value and unit type
--- Supports: px (pixels), % (percentage), vw/vh (viewport), and calc() expressions
---@param value string|number|table The value to parse (e.g., "50px", "10%", "2vw", 100, or calc object)
---@return number|table numericValue The numeric portion of the value or calc object
---@return string unitType The unit type ("px", "%", "vw", "vh", "calc")
function Units.parse(value)
-- Check if value is a calc expression
if Units._Calc and Units._Calc.isCalc(value) then
return value, "calc"
end
if type(value) == "number" then
return value, "px"
end
if type(value) ~= "string" and type(value) ~= "table" then
Units._ErrorHandler:warn("Units", "VAL_001", {
property = "unit value",
expected = "string, number, or calc object",
got = type(value),
})
return 0, "px"
end
-- Check for unit-only input (e.g., "px", "%", "vw" without a number)
local validUnits = { px = true, ["%"] = true, vw = true, vh = true }
if validUnits[value] then
Units._ErrorHandler:warn("Units", "VAL_005", {
input = value,
expected = "number + unit (e.g., '50" .. value .. "')",
})
return 0, "px"
end
-- Check for invalid format (space between number and unit)
if value:match("%d%s+%a") then
Units._ErrorHandler:warn("Units", "VAL_005", {
input = value,
issue = "contains space between number and unit",
})
return 0, "px"
end
-- Match number followed by optional unit
local numStr, unit = value:match("^([%-]?[%d%.]+)(.*)$")
if not numStr then
Units._ErrorHandler:warn("Units", "VAL_005", {
input = value,
})
return 0, "px"
end
local num = tonumber(numStr)
if not num then
Units._ErrorHandler:warn("Units", "VAL_005", {
input = value,
issue = "numeric value cannot be parsed",
})
return 0, "px"
end
-- Default to pixels if no unit specified
if unit == "" then
unit = "px"
end
-- validUnits is already defined at the top of the function
if not validUnits[unit] then
Units._ErrorHandler:warn("Units", "VAL_005", {
input = value,
unit = unit,
validUnits = "px, %, vw, vh",
})
return num, "px"
end
return num, unit
end
--- Convert relative units to absolute pixel values
--- Resolves %, vw, vh units based on viewport and parent dimensions, and evaluates calc() expressions
---@param value number|table Numeric value to convert or calc object
---@param unit string Unit type ("px", "%", "vw", "vh", "calc")
---@param viewportWidth number Current viewport width in pixels
---@param viewportHeight number Current viewport height in pixels
---@param parentSize number? Required for percentage units (parent dimension in pixels)
---@return number resolvedValue Resolved pixel value
function Units.resolve(value, unit, viewportWidth, viewportHeight, parentSize)
if unit == "calc" then
-- Resolve calc expression
if Units._Calc then
return Units._Calc.resolve(value, viewportWidth, viewportHeight, parentSize)
else
Units._ErrorHandler:warn("Units", "VAL_006", {
unit = "calc",
issue = "Calc module not available",
})
return 0
end
elseif unit == "px" then
return value
elseif unit == "%" then
if not parentSize then
Units._ErrorHandler:warn("Units", "LAY_003", {
unit = "%",
issue = "parent dimension not available",
})
return 0
end
return (value / 100) * parentSize
elseif unit == "vw" then
return (value / 100) * viewportWidth
elseif unit == "vh" then
return (value / 100) * viewportHeight
else
Units._ErrorHandler:warn("Units", "VAL_005", {
unit = unit,
validUnits = "px, %, vw, vh, calc",
})
return 0
end
end
--- Get current viewport dimensions
--- Uses cached viewport during resize operations, otherwise queries LÖVE graphics
---@return number width Viewport width in pixels
---@return number height Viewport height in pixels
function Units.getViewport()
-- Return cached viewport if available (only during resize operations)
if Units._Context._cachedViewport and Units._Context._cachedViewport.width > 0 then
return Units._Context._cachedViewport.width, Units._Context._cachedViewport.height
end
if love.graphics and love.graphics.getDimensions then
return love.graphics.getDimensions()
else
local w, h = love.window.getMode()
return w, h
end
end
--- Apply base scale factor to a value based on axis
--- Used for responsive scaling of UI elements
---@param value number The value to scale
---@param axis "x"|"y" The axis to scale on
---@param scaleFactors {x:number, y:number} Scale factors for each axis
---@return number scaledValue The scaled value
function Units.applyBaseScale(value, axis, scaleFactors)
if axis == "x" then
return value * scaleFactors.x
else
return value * scaleFactors.y
end
end
--- Resolve spacing properties (margin, padding) to pixel values
--- Supports individual sides (top, right, bottom, left) and shortcuts (vertical, horizontal)
---@param spacingProps table? Spacing properties with top/right/bottom/left/vertical/horizontal
---@param parentWidth number Parent element width in pixels
---@param parentHeight number Parent element height in pixels
---@return table resolvedSpacing Table with top, right, bottom, left in pixels
function Units.resolveSpacing(spacingProps, parentWidth, parentHeight)
if not spacingProps then
return { top = 0, right = 0, bottom = 0, left = 0 }
end
local viewportWidth, viewportHeight = Units.getViewport()
local result = {}
local vertical = spacingProps.vertical
local horizontal = spacingProps.horizontal
if vertical then
if type(vertical) == "string" or (Units._Calc and Units._Calc.isCalc(vertical)) then
local value, unit = Units.parse(vertical)
vertical = Units.resolve(value, unit, viewportWidth, viewportHeight, parentHeight)
end
end
if horizontal then
if type(horizontal) == "string" or (Units._Calc and Units._Calc.isCalc(horizontal)) then
local value, unit = Units.parse(horizontal)
horizontal = Units.resolve(value, unit, viewportWidth, viewportHeight, parentWidth)
end
end
for _, side in ipairs({ "top", "right", "bottom", "left" }) do
local value = spacingProps[side]
if value then
if type(value) == "string" or (Units._Calc and Units._Calc.isCalc(value)) then
local numValue, unit = Units.parse(value)
local parentSize = (side == "top" or side == "bottom") and parentHeight or parentWidth
result[side] = Units.resolve(numValue, unit, viewportWidth, viewportHeight, parentSize)
else
result[side] = value
end
else
if side == "top" or side == "bottom" then
result[side] = vertical or 0
else
result[side] = horizontal or 0
end
end
end
return result
end
--- Validate a unit string format
--- Checks if the string can be successfully parsed as a valid unit or calc expression
---@param unitStr string|table The unit string to validate (e.g., "50px", "10%") or calc object
---@return boolean isValid True if the unit string is valid, false otherwise
function Units.isValid(unitStr)
-- Check if it's a calc expression
if Units._Calc and Units._Calc.isCalc(unitStr) then
return true
end
if type(unitStr) ~= "string" then
return false
end
-- Check for invalid format (space between number and unit)
if unitStr:match("%d%s+%a") then
return false
end
-- Match number followed by optional unit
local numStr, unit = unitStr:match("^([%-]?[%d%.]+)(.*)$")
if not numStr then
return false
end
-- Check if numeric part is valid
local num = tonumber(numStr)
if not num then
return false
end
-- Default to pixels if no unit specified
if unit == "" then
unit = "px"
end
-- Check if unit is valid
local validUnits = { px = true, ["%"] = true, vw = true, vh = true }
return validUnits[unit] == true
end
--- Parse CSS flex shorthand into flexGrow, flexShrink, flexBasis
--- Supports: number, "auto", "none", "grow shrink basis"
---@param flexValue number|string The flex shorthand value
---@return number flexGrow
---@return number flexShrink
---@return string|number flexBasis
function Units.parseFlexShorthand(flexValue)
-- Single number: flex-grow
if type(flexValue) == "number" then
return flexValue, 1, 0
end
-- String values
if type(flexValue) == "string" then
-- "auto" = 1 1 auto
if flexValue == "auto" then
return 1, 1, "auto"
end
-- "none" = 0 0 auto
if flexValue == "none" then
return 0, 0, "auto"
end
-- Parse "grow shrink basis" format
local parts = {}
for part in flexValue:gmatch("%S+") do
table.insert(parts, part)
end
local grow = 0
local shrink = 1
local basis = "auto"
if #parts == 1 then
-- Single value: could be grow (number) or basis (with unit)
local num = tonumber(parts[1])
if num then
grow = num
basis = 0
else
basis = parts[1]
end
elseif #parts == 2 then
-- Two values: grow shrink (both numbers) or grow basis
local num1 = tonumber(parts[1])
local num2 = tonumber(parts[2])
if num1 and num2 then
grow = num1
shrink = num2
basis = 0
elseif num1 then
grow = num1
basis = parts[2]
end
elseif #parts >= 3 then
-- Three values: grow shrink basis
grow = tonumber(parts[1]) or 0
shrink = tonumber(parts[2]) or 1
basis = parts[3]
end
return grow, shrink, basis
end
-- Default fallback
return 0, 1, "auto"
end
return Units
-35
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@@ -1,35 +0,0 @@
---@class ZIndex
local ZIndex = {}
-- The effective z-index formula used for sorting is:
-- rootZ * ROOT_WEIGHT + depth * DEPTH_WEIGHT + ownZ
-- where rootZ is the z-index of the top-level ancestor, depth is the
-- nesting level, and ownZ is the element's own z property.
--
-- Constraints enforced by these weights:
-- |ownZ| <= MAX_Z (must fit within DEPTH_WEIGHT digits)
-- DEPTH_WEIGHT has enough room for depths well beyond any practical tree
-- ROOT_WEIGHT has enough room for the rootZ without exceeding double-precision
---
---@type integer
ZIndex.MIN_Z = -999
---@type integer
ZIndex.MAX_Z = 999
---@type integer
ZIndex.ROOT_WEIGHT = 10000000000
---@type integer
ZIndex.DEPTH_WEIGHT = 1000
--- Clamp a z-index value to the valid range
---@param value number
---@return integer
function ZIndex.clamp(value)
if value < ZIndex.MIN_Z then
return ZIndex.MIN_Z
elseif value > ZIndex.MAX_Z then
return ZIndex.MAX_Z
end
return value
end
return ZIndex
@@ -1,245 +0,0 @@
-- modules/behaviors/Animated.lua
--
-- Concrete behavior: animation update, interpolation application, chaining
-- resolution, and transition wiring.
--
-- Task 06 of the behavior-mode-unification refactor. Moves the entire
-- animation-update block out of Element:update (lines ~2761-2800) into
-- `Animated.onUpdate(element, dt)`, and the `_ColorModule`/`_TransformModule`
-- init-time wiring into `Animated.onAttach(element)`.
--
-- This behavior is UNIQUE among the behavior set because it can attach
-- AFTER element creation. Animation is opt-in: a plain Element created without
-- `transitions` and without an `animation` field never attaches Animated.
-- The moment something creates an animation on the element — either directly
-- (`element.animation = Animation.new(...)`, `element:fadeIn(...)`) or via a
-- transition firing in `setProperty` — `Animated.ensureAttached(element)`
-- attaches this behavior on demand so subsequent `Element:update` frames
-- dispatch to `Animated.onUpdate`.
--
-- Attachment rule (shouldAttach): true when `props.transitions` is set OR an
-- `element.animation` already exists at runtime. The runtime arm covers the
-- late-attach case (animateTo / fadeIn / direct animation assignment).
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (`element.animation`).
-- * The behavior instance itself is stateless and shared across elements.
-- * Element-class-level dependencies (Element._Animation, Element._Color,
-- Element._Transform) are resolved from the owning element's metatable,
-- exactly like Clickable does — keeping the behavior stateless without
-- expanding the 6-hook signature.
--
-- saveState/restoreState are no-ops: animations are ephemeral (an in-flight
-- animation is not part of immediate-mode persisted state — the next frame
-- re-evaluates transitions / re-applies animations fresh). Persisted scalar
-- props (`opacity`, `x`, ...) survive via Element.saveState's `_props` block,
-- not via the animation.
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance.
-- Element instances are created via `setmetatable({}, Element)` in _construct,
-- so their metatable IS the Element class — giving us Element._Animation,
-- Element._Color, Element._Transform, etc. without threading deps through the
-- behavior hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ----------------------------------------------------------------------------
-- ensureAnimationModuleWiring — set Element._Animation._ColorModule /
-- _TransformModule. Idempotent; called from both onAttach and onUpdate so it
-- works even when an animation was assigned by a caller that bypassed
-- onAttach (direct `element.animation = Animation.new(...)`).
-- ----------------------------------------------------------------------------
local function ensureAnimationModuleWiring(element)
local Element = ElementClass(element)
local Animation = Element._Animation
if not Animation then
return
end
-- Ensure animation has Color module reference for color interpolation
if not Animation._ColorModule and Element._Color then
Animation._ColorModule = Element._Color
end
-- Ensure animation has Transform module reference for transform interpolation
if not Animation._TransformModule and Element._Transform then
Animation._TransformModule = Element._Transform
end
end
-- ----------------------------------------------------------------------------
-- shouldAttach (class-level predicate, no element required)
-- ----------------------------------------------------------------------------
-- True when the element declares transitions up front OR already has an
-- animation attached. The `animation` arm is consulted by ensureAttached at
-- runtime (after creation); the `transitions` arm lets Animated auto-attach
-- during Element.new for elements that pre-declare transitions.
local function shouldAttach(props)
if not props then
return false
end
if props.transitions ~= nil then
return true
end
-- Late-attach case: an animation was assigned after creation. When ensure
-- Attached passes the element instance as `props`, this arm catches it.
if type(props) == "table" and props.animation ~= nil then
return true
end
return false
end
-- ----------------------------------------------------------------------------
-- ensureAttached — dynamic late-attach entry point
-- ----------------------------------------------------------------------------
-- Idempotently attach the Animated behavior to an element that just gained an
-- animation (via animateTo / fadeIn / direct assignment / a firing transition
-- in setProperty). Called from Element.setProperty when a transition fires and
-- from the transition helper methods on Element. Safe to call when already
-- attached (no-op / returns false).
--
-- `animatedBehavior` is the shared behavior instance resolved lazily by
-- Element (see Element._resolveAnimatedBehavior). The behavior is looked up
-- from the registry once and cached on the class.
--
-- Returns true if the behavior was attached this call, false otherwise.
local function ensureAttached(element, animatedBehavior)
if not element or not animatedBehavior then
return false
end
-- Already attached? Avoid duplicate entries within one element lifetime
-- (a behavior may legitimately be re-added across immediate-mode frames
-- since Element is recreated each frame, but within one lifetime at most
-- once).
local behaviors = element.behaviors
if behaviors then
for i = 1, #behaviors do
if behaviors[i] == animatedBehavior then
return false
end
end
end
table.insert(element.behaviors, animatedBehavior)
animatedBehavior.onAttach(element)
return true
end
-- ----------------------------------------------------------------------------
-- onAttach — initialize Animation module references (formerly the
-- Element._Animation._ColorModule / _TransformModule wiring in Element:update
-- lines ~2772-2778).
-- ----------------------------------------------------------------------------
local function onAttach(element)
ensureAnimationModuleWiring(element)
end
-- ----------------------------------------------------------------------------
-- onUpdate — the animation update + interpolation + chain-resolution block
-- (formerly Element:update lines ~2761-2800).
-- ----------------------------------------------------------------------------
local function onUpdate(element, dt)
local animation = element.animation
if not animation then
return
end
-- (Re)ensure module wiring is present in case the Animation instance was
-- created by a caller that bypassed onAttach (e.g. direct
-- `element.animation = Animation.new(...)`). Cheap idempotent writes.
ensureAnimationModuleWiring(element)
local finished = animation:update(dt, element)
if finished then
-- Animation:update() already called onComplete callback.
-- Check for chained animation.
if animation._next then
element.animation = animation._next
elseif animation._nextFactory and type(animation._nextFactory) == "function" then
local success, nextAnim = pcall(animation._nextFactory, element)
if success and nextAnim then
element.animation = nextAnim
else
element.animation = nil
end
else
element.animation = nil
end
else
-- Apply animation interpolation during update.
animation:applyInterpolation(element)
end
end
-- ----------------------------------------------------------------------------
-- saveState / restoreState — no-ops (animations are ephemeral).
-- ----------------------------------------------------------------------------
-- Animations are not persisted across immediate-mode frames — they are
-- re-derived each frame from transitions / direct calls. The element's scalar
-- props (opacity, x, ...) are persisted by Element.saveState's _props block,
-- so a completed animation's final visual state still survives recreation.
-- While an animation is mid-flight in immediate mode, the element is recreated
-- and the animation is NOT carried over (intentional — animating in immediate
-- mode requires setting up the animation each frame).
local function saveState()
return nil
end
local function restoreState()
return nil
end
-- ----------------------------------------------------------------------------
-- Build the (stateless, shared) behavior instance.
-- ----------------------------------------------------------------------------
-- onDetach/onDraw omitted: they default to no-ops (the behavior allocates no
-- behavior-local state and animations have no draw pass). Animation state lives
-- on the element (`element.animation`); nothing to tear down on detach.
--
-- We build the immutable behavior via Behavior.new (for validation + freeze +
-- isBehavior parity with Clickable), then expose the late-attach helper on a
-- thin module table since the frozen instance cannot accept new keys. The
-- module table passes the behavior to the registry while making
-- `Animated.ensureAttached` callable from Element.setProperty / the transition
-- helpers — exactly as the task spec requires.
local behavior = Behavior.new({
onAttach = onAttach,
onUpdate = onUpdate,
saveState = saveState,
restoreState = restoreState,
shouldAttach = shouldAttach,
})
-- Thin module table: exposes the behavior instance (for the registry) plus the
-- late-attach helper (for Element.setProperty). All hooks delegate to the
-- frozen behavior instance so dispatch sites get the validated, frozen
-- implementation. shouldAttach is also exposed at module level (mirrors
-- Clickable.shouldAttach) for tests/callers without an element.
local Animated = {
behavior = behavior,
ensureAttached = ensureAttached,
shouldAttach = shouldAttach,
onAttach = onAttach,
onUpdate = onUpdate,
}
-- Metatable so the module table itself satisfies the duck-typed registry
-- contract (iterating `Element._behaviorRegistry` calls `behavior.shouldAttach`
-- and `behavior.onAttach` / `behavior.onUpdate` directly). Falls through to the
-- frozen behavior instance for every hook.
setmetatable(Animated, {
__index = behavior,
__tostring = function()
return "Animated"
end,
})
return Animated
@@ -1,344 +0,0 @@
-- modules/behaviors/Clickable.lua
--
-- Concrete behavior: mouse/touch event handling, pressed-state tracking,
-- hit-testing, and theme-state sync.
--
-- This is the largest behavior in the behavior-mode-unification refactor
-- (~200 LOC moved out of Element:update / _initSubSystems / saveState).
-- Task 02 extracts the entire `if self.onEvent or self.themeComponent or
-- self.editable or self._selectState or self.selectOption then ... end` block
-- from Element:update (hit-testing, mouse/touch event processing, immediate-
-- mode state save, theme-state update) plus EventHandler creation (formerly the
-- first half of Element:_initSubSystems) plus pressed-state drawing (formerly a
-- render layer in Renderer) plus EventHandler save/restore.
--
-- Attachment rule (shouldAttach): the same predicate that previously guarded
-- mouse-event processing in Element:update. An element owns the EventHandler /
-- gets press feedback exactly when it is interactive: when it declares an
-- `onEvent` callback, a `themeComponent`, is `editable`, or participates in a
-- Select group (selectParent / selectOption). A plain passive element never
-- attaches Clickable and therefore never allocates an EventHandler.
--
-- Element retains only the `self._eventHandler` field; Clickable owns it on
-- attach. All other Element paths that touched the EventHandler (handleTouchEvent,
-- handleGesture, getTouches) already nil-guard `self._eventHandler`, so they keep
-- working unchanged for non-clickable elements.
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (self._eventHandler etc.).
-- * The behavior instance itself is stateless and shared across elements.
-- * Element-class-level dependencies (EventHandler factory, StateManager,
-- Context) are resolved from the owning element's metatable (the Element
-- class set by Element:_construct). This keeps the behavior stateless while
-- avoiding a dependency-injection parameter that would violate the locked
-- 6-hook signature `(element, ...)`.
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance.
-- Element instances are created via `setmetatable({}, Element)` in _construct,
-- so their metatable IS the Element class — giving us Element._EventHandler,
-- Element._eventHandlerDeps, Element._StateManager, Element._Context, etc.
-- without threading deps through the behavior hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ----------------------------------------------------------------------------
-- shouldAttach (class-level predicate, no element required)
-- ----------------------------------------------------------------------------
-- Mirrors the cases that previously caused Element to allocate + use an
-- EventHandler. MUST cover every element that touches the EventHandler at
-- runtime: click (onEvent), theme press-feedback (themeComponent), text mouse
-- interaction (editable), Select groups (selectParent / selectOption), touch
-- callbacks (onTouchEvent), and gesture callbacks (onGesture). selectParent /
-- selectOption are the props that produce _selectState during _initSubSystems;
-- checking the props (rather than the runtime _selectState) lets shouldAttach
-- run before the Select subsystem is initialized.
local function shouldAttach(props)
props = props or {}
return props.onEvent ~= nil
or props.themeComponent ~= nil
or props.editable == true
or props.onTouchEvent ~= nil
or props.onGesture ~= nil
or props.selectOption ~= nil
or props.selectParent ~= nil
end
-- ----------------------------------------------------------------------------
-- onAttach — create the EventHandler (formerly Element:_initSubSystems
-- lines ~640-690) and restore immediate-mode EventHandler state.
-- ----------------------------------------------------------------------------
local function onAttach(element)
local Element = ElementClass(element)
local eventHandlerConfig = {
-- element.onEvent is source of truth; not cached on handler
onEventDeferred = element.onEventDeferred,
-- element.onTouchEvent is source of truth; not cached on handler
onTouchEventDeferred = element.onTouchEventDeferred,
-- element.onGesture is source of truth; not cached on handler
onGestureDeferred = element.onGestureDeferred,
touchEnabled = element.touchEnabled,
multiTouchEnabled = element.multiTouchEnabled,
}
-- In immediate mode, restore EventHandler state from StateManager so pressed
-- / hovered / click-count survive the per-frame element recreation cycle.
-- Mode-aware via Context.isImmediateMode (behavior-mode-unification task 11):
-- in retained mode the eventHandler persists, so nothing to restore.
if Element._Context.isImmediateMode() and element._stateId and element._stateId ~= "" then
local state = Element._StateManager.getState(element._stateId)
if state then
-- Restore EventHandler state from StateManager (sparse storage — provide defaults)
eventHandlerConfig._pressed = state._pressed or {}
eventHandlerConfig._lastClickTime = state._lastClickTime
eventHandlerConfig._lastClickButton = state._lastClickButton
eventHandlerConfig._clickCount = state._clickCount or 0
eventHandlerConfig._dragStartX = state._dragStartX or {}
eventHandlerConfig._dragStartY = state._dragStartY or {}
eventHandlerConfig._lastMouseX = state._lastMouseX or {}
eventHandlerConfig._lastMouseY = state._lastMouseY or {}
eventHandlerConfig._hovered = state._hovered
end
end
element._eventHandler = Element._EventHandler.new(eventHandlerConfig, Element._eventHandlerDeps)
end
local function onDetach(element)
-- Clear focus callbacks read by KeyboardNavigation / TextEditor:focus so the
-- element's closure references can be collected in immediate mode (formerly
-- part of Element:_cleanup). The EventHandler instance itself is INTENTIONALLY
-- kept: Element:_cleanup preserves element structure for inspection (the
-- stale-element refs are released when the element is GC'd). onEvent,
-- onTouchEvent, onGesture are also left intact — the Renderer/EventHandler
-- read those directly from the element (not the cache), so clearing them
-- would break retained mode.
element.onFocus = nil
element.onBlur = nil
end
-- ----------------------------------------------------------------------------
-- onUpdate — the mouse hit-testing + event-processing + theme-state +
-- immediate-mode save block (formerly Element:update lines ~2813-2960).
-- ----------------------------------------------------------------------------
local function onUpdate(element, dt)
local Element = ElementClass(element)
local eventHandler = element._eventHandler
if not eventHandler then
return
end
local mx, my = love.mouse.getPosition()
-- Clickable area is the border box (x, y already includes padding)
-- BORDER-BOX MODEL: Use stored border-box dimensions for hit detection
local bx = element.x
local by = element.y
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
-- Account for scroll offsets from parent containers
-- Walk up the parent chain and accumulate scroll offsets. This stays in
-- Clickable because it's an interaction concern (hit-testing), not layout.
local scrollOffsetX = 0
local scrollOffsetY = 0
local current = element.parent
while current do
local overflowX = current.overflowX or current.overflow
local overflowY = current.overflowY or current.overflow
local hasScrollableOverflow = (
overflowX == "scroll"
or overflowX == "auto"
or overflowY == "scroll"
or overflowY == "auto"
or overflowX == "hidden"
or overflowY == "hidden"
)
if hasScrollableOverflow then
scrollOffsetX = scrollOffsetX + (current._scrollX or 0)
scrollOffsetY = scrollOffsetY + (current._scrollY or 0)
end
current = current.parent
end
-- Adjust mouse position by accumulated scroll offset for hit testing
local adjustedMx = mx + scrollOffsetX
local adjustedMy = my + scrollOffsetY
local isHovering = adjustedMx >= bx and adjustedMx <= bx + bw and adjustedMy >= by and adjustedMy <= by + bh
-- Check if this is the topmost interactive element at the mouse position
-- (z-index ordering). This prevents blocked/occluded elements from
-- receiving interactions or visual feedback. A single mode-agnostic lookup
-- via `Context.findInteractiveAtPosition` (unified-event-routing task 05)
-- replaces the previous immediate/retained-mode split that used
-- `getTopElementAt` in immediate mode and `_activeEventElement` in retained
-- mode. `findInteractiveAtPosition` routes every hit test through
-- `pointHitsElement` (the single canonical `display == false` guard) and
-- resolves occlusion by z-index in both modes, so the active element is the
-- same one that would receive a hit under the cursor.
local topElement = Element._Context.findInteractiveAtPosition(mx, my)
local isActiveElement = (topElement == element or topElement == nil)
-- Reset scrollbar press flag at start of each frame
eventHandler:resetScrollbarPressFlag()
-- Process mouse events through EventHandler FIRST
-- This ensures pressed states are updated before theme state is calculated
eventHandler:processMouseEvents(element, mx, my, isHovering, isActiveElement)
-- In immediate mode, save EventHandler state to StateManager after
-- processing events so it survives the per-frame recreation.
if element._stateId and Element._Context.isImmediateMode() and element._stateId ~= "" then
local eventHandlerState = eventHandler:getState()
Element._StateManager.updateState(element._stateId, {
_pressed = eventHandlerState._pressed,
_lastClickTime = eventHandlerState._lastClickTime,
_lastClickButton = eventHandlerState._lastClickButton,
_clickCount = eventHandlerState._clickCount,
_dragStartX = eventHandlerState._dragStartX,
_dragStartY = eventHandlerState._dragStartY,
_lastMouseX = eventHandlerState._lastMouseX,
_lastMouseY = eventHandlerState._lastMouseY,
_hovered = eventHandlerState._hovered,
})
end
-- Update theme state based on interaction. themeComponent state update
-- lives in Clickable because it is driven by hover/press state; the actual
-- theme RENDERING is the Themed behavior (task 07).
if element.themeComponent then
-- Check if any button is pressed via EventHandler
local anyPressed = eventHandler:isAnyButtonPressed()
-- Update theme state via ThemeManager
local isFocused = Element._Context.getFocused() == element
local newThemeState =
element._themeManager:updateState(isHovering and isActiveElement, anyPressed, isFocused, element.disabled)
if element._stateId and Element._Context.isImmediateMode() then
local hover = newThemeState == "hover"
local pressed = newThemeState == "pressed"
local focused = isFocused
Element._StateManager.updateState(element._stateId, {
hover = hover,
pressed = pressed,
focused = focused,
disabled = element.disabled,
active = element.active,
})
end
if element._renderer then
element._renderer:setThemeState(newThemeState)
end
end
-- Process touch events through EventHandler
eventHandler:processTouchEvents(element)
end
-- ----------------------------------------------------------------------------
-- onDraw — pressed-state visual feedback (formerly Renderer Layer 5).
-- ----------------------------------------------------------------------------
-- Draws the grey pressed overlay when any mouse button is currently pressed on
-- the element. Delegates the actual pixels to Renderer:drawPressedState (which
-- owns the RoundedRect + opacity math) but drives the DECISION + transform
-- context here, so the renderer no longer needs the `if element.onEvent ...`
-- behavioral branch. Honors disableHighlight (themes handle their own visual
-- feedback) exactly as the old render layer did.
local function onDraw(element)
if element.disableHighlight then
return
end
local eventHandler = element._eventHandler
if not eventHandler then
return
end
local anyPressed = false
local pressedState = eventHandler:getState()._pressed or {}
for _, pressed in pairs(pressedState) do
if pressed then
anyPressed = true
break
end
end
if not anyPressed then
return
end
local renderer = element._renderer
if not renderer then
return
end
local bw = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right)
local bh = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom)
-- Apply the element transform around the overlay, mirroring how the
-- Renderer wrapped its whole command buffer (pressed state was a render
-- layer subject to the same transform).
local Element = ElementClass(element)
local Transform = Element._Transform
local hasTransform = element.transform ~= nil and Transform ~= nil and not Transform.isIdentity(element.transform)
if hasTransform then
Transform.apply(element.transform, element.x, element.y, element.width, element.height)
end
renderer:drawPressedState(element.x, element.y, bw, bh, element.opacity, element.cornerRadius)
if hasTransform then
Transform.unapply()
end
end
-- ----------------------------------------------------------------------------
-- saveState / restoreState — EventHandler state (formerly the eventHandler
-- branches of Element:saveState / Element:restoreState).
-- ----------------------------------------------------------------------------
local function saveState(element)
if element._eventHandler then
return { eventHandler = element._eventHandler:getState() }
end
return nil
end
local function restoreState(element, state)
if not state then
return nil
end
if element._eventHandler and state.eventHandler then
element._eventHandler:setState(state.eventHandler)
end
return nil
end
-- ----------------------------------------------------------------------------
-- Build the (stateless, shared, immutable) behavior instance.
-- ----------------------------------------------------------------------------
local Clickable = Behavior.new({
onAttach = onAttach,
onDetach = onDetach,
onUpdate = onUpdate,
onDraw = onDraw,
saveState = saveState,
restoreState = restoreState,
shouldAttach = shouldAttach,
})
-- Expose the predicate at module level so callers/tests can reference it
-- directly without an element instance (mirrors Behavior.shouldAttach).
Clickable.shouldAttach = shouldAttach
return Clickable
@@ -1,282 +0,0 @@
-- modules/behaviors/Imageable.lua
--
-- Concrete behavior: image loading + image rendering config.
--
-- Imageable owns the image side of the Renderer: it runs the deferred image-
-- load pipeline (cache check → defer → load → fire onImageLoad/onImageError
-- callbacks), populates the resolved `_loadedImage` cache on both the element
-- and the shared renderer, and persists that cache across immediate-mode
-- recreation. It is the behavior-mode-unification replacement for the image-
-- loading half of Element:_initImageAndRenderer and the deferred
-- Element:_loadImage method (behavior-mode-unification task 07).
--
-- Image value props (imagePath/image/objectFit/objectPosition/imageOpacity/
-- imageRepeat/imageTint) are bound on the ELEMENT by Element:_applyProps and read
-- from the element at draw time (Renderer._executeDrawCommand image branch) —
-- Imageable does NOT mirror them onto the renderer, so bare writes and
-- setProperty(...) are immediately consistent. Only the resolved _loadedImage
-- cache (the love.Image produced by the load pipeline) is renderer-mirrored,
-- because Renderer:draw reads `self._loadedImage`.
--
-- Runtime reload: setProperty("imagePath", ...) / setProperty("image", ...) and
-- the bare-write-equivalent setImage* flows route through element._reloadImage
-- (installed below) which re-runs the load pipeline. See
-- TestRetainedPropertyConsistency (image props) and TestImageableIntegration.
--
-- Attachment rule (shouldAttach): an element owns image concern exactly when it
-- declares an `imagePath` (load-from-path) or a direct `image` (already-loaded
-- love.Image). Mirrors the old `if self.imagePath / if self.image` init branches.
--
-- Pairing with Themed: Themed.onAttach creates the Renderer with theme/blur
-- config; Imageable.onAttach enriches the SAME renderer instance with image
-- config + kicks off loading. They share `element._renderer`. In the registry
-- Imageable runs after Themed, so the renderer already exists; the create-or-
-- reuse guard below covers the defensive case where Imageable attaches first.
--
-- onDraw: the image LAYER is rendered by the integrated `Renderer:draw` call
-- (owned by the Themed behavior) which executes the renderer's `image` draw
-- command using the config Imageable.onAttach wired. Imageable.onDraw is
-- therefore a no-op for the draw call itself — there is no separate
-- `_renderer:_drawImage` entry point; pixel emission lives in the integrated
-- Renderer:draw command buffer. Splitting it out would require Renderer surgery
-- with no behavioral gain (Renderer:draw already conditionally skips the image
-- layer when no image is loaded).
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (`element._loadedImage`,
-- `element._renderer._loadedImage`). The behavior instance is stateless.
-- * saveState/restoreState persist `_loadedImage` across immediate-mode frames
-- so the image renders even if the ImageCache is cleared between frames and
-- so the renderer's loaded-image cache survives element recreation.
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Lua 5.4 removed the global `unpack`; mirror Element's alias.
local unpack = table.unpack or unpack
-- Resolve the Element class from an element instance (mirrors Clickable/Themed).
local function ElementClass(element)
return getmetatable(element)
end
-- ----------------------------------------------------------------------------
-- shouldAttach (class-level predicate, no element required)
-- ----------------------------------------------------------------------------
local function shouldAttach(props)
props = props or {}
return props.imagePath ~= nil or props.image ~= nil
end
-- ----------------------------------------------------------------------------
-- Image callback helper (moved from Element._fireImageCallback).
-- Fires a user-supplied image callback (onImageLoad/onImageError) under pcall,
-- honoring the onXDeferred flag when `honorDeferred` is true, and emits a single
-- EVT_002 warn on failure. The direct-`image` sync init path passes
-- honorDeferred=false to preserve immediate firing (image is already loaded).
-- ----------------------------------------------------------------------------
local function fireImageCallback(element, callbackField, honorDeferred, ...)
local cb = element[callbackField]
if type(cb) ~= "function" then
return
end
local Element = ElementClass(element)
local argc = select("#", ...)
local args = { ... }
local function invoke()
local ok, err = pcall(cb, element, unpack(args, 1, argc))
if not ok then
Element._ErrorHandler:warn("Element", "EVT_002", {
callback = callbackField,
error = tostring(err),
})
end
end
if honorDeferred and element[callbackField .. "Deferred"] then
Element._Context.deferCallback(invoke)
else
invoke()
end
end
-- ----------------------------------------------------------------------------
-- Deferred image loader (replaces Element:_loadImage).
--
-- Invoked by Element's deferred-method dispatcher via the instance closure that
-- onAttach installs on `element._loadImage`. Loads the image from cache or disk
-- (I/O), updates BOTH the element and renderer `_loadedImage` caches so the
-- image draws after an async load, and fires the load/error callback (deferred,
-- honoring onImageLoadDeferred / onImageErrorDeferred).
-- ----------------------------------------------------------------------------
local function loadImage(element)
if not element.imagePath or element.image then
return
end
local Element = ElementClass(element)
local loadedImage, err = Element._ImageCache.load(element.imagePath)
if loadedImage then
element._loadedImage = loadedImage
if element._renderer then
element._renderer._loadedImage = loadedImage
end
fireImageCallback(element, "onImageLoad", true, loadedImage)
else
fireImageCallback(element, "onImageError", true, err or "Unknown error")
end
end
-- ----------------------------------------------------------------------------
-- reloadImage — recompute the loaded-image cache from the current image/imagePath.
--
-- This is the single entry point for (re)loading after either initial attach or
-- a runtime property change (see Element._specialSetHandlers.imagePath/image,
-- which call element:_reloadImage()). Precedence matches onAttach: a direct
-- `image` wins over `imagePath`; `nil` for both clears the cache.
--
-- * direct image → set _loadedImage immediately, fire onImageLoad SYNC (the
-- image is already loaded; honorDeferred=false preserves the
-- original synchronous init contract).
-- * imagePath → cache CHECK only (no I/O) so a cached image can draw this
-- frame, then defer the loader (_loadImage) for the actual
-- I/O + deferred callbacks. load bails if `image` is later set.
-- * neither → clear _loadedImage on both element + renderer.
--
-- Image value props (objectFit/imageOpacity/imageRepeat/imageTint/objectPosition)
-- and imagePath/image themselves live on the ELEMENT as source of truth; the
-- renderer reads them at draw time, so reloadImage does NOT mirror them onto the
-- renderer — only the resolved _loadedImage cache is pushed.
-- ----------------------------------------------------------------------------
local function reloadImage(element)
local Element = ElementClass(element)
local renderer = element._renderer
if element.image then
element._loadedImage = element.image
if renderer then
renderer._loadedImage = element.image
end
fireImageCallback(element, "onImageLoad", false, element.image)
elseif element.imagePath then
-- Cache check (no I/O). Populate both caches immediately if cached so the
-- image can draw this frame without waiting for the deferred load.
local cached = Element._ImageCache.get(element.imagePath)
element._loadedImage = cached
if renderer then
renderer._loadedImage = cached
end
-- Kick off the deferred I/O load + callbacks (idempotent: loadImage bails
-- if image is set or imagePath is nil by the time it runs).
if element._loadImage then
element:_deferMethod("_loadImage")
end
else
element._loadedImage = nil
if renderer then
renderer._loadedImage = nil
end
end
end
-- ----------------------------------------------------------------------------
-- onAttach — enrich the shared renderer with image config + kick off loading
-- (formerly the image block of Element:_initImageAndRenderer).
-- ----------------------------------------------------------------------------
local function onAttach(element)
local Element = ElementClass(element)
-- Ensure the renderer exists (Thamed normally creates it; this create-or-reuse
-- guard is defensive for the Imageable-attaches-first ordering).
if not element._renderer then
element._renderer = Element._Renderer.new({
theme = element.theme,
scaleCorners = element.scaleCorners,
scalingAlgorithm = element.scalingAlgorithm,
contentBlur = element.contentBlur,
backdropBlur = element.backdropBlur,
}, Element._rendererDeps)
end
-- Install the (re)load hooks as instance methods so Element's
-- deferred-method dispatcher / setProperty special handlers can trigger a
-- reload without Element needing a behavior reference. This keeps Element
-- decoupled from the Imageable behavior (mirrors the stateless-behavior +
-- element-owned-state contract). Image value props and imagePath/image live
-- on the element as source of truth (read at draw time); only the resolved
-- _loadedImage cache is mirrored onto the renderer by reloadImage.
element._loadImage = function(el)
loadImage(el)
end
element._reloadImage = function(el)
reloadImage(el)
end
-- Initial load: compute _loadedImage + defer the I/O load.
reloadImage(element)
end
-- ----------------------------------------------------------------------------
-- onDraw — no-op (see file header: the image layer is rendered by the integrated
-- Renderer:draw call owned by the Themed behavior, using the config wired here).
-- ----------------------------------------------------------------------------
-- ----------------------------------------------------------------------------
-- saveState / restoreState — `_loadedImage` cache (for immediate-mode).
-- ----------------------------------------------------------------------------
local function saveState(element)
if element._loadedImage ~= nil then
return { _loadedImage = element._loadedImage }
end
return nil
end
local function restoreState(element, state)
if not state or state._loadedImage == nil then
return nil
end
local loadedImage = state._loadedImage
element._loadedImage = loadedImage
if element._renderer then
element._renderer._loadedImage = loadedImage
end
return nil
end
-- ----------------------------------------------------------------------------
-- onDetach — release image-load callback closures so the element can be GC'd
-- cleanly in immediate mode (formerly part of Element:_cleanup). The cached
-- `_loadedImage` is reproduced on the next attach via the Imageable saveState
-- -> restoreState cycle, so dropping the live references is always safe.
-- ----------------------------------------------------------------------------
local function onDetach(element)
element.onImageLoad = nil
element.onImageError = nil
end
-- ----------------------------------------------------------------------------
-- Build the (stateless, shared, immutable) behavior instance.
-- ----------------------------------------------------------------------------
local Imageable = Behavior.new({
onAttach = onAttach,
onDetach = onDetach,
onUpdate = function() end,
onDraw = function() end,
saveState = saveState,
restoreState = restoreState,
shouldAttach = shouldAttach,
})
-- Expose the predicate at module level so callers/tests can reference it
-- directly without an element instance (mirrors Behavior.shouldAttach /
-- Clickable.shouldAttach). `loadImage` is NOT exposed on the (frozen) behavior
-- instance; it is captured as a module-local upvalue by the onAttach closure that
-- installs `element._loadImage`.
Imageable.shouldAttach = shouldAttach
return Imageable
@@ -1,132 +0,0 @@
-- modules/behaviors/Persistable.lua
--
-- Concrete behavior: generic public-property persistence across the immediate-
-- mode recreation cycle (behavior-mode-unification task 12).
--
-- Owns the ONE piece of Element save/restore state that is NOT subsystem state:
-- the snapshot of an element's own public scalar fields (`text`, `display`,
-- `opacity`, `x`, `width`, ...). Event-driven mutations to these fields (a
-- release callback changing `text`, a toggle hiding a panel via `display =
-- false`) must survive the per-frame Element recreation that defines immediate
-- mode. Persistable captures them in `saveState` and reapplies them in
-- `restoreState`, so the caller never branches on mode.
--
-- This behavior is the final home for the former `Element:saveState` `_props`
-- block and the former `Element:restoreState` `_props` block (~20 LOC moved out
-- of Element.lua). With it in place, `Element:saveState` / `Element:restoreState`
-- collapse to a pure behavior-dispatch loop and Element owns zero property-
-- extraction logic — every persisted slice is owned by exactly one behavior.
--
-- Attachment rule (shouldAttach): every element. Persistable attaches
-- unconditionally (mirrors the pre-refactor invariant that every element's
-- public scalar props were scanned). The actual snapshot is mode-gated inside
-- `saveState` (immediate-mode-only, matching the legacy contract); in retained
-- mode `saveState` returns nil and `restoreState` is a no-op unless a snapshot
-- is explicitly passed.
--
-- Registry ordering: Persistable is intentionally placed LAST in the behavior
-- registry. `restoreState` applies `_props` AFTER every other behavior has
-- hydrated its subsystem state, so a persisted public-prop mutation (e.g.
-- `text = "mutated"`) overrides the freshly-restored TextEditor/Select state —
-- preserving the legacy restore ordering (behaviors first, `_props` tail).
--
-- State ownership (per the locked Behavior contract):
-- * The persisted props live ON the element (they ARE the element's public
-- fields). The behavior instance is stateless + immutable and shared.
-- * The snapshot is returned under the `_props` key (prefixed with `_` so
-- the public-prop scan itself skips it — avoiding self-recursion).
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance (mirrors Clickable /
-- Themed). Element instances are created via `setmetatable({}, Element)`, so
-- their metatable IS the Element class — giving access to Element._StateManager
-- without threading deps through the hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ============================================================================
-- shouldAttach (class-level predicate, no element required)
-- ============================================================================
-- Every element's public scalar props are persistable, so this behavior
-- attaches unconditionally. The mode gate lives inside saveState (it needs the
-- runtime mode, which is only available with an element via StateManager).
local function shouldAttach()
return true
end
-- ============================================================================
-- saveState — snapshot public scalar fields (immediate-mode-only).
-- ============================================================================
-- Mirrors the former `Element:saveState` `_props` block exactly:
-- * Only string keys NOT prefixed with `_` (so internal fields like
-- `_renderer`, `_themeState`, `_initProps` are excluded).
-- * Only scalar values (numbers, strings, booleans); tables and functions
-- are excluded (children, padding, onEvent, ...).
-- Returns `{ _props = {...} }` when there is at least one persistable prop and
-- the element is in immediate mode; nil otherwise (retained mode no-op —
-- state lives on the element directly there, so nothing to snapshot).
local function saveState(element)
local Element = ElementClass(element)
if not Element._StateManager.isImmediateMode() then
return nil
end
local props = {}
for k, v in pairs(element) do
if type(k) == "string" and k:sub(1, 1) ~= "_" and type(v) ~= "table" and type(v) ~= "function" then
props[k] = v
end
end
if next(props) then
return { _props = props }
end
return nil
end
-- ============================================================================
-- restoreState — reapply the persisted public-prop snapshot onto a fresh
-- element (mode-agnostic; only fires when a `_props` slice is present).
-- ============================================================================
-- Applies persisted mutations on top of whatever the constructor + other
-- behaviors already set, so event-driven changes from the previous frame
-- override the declarative props of the recreated element. Runs last in the
-- behavior dispatch (Persistable is the registry tail) to preserve the legacy
-- restore ordering (subsystem restore first, `_props` override last).
local function restoreState(element, state)
if not state or not state._props then
return
end
for k, v in pairs(state._props) do
element[k] = v
end
end
-- ============================================================================
-- onAttach / onUpdate / onDraw / onDetach — no-ops.
-- ============================================================================
-- Persistable owns no subsystem and allocates no per-element state (the
-- "state" it persists IS the element's own fields). The lifecycle is purely
-- save/restore.
-- ============================================================================
-- Build the (stateless, shared, immutable) behavior instance.
-- ============================================================================
local Persistable = Behavior.new({
saveState = saveState,
restoreState = restoreState,
shouldAttach = shouldAttach,
})
-- Expose the predicate at module level so callers/tests can reference it
-- directly without an element instance (mirrors Behavior.shouldAttach /
-- Clickable.shouldAttach).
Persistable.shouldAttach = shouldAttach
return Persistable
@@ -1,264 +0,0 @@
-- modules/behaviors/Scrollable.lua
--
-- Concrete behavior: ScrollManager lifecycle (creation + immediate-mode
-- scrollbar interaction-state restore).
--
-- Scrollable owns the per-element ScrollManager instance — the subsystem that
-- manages overflow detection, scrollbar geometry, scroll position, and scrollbar
-- drag/hover interaction. It is the behavior-mode-unification replacement for
-- the former `Element:_initScrollManager` phase (~84 LOC) of Element.new
-- (behavior-mode-unification task 03 / landed as part of the task 08 capstone).
--
-- Attachment rule (shouldAttach): an element owns a ScrollManager exactly when
-- it declares an `overflow`, `overflowX`, or `overflowY` prop — mirroring the
-- legacy `if props.overflow or props.overflowX or props.overflowY then` guard
-- in `Element:_initScrollManager`. The ScrollManager is created and its
-- normalized fields are exposed back onto the element (so the Renderer /
-- ScrollManager delegates read `element.overflow` / `element.scrollbarWidth`
-- etc.) exactly as the legacy inline phase did.
--
-- Why onAttach reads `element._initProps` (not element fields): the scrollbar
-- configuration props (scrollbarWidth / scrollbarColor / scrollSpeed /
-- scrollbarPlacement / scrollbarBalance / invertScroll / smoothScrollEnabled /
-- scrollBarStyle / scrollbarKnobOffset / hideScrollbars / scrollbarRadius /
-- scrollbarPadding / scrollbarTrackColor / _scrollX / _scrollY) are listed in
-- SPECIAL_PROPS and therefore NOT bound onto the element by the schema-driven
-- `_applyProps` loop — they are consumed only by the ScrollManager constructor.
-- The locked behavior hook signature is `(element, ...)` with no props arg, so
-- the original construction props are stashed on the element as `_initProps` by
-- `Element:_construct` and read back here. (`overflow` / `overflowX` /
-- `overflowY` ARE bound onto the element by `_applyProps` so that
-- `Element:addChild`'s scroll-container auto-size guard sees them during
-- declarative-children processing in `_finalizeConstruction`, which runs BEFORE
-- this onAttach; onAttach then overwrites them with the ScrollManager's
-- normalized values, matching the legacy field-exposure order.)
--
-- onUpdate / onDraw / saveState / restoreState are deferred to the
-- behavior-driven update/draw tasks (09 / 12): the ScrollManager update,
-- interaction, scrollbar drawing, and state save/restore currently stay inline
-- in `Element:update` / `Element:draw` / `Element:saveState` /
-- `Element:restoreState` (delegated through the ScrollManager API bound in
-- `Element.init`). Those inline call sites are NOT behavioral `if` branches —
-- they are unconditional 1-line delegates — so leaving them in Element does not
-- regress the behavior-dispatch goals of tasks 09/12; task 09 will fold them
-- into Scrollable hooks.
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (`element._scrollManager`,
-- `element.overflow`, `element._scrollX`, `element._scrollbarDragging`, ...).
-- * The behavior instance is stateless + immutable and shared across elements.
-- * Element-class-level dependencies (`Element._ScrollManager`,
-- `Element._scrollManagerDeps`, `Element._Context`, `Element._StateManager`)
-- are resolved from the owning element's metatable (the Element class set by
-- `Element:_construct`).
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance.
-- `setmetatable({}, Element)` in `_construct` makes the instance metatable BE
-- the Element class, so this yields Element._ScrollManager,
-- Element._scrollManagerDeps, Element._Context, Element._StateManager without
-- threading deps through the hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ----------------------------------------------------------------------------
-- shouldAttach (class-level predicate, no element required)
-- ----------------------------------------------------------------------------
-- Mirrors the legacy `if props.overflow or props.overflowX or props.overflowY`
-- guard. Uses `~= nil` (rather than truthiness) so that an explicit
-- `overflow = false` / `overflow = ""` does not spuriously attach — though in
-- practice overflow values are always strings or unset, matching the predicate
-- semantics of the other behaviors (Clickable / TextEditable / Selectable).
local function shouldAttach(props)
props = props or {}
return props.overflow ~= nil or props.overflowX ~= nil or props.overflowY ~= nil
end
-- ----------------------------------------------------------------------------
-- onAttach — create the ScrollManager + expose its fields + restore immediate-
-- mode scrollbar interaction state (formerly Element:_initScrollManager).
-- ----------------------------------------------------------------------------
local function onAttach(element)
local Element = ElementClass(element)
-- Construction props are stashed on the element by _construct (the scrollbar
-- config props are SPECIAL_PROPS and not bound as element fields).
local props = element._initProps or {}
element._scrollManager = Element._ScrollManager.new({
overflow = props.overflow,
overflowX = props.overflowX,
overflowY = props.overflowY,
scrollbarWidth = props.scrollbarWidth,
scrollbarColor = props.scrollbarColor,
scrollbarTrackColor = props.scrollbarTrackColor,
scrollbarRadius = props.scrollbarRadius,
scrollbarPadding = props.scrollbarPadding,
scrollSpeed = props.scrollSpeed,
invertScroll = props.invertScroll,
smoothScrollEnabled = props.smoothScrollEnabled,
scrollBarStyle = props.scrollBarStyle,
scrollbarKnobOffset = props.scrollbarKnobOffset,
hideScrollbars = props.hideScrollbars,
scrollbarPlacement = props.scrollbarPlacement,
scrollbarBalance = props.scrollbarBalance,
_scrollX = props._scrollX,
_scrollY = props._scrollY,
}, Element._scrollManagerDeps)
-- Expose ScrollManager properties for backward compatibility (Renderer access).
local sm = element._scrollManager
element.overflow = sm.overflow
element.overflowX = sm.overflowX
element.overflowY = sm.overflowY
element.scrollbarWidth = sm.scrollbarWidth
element.scrollbarColor = sm.scrollbarColor
element.scrollbarTrackColor = sm.scrollbarTrackColor
element.scrollbarRadius = sm.scrollbarRadius
element.scrollbarPadding = sm.scrollbarPadding
element.scrollSpeed = sm.scrollSpeed
element.invertScroll = sm.invertScroll
element.scrollBarStyle = sm.scrollBarStyle
element.scrollbarKnobOffset = sm.scrollbarKnobOffset
element.hideScrollbars = sm.hideScrollbars
element.scrollbarPlacement = sm.scrollbarPlacement
element.scrollbarBalance = sm.scrollbarBalance
-- Initialize state properties (will be synced from ScrollManager).
element._overflowX = false
element._overflowY = false
element._contentWidth = 0
element._contentHeight = 0
element._scrollX = 0
element._scrollY = 0
element._maxScrollX = 0
element._maxScrollY = 0
element._scrollbarHoveredVertical = false
element._scrollbarHoveredHorizontal = false
element._scrollbarDragging = false
element._hoveredScrollbar = nil
element._scrollbarDragOffset = 0
-- Restore scrollbar state from StateManager in immediate mode (must happen
-- before layout). Mirrors the legacy _initScrollManager restore block.
-- Mode-aware via Context.isImmediateMode (behavior-mode-unification task 11).
if Element._Context.isImmediateMode() and element._stateId and element._stateId ~= "" then
local state = Element._StateManager.getState(element._stateId)
if state and state.scrollManager then
element._scrollbarHoveredVertical = state.scrollManager._scrollbarHoveredVertical or false
element._scrollbarHoveredHorizontal = state.scrollManager._scrollbarHoveredHorizontal or false
element._scrollbarDragging = state.scrollManager._scrollbarDragging or false
element._hoveredScrollbar = state.scrollManager._hoveredScrollbar
element._scrollbarDragOffset = state.scrollManager._scrollbarDragOffset or 0
-- Apply to ScrollManager immediately.
sm._scrollbarHoveredVertical = element._scrollbarHoveredVertical
sm._scrollbarHoveredHorizontal = element._scrollbarHoveredHorizontal
sm._scrollbarDragging = element._scrollbarDragging
sm._hoveredScrollbar = element._hoveredScrollbar
sm._scrollbarDragOffset = element._scrollbarDragOffset
-- Restore drag start positions for relative movement tracking.
sm._dragStartMouseX = state.scrollManager._dragStartMouseX or 0
sm._dragStartMouseY = state.scrollManager._dragStartMouseY or 0
sm._dragStartScrollX = state.scrollManager._dragStartScrollX or 0
sm._dragStartScrollY = state.scrollManager._dragStartScrollY or 0
end
end
end
-- --------------------------------------------------------------------------
-- onUpdate — scroll-position momentum + scrollbar hover/drag/press interaction
-- (formerly the inline ScrollManager blocks in Element:update).
-- Runs BEFORE Clickable.onUpdate in the registry so the scrollbar press flag
-- is set before Clickable's EventHandler processes mouse events.
-- --------------------------------------------------------------------------
local function onUpdate(element, dt)
local Element = ElementClass(element)
local sm = element._scrollManager
if not sm then
return
end
-- Restore scrollbar interaction state from StateManager in immediate mode
-- (no-op outside immediate mode / when no state is stored).
Element._ScrollManager.restoreImmediateState(element)
-- Smooth-scroll / momentum interpolation.
sm:update(dt)
element:_syncScrollManagerState()
-- Scrollbar hover / drag / press interaction. Captures the mouse here so the
-- interaction state is consistent across the rest of the frame's behaviors.
local mx, my = love.mouse.getPosition()
Element._ScrollManager.updateInteraction(element, mx, my)
end
-- --------------------------------------------------------------------------
-- onDraw — scrollbar rendering (post-children overlay). Marked
-- `drawLayer = "overlay"` so Element:draw dispatches it AFTER children, so
-- scrollbars paint on top of clipped child content and without parent clipping.
-- --------------------------------------------------------------------------
local function onDraw(element, _ctx)
local overflowX = element.overflowX or element.overflow
local overflowY = element.overflowY or element.overflow
if overflowX ~= "scroll" and overflowX ~= "auto" and overflowY ~= "scroll" and overflowY ~= "auto" then
return
end
local scrollbarDims = element:_calculateScrollbarDimensions()
if not (scrollbarDims.vertical.visible or scrollbarDims.horizontal.visible) then
return
end
-- Clear any parent scissor clipping before drawing scrollbars so they render
-- fully visible (scrollbars must not be clipped by ancestor overflow).
love.graphics.setScissor()
element._renderer:drawScrollbars(element, element.x, element.y, element.width, element.height, scrollbarDims)
end
-- --------------------------------------------------------------------------
-- saveState / restoreState — ScrollManager state snapshot for immediate-mode
-- recreation (formerly the inline blocks in Element:saveState/
-- Element:restoreState). Returns a table merged under the `scrollManager` key
-- by Element:saveState's behavior loop, mirroring the legacy contract.
-- --------------------------------------------------------------------------
local function saveState(element)
local sm = element._scrollManager
if not sm then
return nil
end
return { scrollManager = sm:getState() }
end
local function restoreState(element, state)
if not state then
return
end
local sm = element._scrollManager
local smState = state.scrollManager
if sm and smState then
sm:setState(smState)
end
end
local Scrollable = Behavior.new({
onAttach = onAttach,
onDetach = function() end,
onUpdate = onUpdate,
onDraw = onDraw,
saveState = saveState,
restoreState = restoreState,
drawLayer = "overlay",
})
-- Expose the predicate at module level so callers/tests can reference it
-- directly without an element instance (mirrors Clickable.shouldAttach /
-- Selectable.shouldAttach).
Scrollable.shouldAttach = shouldAttach
return Scrollable
@@ -1,206 +0,0 @@
-- modules/behaviors/Selectable.lua
--
-- Concrete behavior: Select state-machine lifecycle for dropdown-style
-- select groups. Owns the per-element Select subsystem initialization, the
-- managed-frame layout sync each frame, and select save/restore across the
-- immediate-mode recreation cycle.
--
-- This behavior consolidates the legacy `if self._selectState` / `if
-- self.selectOption` branches that previously lived inside Element.lua:
--
-- * Select subsystem init (formerly Element:_initSubSystems lines ~810-825 —
-- `Select.initSelectParent` / `Select.initSelectOption`).
-- * Managed-frame adoption (formerly Element:_initPositioning lines ~1700-
-- 1702 — `Select.adoptSelectFrame`).
-- * Per-frame frame-state sync (formerly Element:update line ~2747 —
-- `Select.ensureFrameState`).
-- * Save/restore of select open/value/label (formerly the `select` branch of
-- Element:saveState / Element:restoreState).
--
-- Element retains `self._selectState` and `self.selectOption` for backward-
-- compat field access; runtime state lives ON THE ELEMENT. The behavior itself
-- is stateless + immutable (a single shared instance attaches to every
-- selectable element).
--
-- The 20 Element select-API delegate methods (openSelect, closeSelect,
-- toggleSelect, isSelectOpen, getSelectValue, setSelectValue, ...) stay as
-- 1-line forwarders into the Select module — the behavior owns the
-- *lifecycle* (attach / update / save / restore / detach), not the API
-- surface (per task 05 spec notes).
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (self._selectState,
-- self.selectOption, self._selectParentElement, ...).
-- * The behavior instance is stateless + immutable and shared across elements.
-- * Element-class-level dependencies are resolved via `getmetatable(element)`
-- (which IS the Element class set by Element._construct), so the hook
-- signature stays exactly `(element, ...)` with no DI parameters.
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance.
-- `setmetatable({}, Element)` in `_construct` makes the instance metatable BE
-- the Element class, so this yields Element._Select, Element._Context,
-- Element._StateManager, etc. without threading deps through the hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ============================================================================
-- shouldAttach (class-level predicate, no element required)
-- ============================================================================
-- Mirrors the cases that previously caused Element to initialize a Select
-- subsystem. An element owns select state exactly when it declares a
-- `selectParent` config (the dropdown trigger) or a `selectOption` config (an
-- option inside a dropdown). Checking the props (rather than the runtime
-- `_selectState`) lets shouldAttach run before onAttach initializes the
-- subsystem, matching the auto-attach contract established by Clickable /
-- TextEditable.
local function shouldAttach(props)
props = props or {}
return type(props.selectParent) == "table" or type(props.selectOption) == "table"
end
-- ============================================================================
-- onAttach — initialize the Select subsystem (formerly Element:_initSubSystems
-- lines ~810-825) and adopt the managed frame (formerly Element:_initPositioning
-- lines ~1700-1702).
-- ============================================================================
local function onAttach(element)
local Element = ElementClass(element)
-- Initialize the appropriate select role. Mirrors the legacy _initSubSystems
-- block exactly: selectParent → initSelectParent (sets _selectState +
-- immediate-mode restore from StateManager); selectOption → initSelectOption
-- (sets the option value/label/disabled).
if type(element.selectParent) == "table" then
Element._Select.initSelectParent(element, element.selectParent)
end
if type(element.selectOption) == "table" then
Element._Select.initSelectOption(element, element.selectOption)
end
-- Adopt the managed dropdown frame. This was formerly the tail of
-- _initPositioning (after the select parent's own addChild). It creates the
-- select anchor, reparents the frame under it, and syncs visibility. Moving
-- it here is safe because onAttach runs after _initPositioning: the parent's
-- own positioning is finalized, so the anchor's geometry can be computed.
if element._selectState and type(element.selectParent) == "table" and element.selectParent.selectFrame ~= nil then
Element._Select.adoptSelectFrame(element, element.selectParent.selectFrame)
end
-- Backfill option registration for children added BEFORE this behavior
-- attached. The auto-attach pass runs at the very end of Element.new
-- (after _finalizeConstruction, which processes declarative `children`).
-- Declarative select-option children are addChild'd to this element during
-- _finalizeConstruction — at that point _selectState did not yet exist (this
-- onAttach had not run), so their registerWithSelectParent call walked the
-- parent chain, found no _selectState, and returned early. Re-scan now that
-- _selectState is initialized so these options are registered + reparented
-- into the managed frame exactly like runtime-added options.
-- (registerWithSelectParent is idempotent — it skips options already
-- registered — so this is a no-op for children added after _selectState was
-- set, e.g. the common `FlexLove.new({ parent = sp, selectOption = {...} })`
-- pattern.)
if element._selectState then
for _, child in ipairs(element.children) do
if child.selectOption then
Element._Select.registerWithSelectParent(child)
Element._Select.attachOptionToManagedFrame(child)
end
end
end
end
local function onDetach(element)
-- Clear select-managed fields so the element can be GC'd cleanly in immediate
-- mode (formerly part of Element:_cleanup). This mirrors the select-clearing
-- block that lived in Element:_cleanup; Element:destroy separately routes
-- through Select.cleanupDestroy for full teardown (idempotent with this).
if element.selectParent then
element.selectParent.onChange = nil
end
element._selectState = nil
element._managedSelectOwner = nil
element._managedSelectFrame = nil
element._managedSelectAnchor = nil
element._managedSelectBaseOpacity = nil
element._managedSelectBaseVisibility = nil
element._managedSelectBaseDisabled = nil
end
-- ============================================================================
-- onUpdate — per-frame managed-frame layout sync (formerly Element:update
-- line ~2747 — `Select.ensureFrameState`).
-- ============================================================================
local function onUpdate(element, dt)
local Element = ElementClass(element)
Element._Select.ensureFrameState(element)
end
-- ============================================================================
-- onDraw — no-op.
-- ============================================================================
-- Select rendering is driven by the managed frame / anchor elements themselves
-- (visibility synced by Select.syncManagedFrameVisibility), not by the select
-- parent's draw path. The parent's own pixels are the theme/renderer's job.
local function onDraw() end
-- ============================================================================
-- saveState / restoreState — select open/value/label (formerly the `select`
-- branch of Element:saveState / Element:restoreState).
-- ============================================================================
-- Returns a snapshot under the `select` key to match the legacy immediate-mode
-- restoreState contract (Element:restoreState looked up state.select). The
-- behavior-dispatch loop merges behavior snapshots into the top-level state
-- table, so returning { select = ... } slots in identically to the old inline
-- `state.select = selectState` assignment.
local function saveState(element)
local Element = ElementClass(element)
local selectState = Element._Select.saveState(element)
if selectState then
return { select = selectState }
end
return nil
end
-- Consumes the previously-saved snapshot keyed under `select`. The behavior-
-- dispatch loop passes the FULL top-level state table; this hook reads only
-- its own `state.select` slice, mirroring the legacy `if state.select then`
-- guard in Element:restoreState.
local function restoreState(element, state)
if not state then
return
end
local Element = ElementClass(element)
if state.select then
Element._Select.restoreState(element, state.select)
end
end
-- ============================================================================
-- Build the (stateless, shared, immutable) behavior instance.
-- ============================================================================
local Selectable = Behavior.new({
onAttach = onAttach,
onDetach = onDetach,
onUpdate = onUpdate,
onDraw = onDraw,
saveState = saveState,
restoreState = restoreState,
shouldAttach = shouldAttach,
})
-- Expose the predicate at module level so callers/tests can reference it
-- directly without an element instance (mirrors Behavior.shouldAttach).
Selectable.shouldAttach = shouldAttach
return Selectable
@@ -1,576 +0,0 @@
-- modules/behaviors/TextEditable.lua
--
-- Concrete behavior: TextEditor subsystem ownership — text editing, cursor
-- management, text selection, text-related input handling, and text-editor
-- state save/restore.
--
-- This behavior consolidates the legacy `if self._textEditor` nil-guard
-- patterns that previously lived inside Element.lua:
--
-- * TextEditor creation + immediate-mode state restore (formerly
-- Element:_initSubSystems lines ~813-830 — the `if self.editable then
-- self._textEditor = Element._TextEditor.new {...}` block).
-- * Cursor-blink update (formerly Element:update line ~2810 —
-- `if self._textEditor then self._textEditor:update(self, dt) end`).
-- * The 27 text-editor delegate methods (formerly Element:setText /
-- getText / setCursorPosition / setSelection / focus / textinput /
-- keypressed / _handleTextClick / _handleTextDrag / ...). Each was a 3-line
-- nil-guard stub (check `_textEditor`, forward call, end). They are now
-- module-level functions on this behavior; Element retains only 1-line
-- forwarders that route through `Element._TextEditable.<fn>(self, ...)`.
-- * Text-editor state save/restore (formerly the textEditor branch of
-- Element:saveState / Element:restoreState), including the cursor/selection
-- field sync and the text-selection drag-tracking fields
-- (`_mouseDownPosition` / `_textDragOccurred`).
--
-- Element retains the `self._textEditor` field for backward-compat field
-- access (Renderer:drawText reads it directly for cursor/selection rendering);
-- runtime state lives ON THE ELEMENT. The behavior itself is stateless +
-- immutable + shared across elements.
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (`self._textEditor`,
-- `self._mouseDownPosition`, `self._textDragOccurred`). The behavior
-- instance is stateless + immutable and shared across all editable
-- elements.
-- * Element-class-level dependencies are resolved via `getmetatable(element)`
-- (which IS the Element class set by Element._construct), so the hook
-- signature stays exactly `(element, ...)` with no DI parameters.
--
-- onDraw is a no-op: text/cursor/selection rendering stays in the Renderer's
-- command buffer (Layer 4 "text"), driven by the Thamed behavior's single
-- `Renderer:draw` call. The Renderer's `drawText` already reads
-- `element._textEditor` for cursor/selection, so TextEditable OWNS the
-- subsystem that drawText consumes, but the draw dispatch stays in the
-- renderer to preserve the unified transform/scissor command-buffer ordering
-- (mirrors Selectable.onDraw's no-op precedent, where rendering is owned by a
-- different layer). Hoisting drawText into this behavior's onDraw would
-- double-render text, since the Renderer command buffer already emits a "text"
-- layer for every element.
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance (mirrors Clickable /
-- Selectable). `setmetatable({}, Element)` in `_construct` makes the instance
-- metatable BE the Element class, so this yields Element._TextEditor,
-- Element._textEditorDeps, Element._Context, Element._StateManager, etc.
-- without threading deps through the hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ============================================================================
-- shouldAttach (class-level predicate, no element required)
-- ============================================================================
-- Mirrors the spec predicate: attach when the element is text-editable OR
-- carries text content. onAttach only ALLOCATES a TextEditor when
-- `element.editable` is true (preserving the pre-refactor creation invariant
-- "TextEditor created iff editable"), so non-editable text labels attach the
-- behavior but allocate no TextEditor — their onUpdate/onDraw/saveState are
-- nil-guarded no-ops, and the Element forwarders route them through the
-- non-editable branch of each delegate function (reads/writes `element.text`
-- directly). This keeps shouldAttach faithful to the spec while preserving
-- exact pre-refactor allocation behavior.
local function shouldAttach(props)
props = props or {}
return props.editable == true or props.text ~= nil
end
-- ============================================================================
-- onAttach — create the TextEditor (formerly Element:_initSubSystems lines
-- ~813-830) and restore immediate-mode TextEditor state.
-- ============================================================================
local function onAttach(element)
local Element = ElementClass(element)
-- Only editable elements own a TextEditor. Preserves the exact pre-refactor
-- creation guard (`if self.editable then ... end`) — non-editable text
-- elements attach the behavior (so their forwarders route through a single
-- code path) but allocate no TextEditor.
if not element.editable then
return
end
-- Config is sourced from element fields (bound by _applyProps / _initVisualState
-- before _attachBehaviors runs at the tail of Element.new) — NOT from raw
-- props. The callbacks (onFocus/onBlur/onTextInput/onTextChange/onEnter) are
-- schema-bound element fields by this point, and `element.text` is set by
-- _initVisualState, so no `props` reference is needed here (the hook
-- signature is `(element)`).
element._textEditor = Element._TextEditor.new({
editable = element.editable,
multiline = element.multiline,
passwordMode = element.passwordMode,
textWrap = element.textWrap,
maxLines = element.maxLines,
maxLength = element.maxLength,
placeholder = element.placeholder,
inputType = element.inputType,
textOverflow = element.textOverflow,
scrollable = element.scrollable,
autoGrow = element.autoGrow,
selectOnFocus = element.selectOnFocus,
cursorColor = element.cursorColor,
selectionColor = element.selectionColor,
cursorBlinkRate = element.cursorBlinkRate,
text = element.text or "",
onFocus = element.onFocus,
onBlur = element.onBlur,
onTextInput = element.onTextInput,
onTextChange = element.onTextChange,
onEnter = element.onEnter,
}, Element._textEditorDeps)
-- Restore TextEditor state from StateManager in immediate mode. Mirrors the
-- legacy _initSubSystems immediate-mode restore. Safe to run here (after
-- _construct registered the element with StateManager) — the StateManager
-- lookup is sparse and returns nil for a fresh element. Mode-aware via
-- Context.isImmediateMode (behavior-mode-unification task 11).
if Element._Context.isImmediateMode() and element._stateId and element._stateId ~= "" then
local state = Element._StateManager.getState(element._stateId)
if state and state.textEditor then
element._textEditor:setState(state.textEditor, element)
end
end
end
local function onDetach(element)
-- Clear text-input callback closures read by TextEditor / KeyboardNavigation
-- so the element's closure references can be collected in immediate mode
-- (formerly part of Element:_cleanup). The TextEditor instance itself is
-- INTENTIONALLY kept: Element:_cleanup preserves element structure for
-- inspection (released when the element is GC'd).
element.onTextInput = nil
element.onTextChange = nil
element.onEnter = nil
end
-- ============================================================================
-- onUpdate — cursor-blink animation (formerly Element:update line ~2810).
-- ============================================================================
-- Drives TextEditor:update (cursor blink + blink-pause timer). Guarded on
-- `element._textEditor` because non-editable text elements attach this
-- behavior (per shouldAttach) but own no TextEditor. Element:update contains
-- zero text-editor references — the dispatch loop calls this hook.
local function onUpdate(element, dt)
local textEditor = element._textEditor
if textEditor then
textEditor:update(element, dt)
end
end
-- ============================================================================
-- onDraw — no-op (see file header: text rendering stays in the Renderer
-- command buffer driven by the Thamed behavior's Renderer:draw call).
-- ============================================================================
local function onDraw() end
-- ============================================================================
-- saveState / restoreState — TextEditor state + text-selection drag
-- tracking (formerly the textEditor branch of Element:saveState /
-- Element:restoreState, including the _mouseDownPosition / _textDragOccurred
-- fields).
-- ============================================================================
-- Returns a snapshot under the `textEditor` key to match the legacy immediate-
-- mode restoreState contract (Element:restoreState looked up state.textEditor).
-- The behavior-dispatch loop in Element:saveState merges behavior snapshots
-- into the top-level state table, so returning { textEditor = ... } slots in
-- identically to the old inline `state.textEditor = self._textEditor:getState()`
-- assignment. The drag-tracking fields are merged at the top level too
-- (matching the legacy `state._mouseDownPosition` / `state._textDragOccurred`
-- assignments) since they are text-selection state.
local function saveState(element)
local textEditor = element._textEditor
if not textEditor then
-- Non-editable text element: still persist drag-tracking fields if set
-- (they are only ever set for editable elements, but persist defensively).
local hasDragState = element._mouseDownPosition ~= nil or element._textDragOccurred ~= nil
if not hasDragState then
return nil
end
local snapshot = {}
if element._mouseDownPosition ~= nil then
snapshot._mouseDownPosition = element._mouseDownPosition
end
if element._textDragOccurred ~= nil then
snapshot._textDragOccurred = element._textDragOccurred
end
return snapshot
end
local snapshot = { textEditor = textEditor:getState() }
if element._mouseDownPosition ~= nil then
snapshot._mouseDownPosition = element._mouseDownPosition
end
if element._textDragOccurred ~= nil then
snapshot._textDragOccurred = element._textDragOccurred
end
return snapshot
end
-- Consumes the previously-saved snapshot keyed under `textEditor` plus the
-- drag-tracking fields. The behavior-dispatch loop passes the FULL top-level
-- state table; this hook reads only its own slices, mirroring the legacy
-- `if self._textEditor and state.textEditor then ... end` guard.
local function restoreState(element, state)
if not state then
return
end
local textEditor = element._textEditor
if textEditor and state.textEditor then
textEditor:setState(state.textEditor, element)
-- Sync TextEditor's focus/cursor/selection state to Element for theme
-- management (mirrors the legacy restoreState field sync).
element._focused = textEditor._focused
element._cursorPosition = textEditor._cursorPosition
element._selectionStart = textEditor._selectionStart
element._selectionEnd = textEditor._selectionEnd
element._textBuffer = textEditor._textBuffer
end
-- Restore drag-tracking state for text selection (top-level keys).
if state._mouseDownPosition ~= nil then
element._mouseDownPosition = state._mouseDownPosition
end
if state._textDragOccurred ~= nil then
element._textDragOccurred = state._textDragOccurred
end
end
-- ============================================================================
-- Text-editor delegate functions.
--
-- These are the module-level implementations of the 27 text-editor delegate
-- methods that previously lived on Element. Each mirrors the pre-refactor
-- Element method body VERBATIM (with `self` → `element`), including the
-- `element._textEditor` nil-guard: the guard is required because (a) non-
-- editable text elements attach this behavior (per shouldAttach) but own no
-- TextEditor, and (b) Element forwards these methods BEFORE onAttach has run
-- (e.g. an `onCreate` callback firing during _finalizeConstruction, which
-- runs before _attachBehaviors). The nil-guards live in THIS file (not in
-- Element.lua), so the Element.lua `if self._textEditor` count drops to 0.
--
-- Element retains 1-line forwarders: `Element.setText = function(self, text)
-- return Element._TextEditable.setText(self, text) end` (etc.), so external
-- callers (EventHandler, KeyboardNavigation, game UI) keep working unchanged.
--
-- The TextEditor API is mixed: most methods take the element as first arg
-- (`te:method(element, ...)` — "passesSelf"); a few getters omit it
-- (`te:method()`). The delegation contract is pinned by
-- subsystem_delegation_test.lua, so this mapping must match TextEditor's
-- method signatures exactly.
-- ============================================================================
-- --- Cursor management (passesSelf = element forwarded) ------------------
local function setCursorPosition(element, position)
local textEditor = element._textEditor
if textEditor then
textEditor:setCursorPosition(element, position)
end
end
local function getCursorPosition(element)
local textEditor = element._textEditor
if textEditor then
return textEditor:getCursorPosition()
end
return 0
end
local function moveCursorBy(element, delta)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorBy(element, delta)
end
end
local function moveCursorToStart(element)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorToStart(element)
end
end
local function moveCursorToEnd(element)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorToEnd(element)
end
end
local function moveCursorToLineStart(element)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorToLineStart(element)
end
end
local function moveCursorToLineEnd(element)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorToLineEnd(element)
end
end
local function moveCursorToPreviousWord(element)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorToPreviousWord(element)
end
end
local function moveCursorToNextWord(element)
local textEditor = element._textEditor
if textEditor then
textEditor:moveCursorToNextWord(element)
end
end
-- --- Selection management ------------------------------------------------
local function setSelection(element, startPos, endPos)
local textEditor = element._textEditor
if textEditor then
textEditor:setSelection(element, startPos, endPos)
end
end
local function getSelection(element)
local textEditor = element._textEditor
if textEditor then
return textEditor:getSelection()
end
return nil
end
local function hasSelection(element)
local textEditor = element._textEditor
if textEditor ~= nil then
return textEditor:hasSelection()
end
return false
end
local function clearSelection(element)
local textEditor = element._textEditor
if textEditor then
textEditor:clearSelection(element)
end
end
local function selectAll(element)
local textEditor = element._textEditor
if textEditor then
textEditor:selectAll(element)
end
end
local function getSelectedText(element)
local textEditor = element._textEditor
if textEditor then
return textEditor:getSelectedText()
end
return nil
end
local function deleteSelection(element)
local textEditor = element._textEditor
if textEditor then
return textEditor:deleteSelection(element)
end
return false
end
-- --- Focus management ----------------------------------------------------
local function focus(element)
local textEditor = element._textEditor
if textEditor then
textEditor:focus(element)
end
end
local function blur(element)
local textEditor = element._textEditor
if textEditor then
textEditor:blur(element)
end
end
local function isFocused(element)
local textEditor = element._textEditor
if textEditor then
return textEditor:isFocused()
end
return false
end
-- --- Text buffer management (with post-delegation sync) ------------------
-- These methods sync `element.text` from the TextEditor result + drive
-- auto-grow, exactly as the legacy Element methods did.
local function getText(element)
local textEditor = element._textEditor
if textEditor then
return textEditor:getText()
end
return element.text or ""
end
local function setText(element, text)
local textEditor = element._textEditor
if textEditor then
textEditor:setText(element, text)
element.text = textEditor:getText() -- Sync display text
textEditor:updateAutoGrowHeight(element)
return
end
element.text = text
end
local function insertText(element, text, position)
local textEditor = element._textEditor
if textEditor then
textEditor:insertText(element, text, position)
element.text = textEditor:getText() -- Sync display text
textEditor:updateAutoGrowHeight(element)
end
end
local function deleteText(element, startPos, endPos)
local textEditor = element._textEditor
if textEditor then
textEditor:deleteText(element, startPos, endPos)
element.text = textEditor:getText() -- Sync display text
textEditor:updateAutoGrowHeight(element)
end
end
local function replaceText(element, startPos, endPos, newText)
local textEditor = element._textEditor
if textEditor then
textEditor:replaceText(element, startPos, endPos, newText)
element.text = textEditor:getText() -- Sync display text
textEditor:updateAutoGrowHeight(element)
end
end
-- --- Mouse text selection ------------------------------------------------
local function handleTextClick(element, mouseX, mouseY, clickCount)
local textEditor = element._textEditor
if textEditor then
textEditor:handleTextClick(element, mouseX, mouseY, clickCount)
-- Store mouse down position on element for drag tracking
if clickCount == 1 then
element._mouseDownPosition = textEditor:mouseToTextPosition(element, mouseX, mouseY)
end
end
end
local function handleTextDrag(element, mouseX, mouseY)
local textEditor = element._textEditor
if textEditor then
textEditor:handleTextDrag(element, mouseX, mouseY)
element._textDragOccurred = textEditor._textDragOccurred
end
end
-- --- Keyboard input ------------------------------------------------------
local function textinput(element, text)
local textEditor = element._textEditor
if textEditor then
textEditor:handleTextInput(element, text)
element.text = textEditor:getText() -- Sync display text
textEditor:updateAutoGrowHeight(element)
end
end
local function keypressed(element, key, scancode, isrepeat)
local textEditor = element._textEditor
if textEditor then
textEditor:handleKeyPress(element, key, scancode, isrepeat)
element.text = textEditor:getText() -- Sync display text
textEditor:updateAutoGrowHeight(element)
end
end
-- ============================================================================
-- Build the (stateless, shared, immutable) behavior instance + thin module
-- table exposing the delegate functions (mirrors the Animated pattern).
-- ============================================================================
local behavior = Behavior.new({
onAttach = onAttach,
onDetach = onDetach,
onUpdate = onUpdate,
onDraw = onDraw,
saveState = saveState,
restoreState = restoreState,
shouldAttach = shouldAttach,
})
-- Thin module table: exposes the frozen behavior instance (for the registry)
-- plus the text-editor delegate functions (for Element's 1-line forwarders).
-- All hooks delegate to the frozen behavior instance so dispatch sites get
-- the validated, frozen implementation. shouldAttach is also exposed at module
-- level (mirrors Clickable.shouldAttach) for tests/callers without an element.
local TextEditable = {
behavior = behavior,
shouldAttach = shouldAttach,
onAttach = onAttach,
onUpdate = onUpdate,
onDraw = onDraw,
saveState = saveState,
restoreState = restoreState,
-- Text-editor delegate functions (Element forwarders route through these):
setCursorPosition = setCursorPosition,
getCursorPosition = getCursorPosition,
moveCursorBy = moveCursorBy,
moveCursorToStart = moveCursorToStart,
moveCursorToEnd = moveCursorToEnd,
moveCursorToLineStart = moveCursorToLineStart,
moveCursorToLineEnd = moveCursorToLineEnd,
moveCursorToPreviousWord = moveCursorToPreviousWord,
moveCursorToNextWord = moveCursorToNextWord,
setSelection = setSelection,
getSelection = getSelection,
hasSelection = hasSelection,
clearSelection = clearSelection,
selectAll = selectAll,
getSelectedText = getSelectedText,
deleteSelection = deleteSelection,
focus = focus,
blur = blur,
isFocused = isFocused,
getText = getText,
setText = setText,
insertText = insertText,
deleteText = deleteText,
replaceText = replaceText,
_handleTextClick = handleTextClick,
_handleTextDrag = handleTextDrag,
textinput = textinput,
keypressed = keypressed,
}
-- Metatable so the module table itself satisfies the duck-typed registry
-- contract (iterating `Element._behaviorRegistry` calls `behavior.shouldAttach`
-- and `behavior.onAttach` / `behavior.onUpdate` directly). Falls through to the
-- frozen behavior instance for every hook / isBehavior parity.
setmetatable(TextEditable, {
__index = behavior,
__tostring = function()
return "TextEditable"
end,
})
return TextEditable
-178
View File
@@ -1,178 +0,0 @@
-- modules/behaviors/Themed.lua
--
-- Concrete behavior: Renderer ownership + theme-state rendering.
--
-- Themed owns the per-element Renderer instance and the single
-- `Renderer:draw` call that paints the core visual layers (background, image,
-- theme 9-patch, borders, text, customDraw). It is the behavior-mode-unification
-- replacement for the former `_initImageAndRenderer` Renderer creation block and
-- the former first `self._renderer:draw(self, backdropCanvas)` call in
-- Element:draw (behavior-mode-unification task 07).
--
-- Attachment rule (shouldAttach): every renderable Element. The pre-refactor
-- code unconditionally created a Renderer for every Element and unconditionally
-- called `Renderer:draw` in Element:draw; Themed mirrors that invariant so the
-- Renderer is always available to subsystems that depend on it (TextEditor font
-- / wrap delegation, ScrollManager scrollbar drawing) AND so visual rendering of
-- background / border / theme / image layers is preserved for every element.
-- Restricting attachment to `themeComponent`-only elements would break editable
-- text fields and scrollable containers (which need a Renderer for subsystem
-- delegation even when they have no theme component). The 9-patch theme-state
-- rendering within `Renderer:draw` is a no-op for elements without a
-- `themeComponent`, so always-attaching carries no rendering cost.
--
-- Themed and Imageable are paired (both configure the same `element._renderer`):
-- Themed.onAttach creates the Renderer with the theme/blur config; Imageable
-- (attached for imagePath/image elements) enriches the SAME renderer instance with
-- image config + deferred image loading. They share `element._renderer`.
--
-- onUpdate is a no-op: theme-state transitions are DRIVEN by the Clickable
-- behavior (whose onUpdate recomputes hover/press/focus and calls
-- `renderer:setThemeState`). Themed only READS that state for rendering, so it has
-- no per-frame update work.
--
-- saveState owns the blur-region snapshot (`state.blur`): the per-frame blur
-- geometry + radius/quality used by the Blur cache for invalidation (formerly
-- the inline `if self.backdropBlur or self.contentBlur` block of
-- Element:saveState — behavior-mode-unification task 12). restoreState is a
-- no-op: blur cache data is used for invalidation, not restoration (the Blur
-- cache is keyed by element id and cleared via `Blur.clearElementCache` from
-- FlexLove.endFrame, not replayed through restoreState).
--
-- State ownership (per the locked Behavior contract):
-- * Per-element runtime state lives ON THE ELEMENT (`element._renderer`,
-- `element._themeState`, `element.backdropBlur`, `element.contentBlur`).
-- The behavior instance is stateless and shared.
-- * `element._renderer` is recreated on attach; onDetach is a no-op — the
-- reference is released when the element is GC'd (Element:_cleanup keeps
-- element structure for inspection).
local _pkg = (...):match("^(.-)behaviors%.") or "modules."
local Behavior = require(_pkg .. "Behavior")
-- Resolve the Element class from an element instance (mirrors Clickable).
-- Element instances are created via `setmetatable({}, Element)`, so their
-- metatable IS the Element class — giving access to Element._Renderer,
-- Element._rendererDeps, etc. without threading deps through the hook signature.
local function ElementClass(element)
return getmetatable(element)
end
-- ----------------------------------------------------------------------------
-- shouldAttach (class-level predicate, no element required)
-- ----------------------------------------------------------------------------
-- Returns true for every renderable Element. See file header for the rationale:
-- the pre-refactor invariant was "every Element has a Renderer; Element:draw
-- always calls Renderer:draw", and Thamed is the behavior-system embodiment of
-- that invariant. Returns true for `themeComponent`-bearing props (the spec's
-- headline case) and for every other element so subsystems/rendering stay intact.
local function shouldAttach(props)
return true
end
-- ----------------------------------------------------------------------------
-- onAttach — create the Renderer with theme/blur config (formerly the
-- Renderer.new block of Element:_initImageAndRenderer).
-- ----------------------------------------------------------------------------
local function onAttach(element)
local Element = ElementClass(element)
-- Create-or-reuse the Renderer. Thamed is the first render behavior in the
-- registry, so it normally creates the instance; Imageable (if attached) will
-- reuse this same instance for image config. Guarded so Imageable-onAttach-
-- first (defensive) does not clobber an existing renderer.
if element._renderer then
return
end
-- NOTE: backgroundColor/borderColor/opacity/cornerRadius/themeComponent are
-- intentionally NOT passed here. Renderer:draw() reads them from the element
-- as the single source of truth (see Renderer.lua draw()). Only renderer-owned
-- state (theme, blur) is cached on the renderer; image config is added by the
-- Imageable behavior. border is element-sourced too.
element._renderer = Element._Renderer.new({
theme = element.theme,
scaleCorners = element.scaleCorners,
scalingAlgorithm = element.scalingAlgorithm,
contentBlur = element.contentBlur,
backdropBlur = element.backdropBlur,
}, Element._rendererDeps)
end
-- ----------------------------------------------------------------------------
-- onDraw — the single Renderer:draw call (formerly the first call in
-- Element:draw). Paints all core visual layers for this element.
-- ----------------------------------------------------------------------------
local function onDraw(element, ctx)
local renderer = element._renderer
if not renderer then
return
end
renderer:draw(element, ctx and ctx.backdropCanvas)
end
-- ----------------------------------------------------------------------------
-- onDetach — no-op. Element:_cleanup preserves element structure for
-- inspection (the original invariant), so the Renderer reference is released
-- when the element is GC'd rather than torn down here. Present as an explicit
-- hook so the behavior conforms to the full lifecycle contract.
-- ----------------------------------------------------------------------------
local function onDetach() end
-- ----------------------------------------------------------------------------
-- saveState — blur-region snapshot (formerly the `blur` branch of
-- Element:saveState). Returns `{ blur = {...} }` when the element configures a
-- backdrop or content blur, so the Blur cache can invalidate by element id;
-- nil otherwise. Mode-agnostic to match the legacy contract (the snapshot is
-- only read back by the cache-invalidation path, which itself is
-- immediate-mode-only via FlexLove.endFrame).
-- ----------------------------------------------------------------------------
local function saveState(element)
if not (element.backdropBlur or element.contentBlur) then
return nil
end
local blur = {
_blurX = element.x,
_blurY = element.y,
_blurWidth = element._borderBoxWidth or (element.width + element.padding.left + element.padding.right),
_blurHeight = element._borderBoxHeight or (element.height + element.padding.top + element.padding.bottom),
}
if element.backdropBlur then
blur._backdropBlurRadius = element.backdropBlur.radius
blur._backdropBlurQuality = element.backdropBlur.quality or 5
end
if element.contentBlur then
blur._contentBlurRadius = element.contentBlur.radius
blur._contentBlurQuality = element.contentBlur.quality or 5
end
return { blur = blur }
end
-- restoreState — no-op: blur cache data is used for invalidation, not
-- restoration (see file header). Present so the behavior conforms to the
-- lifecycle contract without replaying geometry that the cache recomputes.
-- ----------------------------------------------------------------------------
-- Build the (stateless, shared, immutable) behavior instance.
-- ----------------------------------------------------------------------------
local Themed = Behavior.new({
onAttach = onAttach,
onDetach = onDetach,
onUpdate = function() end,
onDraw = onDraw,
saveState = saveState,
restoreState = function() end,
})
-- Expose the predicate at module level so callers/tests can reference it
-- directly without an element instance (mirrors Behavior.shouldAttach /
-- Clickable.shouldAttach).
Themed.shouldAttach = shouldAttach
return Themed
-662
View File
@@ -1,662 +0,0 @@
---@class SelectOptionProps
---@field value any -- Stable option value owned by the parent select
---@field label string? -- Optional label override, falls back to the element text
---@field disabled boolean? -- Whether the option can be selected
local SelectOptionProps = {}
---@class SelectParentProps
---@field value any -- Currently selected option value
---@field open boolean? -- Initial open state for the select container
---@field placeholder string? -- Fallback text when no option is selected
---@field selectFrame Element? -- Optional pre-instantiated dropdown container; intended to be unattached before being adopted by the select
---@field onChange fun(element:Element, value:any, option:SelectOptionProps)? -- Called when selection changes
local SelectParentProps = {}
---@class Animation
local Animation = {}
---@class Color
local Color = {}
---@class Theme
local Theme = {}
---@class ThemeManager
local ThemeManager = {}
--=====================================--
-- For Animation.lua
--=====================================--
---@alias EasingFunction fun(t:number): number
---@class AnimationProps
---@field duration number -- Duration in seconds
---@field start table -- Starting values (can contain: width, height, opacity, x, y, gap, imageOpacity, backgroundColor, borderColor, textColor, padding, margin, cornerRadius, transform, etc.)
---@field final table -- Final values (same properties as start)
---@field easing string? -- Easing function name: "linear", "easeInQuad", "easeOutQuad", "easeInOutQuad", "easeInCubic", "easeOutCubic", "easeInOutCubic", "easeInQuart", "easeOutQuart", "easeInExpo", "easeOutExpo" (default: "linear")
---@field keyframes AnimationKeyframe[]? -- Array of keyframes for complex animations
---@field onStart fun(animation:Animation, element:Element?)? -- Called when animation starts
---@field onUpdate fun(animation:Animation, element:Element?, progress:number)? -- Called each frame with progress (0-1)
---@field onComplete fun(animation:Animation, element:Element?)? -- Called when animation completes
---@field onCancel fun(animation:Animation, element:Element?)? -- Called when animation is cancelled
---@field transform TransformProps? -- Additional transform properties (legacy support)
---@field transition table? -- Transition properties (legacy support)
local AnimationProps = {}
---@class Transform
---@field rotate number? Rotation in radians (default: 0)
---@field scaleX number? X-axis scale (default: 1)
---@field scaleY number? Y-axis scale (default: 1)
---@field translateX number? X translation in pixels (default: 0)
---@field translateY number? Y translation in pixels (default: 0)
---@field skewX number? X-axis skew in radians (default: 0)
---@field skewY number? Y-axis skew in radians (default: 0)
---@field originX number? Transform origin X (0-1, default: 0.5)
---@field originY number? Transform origin Y (0-1, default: 0.5)
local Transform = {}
---@alias TransformProps Transform
---@class TransitionProps
---@field duration number?
---@field easing string?
---@field delay number?
---@field onComplete fun(element:Element)?
--=====================================--
-- For Element.lua
--=====================================--
---@class ElementProps
---@field id string? -- Unique identifier for the element (auto-generated in immediate mode if not provided)
---@field mode "immediate"|"retained"|nil -- Lifecycle mode override: "immediate" (auto-managed state), "retained" (manual state), nil (use global mode from FlexLove.getMode(), default)
---@field parent Element? -- Parent element for hierarchical structure
---@field x number|string|CalcObject? -- X coordinate: number (px), string ("50%", "10vw"), or CalcObject from FlexLove.calc() (default: 0)
---@field y number|string|CalcObject? -- Y coordinate: number (px), string ("50%", "10vh"), or CalcObject from FlexLove.calc() (default: 0)
---@field z number? -- Z-index for layering (default: 0, clamped to -999..999)
---@field tabIndex number? -- Tab navigation order: >0 (explicit order, visited first), 0 or nil (natural document order), -1 (excluded from keyboard navigation)
---@field width number|string|CalcObject? -- Width of the element: number (px), string ("50%", "10vw"), or CalcObject from FlexLove.calc() (default: calculated automatically)
---@field height number|string|CalcObject? -- Height of the element: number (px), string ("50%", "10vh"), or CalcObject from FlexLove.calc() (default: calculated automatically)
---@field minWidth number|string|CalcObject? -- Minimum width constraint: number (px), string ("50%", "10vw"), or CalcObject. Clamps both fixed `width` and the flex-distributed main size when horizontal.
---@field maxWidth number|string|CalcObject? -- Maximum width constraint: number (px), string ("50%", "10vw"), or CalcObject. Clamps both fixed `width` and the flex-distributed main size when horizontal.
---@field minHeight number|string|CalcObject? -- Minimum height constraint: number (px), string ("50%", "10vh"), or CalcObject. Clamps both fixed `height` and the flex-distributed main size when vertical.
---@field maxHeight number|string|CalcObject? -- Maximum height constraint: number (px), string ("50%", "10vh"), or CalcObject. Clamps both fixed `height` and the flex-distributed main size when vertical.
---@field top number|string|CalcObject? -- Offset from top edge: number (px), string ("50%", "10vh"), or CalcObject (CSS-style positioning)
---@field right number|string|CalcObject? -- Offset from right edge: number (px), string ("50%", "10vw"), or CalcObject (CSS-style positioning)
---@field bottom number|string|CalcObject? -- Offset from bottom edge: number (px), string ("50%", "10vh"), or CalcObject (CSS-style positioning)
---@field left number|string|CalcObject? -- Offset from left edge: number (px), string ("50%", "10vw"), or CalcObject (CSS-style positioning)
---@field border Border? -- Border configuration for the element
---@field borderColor Color? -- Color of the border (default: black)
---@field opacity number? -- Element opacity 0-1 (default: 1)
---@field visibility "visible"|"hidden"? -- Element visibility (default: "visible")
---@field display boolean? -- Whether element participates in layout, rendering, and hit testing (default: true). Set false for CSS display:none behavior (zero layout space, no rendering, no hit testing). NOTE: In retained mode, toggling at runtime requires setting the parent's `_dirty = true` or calling `layoutChildren()` on the parent to trigger re-layout.
---@field backgroundColor Color? -- Background color (default: transparent)
---@field cornerRadius number|{topLeft:number?, topRight:number?, bottomLeft:number?, bottomRight:number?}? -- Corner radius: number (all corners) or table for individual corners (default: 0)
---@field gap number|string|CalcObject? -- Space between children elements: number (px), string ("50%", "10vw"), or CalcObject from FlexLove.calc() (default: 0)
---@field padding number|string|CalcObject|{top:number|string|CalcObject?, right:number|string|CalcObject?, bottom:number|string|CalcObject?, left:number|string|CalcObject?, horizontal:number|string|CalcObject?, vertical:number|string|CalcObject?}? -- Padding around children: single value, string, CalcObject for all sides, or table for individual sides (default: {top=0, right=0, bottom=0, left=0})
---@field margin number|string|CalcObject|{top:number|string|CalcObject?, right:number|string|CalcObject?, bottom:number|string|CalcObject?, left:number|string|CalcObject?, horizontal:number|string|CalcObject?, vertical:number|string|CalcObject?}? -- Margin around element: single value, string, CalcObject for all sides, or table for individual sides (default: {top=0, right=0, bottom=0, left=0})
---@field text string? -- Text content to display (default: nil)
---@field textAlign TextAlignSpec? -- Alignment of the text content: simple string, compound string ("top-left"), or {horizontal, vertical} table (default: START)
---@field textColor Color? -- Color of the text content (default: black or theme text color)
---@field textSize number|string? -- Font size: number (px), string with units ("2vh", "10%"), or preset ("xxs"|"xs"|"sm"|"md"|"lg"|"xl"|"xxl"|"3xl"|"4xl") (default: "md" or 12px)
---@field minTextSize number? -- Minimum text size in pixels for auto-scaling
---@field maxTextSize number? -- Maximum text size in pixels for auto-scaling
---@field fontFamily string? -- Font family name from theme or path to font file (default: theme default or system default, inherits from parent)
---@field autoScaleText boolean? -- Whether text should auto-scale with window size (default: true)
---@field positioning Positioning? -- Layout positioning mode: "absolute"|"relative"|"flex"|"grid" (default: RELATIVE)
---@field flexDirection FlexDirection? -- Direction of flex layout: "horizontal"|"vertical"|"row"|"column"|"row-reverse"|"column-reverse"|"horizontal-reverse"|"vertical-reverse" (row→horizontal, column→vertical, row-reverse→horizontal-reverse, column-reverse→vertical-reverse, default: HORIZONTAL)
---@field justifyContent JustifyContent? -- Alignment of items along main axis (default: FLEX_START)
---@field alignItems AlignItems? -- Alignment of items along cross axis (default: STRETCH)
---@field alignContent AlignContent? -- Alignment of lines in multi-line flex containers (default: STRETCH)
---@field flexWrap FlexWrap? -- Whether children wrap to multiple lines: "nowrap"|"wrap"|"wrap-reverse" (default: NOWRAP)
---@field flex number|string? -- Shorthand for flexGrow, flexShrink, flexBasis: number (flex-grow only), string ("1 0 auto"), or nil (default: nil)
---@field flexGrow number? -- How much the element should grow relative to siblings (default: 0)
---@field flexShrink number? -- How much the element should shrink relative to siblings (default: 1)
---@field flexBasis number|string|CalcObject? -- Initial size before growing/shrinking: number (px), string ("50%", "10vw", "auto"), or CalcObject (default: "auto")
---@field justifySelf JustifySelf? -- Alignment of the item itself along main axis (default: AUTO)
---@field alignSelf AlignSelf? -- Alignment of the item itself along cross axis (default: AUTO)
---@field onEvent fun(element:Element, event:InputEvent)? -- Callback function for interaction events
---@field onEventDeferred boolean? -- Whether onEvent callback should be deferred until after canvases are released (default: false)
---@field onFocus fun(element:Element)? -- Callback when element receives focus
---@field onFocusDeferred boolean? -- Whether onFocus callback should be deferred (default: false)
---@field dropFocusOnSelection boolean? -- Override keyboard-navigation focus drop after Enter/Space activation (default: nil, uses KeyboardNavigation.config.dropFocusOnSelection)
---@field onBlur fun(element:Element)? -- Callback when element loses focus
---@field onBlurDeferred boolean? -- Whether onBlur callback should be deferred (default: false)
---@field onTextInput fun(element:Element, text:string)? -- Callback when text is input
---@field onTextInputDeferred boolean? -- Whether onTextInput callback should be deferred (default: false)
---@field onTextChange fun(element:Element, text:string)? -- Callback when text content changes
---@field onTextChangeDeferred boolean? -- Whether onTextChange callback should be deferred (default: false)
---@field onEnter fun(element:Element)? -- Callback when Enter key is pressed
---@field onEnterDeferred boolean? -- Whether onEnter callback should be deferred (default: false)
---@field onCreate fun(element:Element, props:table)? -- Callback when element is created, receives the element and original creation props
---@field onCreateDeferred boolean? -- Whether onCreate callback should be deferred (default: false)
---@field onTouchEvent fun(element:Element, touchEvent:InputEvent)? -- Callback for touch-specific events (touchpress, touchmove, touchrelease)
---@field onTouchEventDeferred boolean? -- Whether onTouchEvent callback should be deferred (default: false)
---@field onGesture fun(element:Element, gesture:table)? -- Callback for recognized gestures (tap, swipe, pinch, etc.)
---@field onGestureDeferred boolean? -- Whether onGesture callback should be deferred (default: false)
---@field touchEnabled boolean? -- Whether the element responds to touch events (default: true)
---@field multiTouchEnabled boolean? -- Whether the element supports multiple simultaneous touches (default: false)
---@field transform TransformProps? -- Transform properties for animations and styling
---@field transition TransitionProps? -- Transition settings for animations
---@field customDraw fun(element:Element)? -- Custom rendering callback called after standard rendering but before visual feedback (default: nil)
---@field gridRows number|table? -- Number of equal 1fr rows, or array of track specs (e.g. {"1fr","100px","auto"})
---@field gridColumns number|table? -- Number of equal 1fr columns, or array of track specs (e.g. {"1fr","100px","auto"})
---@field columnGap number|string|CalcObject? -- Gap between grid columns: number (px), string ("50%", "10vw"), or CalcObject from FlexLove.calc() (default: 0)
---@field rowGap number|string|CalcObject? -- Gap between grid rows: number (px), string ("50%", "10vh"), or CalcObject from FlexLove.calc() (default: 0)
---@field theme string? -- Theme name to use (e.g., "space", "metal"). Defaults to theme from flexlove.init()
---@field themeComponent string? -- Theme component to use (e.g., "panel", "button", "input"). If nil, no theme is applied
---@field disabled boolean? -- Whether the element is disabled (default: false)
---@field active boolean? -- Whether the element is active/focused (for inputs, default: false)
---@field disableHighlight boolean? -- Whether to disable the pressed state highlight overlay (default: false, or true when using themeComponent)
---@field themeStateLock boolean|string? -- Lock theme state: true/"default" = lock to base state, false = normal behavior, string = specific state ("hover", "pressed", "active", "disabled") (default: false)
---@field themeComponentDisabledStates string[]? -- List of theme states to suppress visually (e.g. {"hover", "pressed"}). Interaction logic still fires.
---@field contentAutoSizingMultiplier {width:number?, height:number?}? -- Multiplier for auto-sized content dimensions (default: sourced from theme or {1, 1})
---@field scaleCorners number? -- Scale multiplier for 9-patch corners/edges. E.g., 2 = 2x size (overrides theme setting)
---@field scalingAlgorithm "nearest"|"bilinear"? -- Scaling algorithm for 9-patch corners: "nearest" (sharp/pixelated) or "bilinear" (smooth) (overrides theme setting)
---@field contentBlur {radius:number, quality:number?}? -- Blur the element's content including children (radius: pixels, quality: 1-10, default(quality): 5)
---@field backdropBlur {radius:number, quality:number?}? -- Blur content behind the element (radius: pixels, quality: 1-10, default(quality): 5)
---@field editable boolean? -- Whether the element is editable (default: false)
---@field multiline boolean? -- Whether the element supports multiple lines (default: false)
---@field textWrap boolean|"word"|"char"? -- Text wrapping mode (default: false for single-line, "word" for multi-line)
---@field maxLines number? -- Maximum number of lines (default: nil)
---@field maxLength number? -- Maximum text length in characters (default: nil)
---@field placeholder string? -- Placeholder text when empty (default: nil)
---@field passwordMode boolean? -- Whether to display text as password (default: false, disables multiline)
---@field inputType "text"|"number"|"email"|"url"? -- Input type for validation (default: "text")
---@field textOverflow "clip"|"ellipsis"|"scroll"? -- Text overflow behavior (default: "clip")
---@field scrollable boolean? -- Whether text is scrollable (default: false for single-line, true for multi-line)
---@field autoGrow boolean? -- Whether element auto-grows with text (default: false for single-line, true for multi-line)
---@field selectOnFocus boolean? -- Whether to select all text on focus (default: false)
---@field cursorColor Color? -- Cursor color (default: nil, uses textColor)
---@field selectionColor Color? -- Selection background color (default: nil, uses theme or default)
---@field cursorBlinkRate number? -- Cursor blink rate in seconds (default: 0.5)
---@field selectParent SelectParentProps? -- Parent-owned select/dropdown state and callbacks
---@field selectOption SelectOptionProps? -- Option metadata attached to a child of a select parent
---@field overflow "visible"|"hidden"|"scroll"|"auto"? -- Overflow behavior (default: "hidden")
---@field overflowX "visible"|"hidden"|"scroll"|"auto"? -- X-axis overflow (overrides overflow)
---@field overflowY "visible"|"hidden"|"scroll"|"auto"? -- Y-axis overflow (overrides overflow)
---@field scrollbarWidth number? -- Width of scrollbar track in pixels (default: 12)
---@field scrollbarColor Color? -- Scrollbar thumb color (default: Color.new(0.5, 0.5, 0.5, 0.8))
---@field scrollbarTrackColor Color? -- Scrollbar track color (default: Color.new(0.2, 0.2, 0.2, 0.5))
---@field scrollbarRadius number? -- Corner radius for scrollbar (default: 6)
---@field scrollbarPadding number? -- Padding between scrollbar and edge (default: 2)
---@field scrollSpeed number? -- Pixels per wheel notch (default: 20)
---@field invertScroll boolean? -- Invert mouse wheel scroll direction (default: false)
---@field smoothScrollEnabled boolean? -- Enable smooth scrolling animation for wheel events (default: false)
---@field scrollBarStyle string? -- Scrollbar style name from theme (selects from theme.scrollbars, default: uses first scrollbar or fallback rendering)
---@field scrollbarKnobOffset number|{x:number, y:number}|{horizontal:number, vertical:number}? -- Offset for scrollbar knob/handle position in pixels (number for both axes, or table for per-axis control, default: 0, adds to theme offset)
---@field scrollbarPlacement "reserve-space"|"overlay"? -- Scrollbar rendering mode: "reserve-space" (reduces content area, default) or "overlay" (renders over content)
---@field scrollbarBalance boolean? -- When true, reserve scrollbar space on both sides of content for visual balance (default: false)
---@field hideScrollbars boolean|{vertical:boolean, horizontal:boolean}? -- Hide scrollbars (boolean for both, or table for individual control, default: false)
---@field imagePath string? -- Path to image file (auto-loads via ImageCache)
---@field image love.Image? -- Image object to display
---@field objectFit "fill"|"contain"|"cover"|"scale-down"|"none"? -- Image fit mode (default: "fill")
---@field objectPosition string? -- Image position like "center center", "top left", "50% 50%" (default: "center center")
---@field imageOpacity number? -- Image opacity 0-1 (default: 1, combines with element opacity)
---@field imageRepeat "no-repeat"|"repeat"|"repeat-x"|"repeat-y"|"space"|"round"? -- Image repeat/tiling mode (default: "no-repeat")
---@field imageTint Color? -- Color to tint the image (default: nil/white, no tint)
---@field onImageLoad fun(element:Element, image:love.Image)? -- Callback when image loads successfully
---@field onImageLoadDeferred boolean? -- Whether onImageLoad callback should be deferred (default: false)
---@field onImageError fun(element:Element, error:string)? -- Callback when image fails to load
---@field onImageErrorDeferred boolean? -- Whether onImageError callback should be deferred (default: false)
---@field _scrollX number? -- Internal: scroll X position (restored in immediate mode)
---@field _scrollY number? -- Internal: scroll Y position (restored in immediate mode)
---@field children? ElementProps[]
---@field userdata table? -- User-defined data storage for custom properties
---@field ariaRole ARIA? -- ARIA role for screen readers (e.g., "button", "link", "dialog")
---@field ariaLabel string? -- Accessible name for screen readers (overrides text content)
---@field ariaDescribedBy string? -- ID of element that describes this element
---@field ariaExpanded boolean? -- Whether element is expanded/collapsed (for containers)
---@field ariaPressed boolean? -- Whether element is pressed (for toggle buttons)
---@field ariaChecked boolean? -- Whether element is checked (for checkboxes/radios)
---@field ariaDisabled boolean? -- Whether element is disabled (overrides disabled property)
---@field ariaBusy boolean? -- Whether element is processing (for live regions)
---@field ariaLive "off"|"polite"|"assertive"? -- Live region priority for announcements
local ElementProps = {}
---@class Border
---@field top boolean|number -- true sets width to 1px, number sets width to specified pixels (default: 0)
---@field right boolean|number -- true sets width to 1px, number sets width to specified pixels (default: 0)
---@field bottom boolean|number -- true sets width to 1px, number sets width to specified pixels (default: 0)
---@field left boolean|number -- true sets width to 1px, number sets width to specified pixels (default: 0)
local Border = {}
--=====================================--
-- For KeyboardNavigation.lua
--=====================================--
---@class KeyboardNavigationKeyConfig
---@field next string -- Key used to move to the next focusable element
---@field previous string -- Key used to move to the previous focusable element
---@field up string -- Key used for directional navigation upward
---@field down string -- Key used for directional navigation downward
---@field left string -- Key used for directional navigation leftward
---@field right string -- Key used for directional navigation rightward
---@field activate string[] -- Keys that activate the currently focused element
---@field dismiss string -- Key used to dismiss or clear the currently focused element
---@field toggleDebug string -- Key used to toggle keyboard-navigation debug tooling
---@field inspect string -- Key used to inspect the currently focused element in developer tools
local KeyboardNavigationKeyConfig = {}
---@class KeyboardNavigationDeveloperToolsConfig
---@field enabled boolean? -- Enable keyboard-navigation developer tools (default: true)
---@field showProperties boolean? -- Show focused element properties in developer tools (default: true)
---@field highlightColor number[]? -- RGBA color used for keyboard-navigation debug highlighting (default: {1, 0.8, 0, 0.5})
local KeyboardNavigationDeveloperToolsConfig = {}
---@class KeyboardNavigationFocusIndicatorConfig
---@field enabled boolean? -- Enable the keyboard focus indicator (default: true)
---@field color number[]? -- RGBA color of the focus indicator (default: {0.2, 0.6, 1.0, 0.8})
---@field lineWidth number? -- Focus indicator stroke width in pixels (default: 2)
---@field inset number? -- Offset from the element bounds in pixels (default: -3)
---@field borderRadius number? -- Focus indicator border radius in pixels (default: 4)
---@field animationDuration number? -- Focus indicator entrance animation duration in seconds (default: 0.15)
---@field pulseEnabled boolean? -- Enable pulse animation for the focus indicator when supported
---@field pulseDuration number? -- Seconds per pulse cycle
---@field pulseScaleMin number? -- Minimum scale during pulse animation
---@field pulseScaleMax number? -- Maximum scale during pulse animation
---@field draw fun(element:Element, bounds:table, style:KeyboardNavigationFocusIndicatorConfig)? -- Custom focus indicator renderer
local KeyboardNavigationFocusIndicatorConfig = {}
---@class KeyboardNavigationConfig
---@field enabled boolean? -- Enable or disable keyboard navigation globally (default: true)
---@field debugMode boolean? -- Enable keyboard-navigation debug logging (default: false)
---@field keys KeyboardNavigationKeyConfig? -- Key bindings used by keyboard navigation
---@field wrapAround boolean? -- Allow wrapping from last to first focusable element (default: true)
---@field directionalNavigation boolean? -- Enable arrow-key directional navigation (default: true)
---@field focusVisible boolean? -- Show the focus indicator for keyboard-driven focus (default: true)
---@field autofocusOnCreate boolean? -- Auto-focus the first focusable element on creation (default: false)
---@field dropFocusOnSelection boolean? -- Drop focus after Enter/Space activates an element (default: true)
---@field developerTools KeyboardNavigationDeveloperToolsConfig? -- Developer tool settings for keyboard navigation
---@field focusIndicator KeyboardNavigationFocusIndicatorConfig? -- Focus indicator style configuration
local KeyboardNavigationConfig = {}
--=====================================--
-- For FlexLove.init()
--=====================================--
---@class FlexLoveConfig
---@field baseScale {width:number?, height:number?}? -- Base resolution for responsive scaling (default: nil, no scaling)
---@field theme string|ThemeDefinition? -- Theme name (string) or ThemeDefinition to use (default: nil, no theme)
---@field immediateMode boolean? -- Enable immediate mode (React-like, recreates UI each frame) vs retained mode (default: false)
---@field autoFrameManagement boolean? -- Automatically call beginFrame/endFrame (default: false)
---@field stateRetentionFrames number? -- Number of frames to retain unused state in immediate mode (default: 60)
---@field maxStateEntries number? -- Maximum number of state entries before forcing cleanup (default: 1000)
---@field includeStackTrace boolean? -- Include stack traces in error messages (default: true)
---@field reportingLogLevel LOG_LEVEL? -- Error log level: 1: critical, 2: error, 3: warn, 4: info, 5: debug/all (default: 3:warn)
---@field errorLogTarget string? -- Error log target: "console", "file", "both" (default: "console")
---@field errorLogFile string? -- Path to error log file (default: "flexlove_errors.log")
---@field errorLogMaxSize number? -- Maximum error log file size in bytes (default: 1048576, 1MB)
---@field maxErrorLogFiles number? -- Maximum number of rotated error log files (default: 5)
---@field errorLogRotateEnabled boolean? -- Enable error log rotation (default: true)
---@field performanceMonitoring boolean? -- Enable performance monitoring (default: true)
---@field performanceHudKey string? -- Key to toggle performance HUD (default: "f3")
---@field performanceHudPosition {x:number, y:number}? -- Position of performance HUD (default: {x=10, y=10})
---@field performanceWarningThreshold number? -- Frame time warning threshold in ms (default: 13.0)
---@field performanceCriticalThreshold number? -- Frame time critical threshold in ms (default: 16.67)
---@field performanceLogToConsole boolean? -- Log performance metrics to console (default: false)
---@field performanceWarnings boolean? -- Enable performance warnings (default: false)
---@field memoryProfiling boolean? -- Enable memory profiling (default: false, auto-enabled in immediate mode)
---@field gcStrategy string? -- Garbage collection strategy: "auto", "periodic", "manual", "disabled" (default: "auto")
---@field gcMemoryThreshold number? -- Memory threshold in MB before forcing GC (default: 100)
---@field gcInterval number? -- Frames between GC steps in periodic mode (default: 60)
---@field gcStepSize number? -- Work units per GC step, higher = more aggressive (default: 200)
---@field immediateModeBlurOptimizations boolean? -- Cache blur canvases in immediate mode to avoid re-rendering each frame (default: true)
---@field keyboardNavigation boolean|KeyboardNavigationConfig? -- Enable keyboard navigation with defaults (`true`) or provide configuration overrides
---@field debugDraw boolean? -- Enable debug draw overlay showing element boundaries with random colors (default: false)
---@field debugDrawKey string? -- Key to toggle debug draw overlay at runtime (default: nil, no toggle key)
local FlexLoveConfig = {}
--=====================================--
-- Public FlexLove API
--=====================================--
---@alias TextAlignCompound "top-left" | "top-center" | "top-right" | "center-left" | "center-center" | "center-right" | "bottom-left" | "bottom-center" | "bottom-right"
---@alias TextAlignSpec TextAlign | TextAlignCompound | {horizontal: TextAlign, vertical: TextAlignVertical}
---@class FlexLoveEnums
---@field TextAlign TextAlign
---@field TextAlignVertical TextAlignVertical
---@field Positioning Positioning
---@field FlexDirection FlexDirection
---@field JustifyContent JustifyContent
---@field JustifySelf JustifySelf
---@field AlignItems AlignItems
---@field AlignSelf AlignSelf
---@field AlignContent AlignContent
---@field FlexWrap FlexWrap
---@field TextSize TextSize
---@field ImageRepeat ImageRepeat
---@field ARIA ARIA
local FlexLoveEnums = {}
---@class AnimationKeyframe
---@field at number -- Normalized time position (0-1)
---@field values table -- Property values at this keyframe
---@field easing string|EasingFunction? -- Easing used between this and the next keyframe
local AnimationKeyframe = {}
---@class AnimationGroupProps
---@field animations Animation[] -- Animations to coordinate
---@field mode "parallel"|"sequence"|"stagger"? -- Group playback mode (default: "parallel")
---@field stagger number? -- Delay between staggered animations in seconds (default: 0.1)
---@field onComplete fun(group:AnimationGroup)? -- Called when all animations complete
---@field onStart fun(group:AnimationGroup)? -- Called when the group starts
local AnimationGroupProps = {}
---@class AnimationGroup
---@field animations Animation[]
---@field mode "parallel"|"sequence"|"stagger"
---@field stagger number
---@field onComplete fun(group:AnimationGroup)?
---@field onStart fun(group:AnimationGroup)?
local AnimationGroup = {}
---@class Animation
---@field duration number
---@field start table
---@field final table
---@field elapsed number
---@field easing EasingFunction
---@field keyframes AnimationKeyframe[]?
---@field transform TransformProps?
---@field transition TransitionProps?
---@field onStart fun(animation:Animation, element:Element?)?
---@field onUpdate fun(animation:Animation, element:Element?, progress:number)?
---@field onComplete fun(animation:Animation, element:Element?)?
---@field onCancel fun(animation:Animation, element:Element?)?
---@field update fun(self:Animation, dt:number, element:table?): boolean
---@field findKeyframes fun(self:Animation, progress:number): AnimationKeyframe?, AnimationKeyframe?
---@field lerpKeyframes fun(self:Animation, prevFrame:AnimationKeyframe, nextFrame:AnimationKeyframe, easedT:number): table
---@field interpolate fun(self:Animation): table
---@field apply fun(self:Animation, element:table)
---@field pause fun(self:Animation)
---@field resume fun(self:Animation)
---@field isPaused fun(self:Animation): boolean
---@field reverse fun(self:Animation)
---@field isReversed fun(self:Animation): boolean
---@field setSpeed fun(self:Animation, speed:number)
---@field getSpeed fun(self:Animation): number
---@field seek fun(self:Animation, time:number)
---@field getState fun(self:Animation): string
---@field cancel fun(self:Animation, element:table?)
---@field reset fun(self:Animation)
---@field getProgress fun(self:Animation): number
---@field chain fun(self:Animation, nextAnimation:Animation|function): Animation
---@field delay fun(self:Animation, seconds:number): Animation
---@field repeatCount fun(self:Animation, count:number): Animation
---@field yoyo fun(self:Animation, enabled:boolean?): Animation
---@class AnimationModule
---@field Easing table<string, EasingFunction|fun(...):EasingFunction> -- Built-in easing functions and easing factories
---@field Transform table? -- Animation transform helpers exposed by the animation module
---@field Group AnimationGroup -- Animation group class table
---@field new fun(props:AnimationProps): Animation
---@field fade fun(duration:number, fromOpacity:number, toOpacity:number, easing:string?): Animation
---@field scale fun(duration:number, fromScale:{width:number, height:number}, toScale:{width:number, height:number}, easing:string?): Animation
---@field keyframes fun(props:{duration:number, keyframes:AnimationKeyframe[], onStart:function?, onUpdate:function?, onComplete:function?, onCancel:function?}): Animation
---@field chainSequence fun(animations:Animation[]): Animation
local AnimationModule = {}
---@class ColorInputTable
---@field [1] number?
---@field [2] number?
---@field [3] number?
---@field [4] number?
---@field r number?
---@field g number?
---@field b number?
---@field a number?
local ColorInputTable = {}
---@alias ColorInput string|Color|ColorInputTable
---@class ColorModule
---@field new fun(r:number?, g:number?, b:number?, a:number?): Color
---@field fromHex fun(hexWithTag:string): Color
---@field validateColorChannel fun(value:any, max:number?): boolean, number?
---@field validateHexColor fun(hex:string): boolean, string?
---@field validateRGBColor fun(r:number, g:number, b:number, a:number?, max:number?): boolean, string?
---@field isValidColorFormat fun(value:any): string?
---@field sanitizeColor fun(value:any, default:Color?): Color
---@field parse fun(value:any): Color
---@field lerp fun(colorA:Color, colorB:Color, t:number): Color
local ColorModule = {}
---@class ThemeManagerConfig
---@field theme string? -- Theme name override
---@field themeComponent string? -- Component name to resolve from the theme
---@field disabled boolean? -- Force disabled theme state
---@field active boolean? -- Force active theme state
---@field disableHighlight boolean? -- Disable pressed highlight overlay
---@field themeStateLock boolean|string? -- Lock the theme state to base/default or a named state
---@field themeComponentDisabledStates string[]? -- List of theme states to suppress visually
---@field scaleCorners number? -- Scale multiplier for 9-patch corners and edges
---@field scalingAlgorithm "nearest"|"bilinear"? -- Scaling algorithm for non-stretched theme regions
local ThemeManagerConfig = {}
---@class ThemeRegion
---@field x number
---@field y number
---@field w number
---@field h number
local ThemeRegion = {}
---@class ThemeComponent
---@field atlas string|love.Image?
---@field insets {left:number, top:number, right:number, bottom:number}?
---@field regions {topLeft:ThemeRegion, topCenter:ThemeRegion, topRight:ThemeRegion, middleLeft:ThemeRegion, middleCenter:ThemeRegion, middleRight:ThemeRegion, bottomLeft:ThemeRegion, bottomCenter:ThemeRegion, bottomRight:ThemeRegion}?
---@field stretch {horizontal:table<integer, string>, vertical:table<integer, string>}?
---@field states table<string, ThemeComponent>?
---@field contentAutoSizingMultiplier {width:number?, height:number?}?
---@field scaleCorners number?
---@field scalingAlgorithm "nearest"|"bilinear"?
---@field knobOffset number|{x:number, y:number}|{horizontal:number, vertical:number}?
local ThemeComponent = {}
---@class ThemeDefinition
---@field name string
---@field atlas string|love.Image?
---@field components table<string, ThemeComponent>
---@field scrollbars table<string, ThemeComponent>?
---@field colors table<string, Color>?
---@field fonts table<string, string>?
---@field contentAutoSizingMultiplier {width:number?, height:number?}?
local ThemeDefinition = {}
---@class Theme
---@field name string
---@field atlas love.Image?
---@field atlasData love.ImageData?
---@field components table<string, ThemeComponent>
---@field scrollbars table<string, ThemeComponent>
---@field colors table<string, Color>
---@field fonts table<string, string>
---@field contentAutoSizingMultiplier {width:number?, height:number?}?
---@class ThemeManager
---@field theme string?
---@field themeComponent string?
---@field disabled boolean
---@field active boolean
---@field disableHighlight boolean?
---@field themeStateLock boolean|string?
---@field themeComponentDisabledStates table<string, boolean>
---@field scaleCorners number?
---@field scalingAlgorithm "nearest"|"bilinear"?
---@field updateState fun(self:ThemeManager, isHovered:boolean, isPressed:boolean, isFocused:boolean, isDisabled:boolean): string
---@field getState fun(self:ThemeManager): string
---@field setState fun(self:ThemeManager, state:string)
---@field hasThemeComponent fun(self:ThemeManager): boolean
---@field getTheme fun(self:ThemeManager): Theme?
---@field getComponent fun(self:ThemeManager): ThemeComponent?
---@field getStateComponent fun(self:ThemeManager): ThemeComponent?
---@field getScrollbarComponent fun(self:ThemeManager, scrollbarName:string?): ThemeComponent?
---@field getStyle fun(self:ThemeManager, property:string): any?
---@field _getScaledContentPaddingForState fun(self:ThemeManager, state:string, borderBoxWidth:number, borderBoxHeight:number): table?
---@field getScaledContentPaddingForState fun(self:ThemeManager, state:string, borderBoxWidth:number, borderBoxHeight:number): table? -- deprecated, use getScaledContentPadding
---@field getScaledContentPadding fun(self:ThemeManager, borderBoxWidth:number, borderBoxHeight:number): table?
---@field getContentAutoSizingMultiplier fun(self:ThemeManager): table?
---@field getDefaultFontFamily fun(self:ThemeManager): string?
---@field setTheme fun(self:ThemeManager, themeName:string?, componentName:string?)
---@field validateThemeStateLock fun(self:ThemeManager): boolean
---@class Color
---@field r number
---@field g number
---@field b number
---@field a number
---@field toRGBA fun(self:Color): number, number, number, number
---@class ThemeModule
---@field Manager ThemeManager -- Theme manager class table
---@field new fun(definition:ThemeDefinition): Theme
---@field load fun(path:string): Theme?
---@field setActive fun(themeOrName:string|Theme)
---@field getActive fun(): Theme?
---@field getComponent fun(componentName:string, state:string?): ThemeComponent?
---@field getDefaultScrollbar fun(): ThemeComponent?
---@field getScrollbar fun(scrollbarName:string, state:string?): ThemeComponent?
---@field getFont fun(fontName:string): string?
---@field getColor fun(colorName:string): Color?
---@field hasActive fun(): boolean
---@field getRegisteredThemes fun(): table<string, Theme>
---@field getColorNames fun(): string[]
---@field getAllColors fun(): table<string, Color>
---@field getColorOrDefault fun(colorName:string, fallback:Color): Color
---@field get fun(themeName:string): Theme?
---@field validateTheme fun(theme:table?, options:table?): boolean, table
---@field sanitizeTheme fun(theme:table?): table
local ThemeModule = {}
---@class FlexLove
---@field _VERSION string
---@field _DESCRIPTION string
---@field _URL string
---@field _LICENSE string
---@field Animation AnimationModule?
---@field Color ColorModule
---@field Theme ThemeModule?
---@field enums FlexLoveEnums
---@field isReady fun(): boolean
---@field init fun(config:FlexLoveConfig?)
---@field setKeyboardNavigationDebug fun(enabled:boolean)
---@field enableKeyboardNavigation fun(config:KeyboardNavigationConfig?)
---@field deferCallback fun(callback:function)
---@field executeDeferredCallbacks fun()
---@field resize fun()
---@field setMode fun(mode:"immediate"|"retained")
---@field getMode fun(): "immediate"|"retained"
---@field beginFrame fun()
---@field endFrame fun()
---@field draw fun(gameDrawFunc:function|nil, postDrawFunc:function|nil)
---@field getElementAtPosition fun(x:number, y:number): Element?
---@field update fun(dt:number)
---@field collectGarbage fun(mode:string?, stepSize:number?): number?
---@field setGCStrategy fun(strategy:"auto"|"periodic"|"manual"|"disabled")
---@field getGCStats fun(): GCStats
---@field textinput fun(text:string)
---@field keypressed fun(key:string, scancode:string, isrepeat:boolean)
---@field wheelmoved fun(dx:number, dy:number)
---@field touchpressed fun(id:lightuserdata, x:number, y:number, dx:number, dy:number, pressure:number)
---@field touchmoved fun(id:lightuserdata, x:number, y:number, dx:number, dy:number, pressure:number)
---@field touchreleased fun(id:lightuserdata, x:number, y:number, dx:number, dy:number, pressure:number)
---@field getActiveTouchCount fun(): number
---@field getTouchOwner fun(touchId:string): Element?
---@field getById fun(id:string): Element?
---@field destroy fun()
---@field new fun(props:ElementProps, callback:function?): Element?
---@field getStateCount fun(): number
---@field clearState fun(id:string)
---@field clearAllStates fun()
---@field getStateStats fun(): table
---@field calc fun(expr:string): CalcObject
---@field getFocusedElement fun(): Element?
---@field setFocusedElement fun(element:Element?)
---@field clearFocus fun()
---@field setDebugDraw fun(enabled:boolean)
---@field getDebugDraw fun(): boolean
local FlexLove = {}
--=====================================--
-- For State Persistence
--=====================================--
---@class ElementStateData
---@field _focused boolean?
---@field eventHandler table? -- EventHandler state
---@field textEditor table? -- TextEditor state
---@field scrollManager table? -- ScrollManager state
---@field blur BlurCacheData? -- Blur cache invalidation data
---@class BlurCacheData
---@field _blurX number
---@field _blurY number
---@field _blurWidth number
---@field _blurHeight number
---@field _backdropBlurRadius number?
---@field _backdropBlurQuality number?
---@field _contentBlurRadius number?
---@field _contentBlurQuality number?
--=====================================--
-- For Calc.lua
--=====================================--
---@class CalcDependencies
---@field ErrorHandler ErrorHandler? -- Error handler module
---@class CalcToken
---@field type string -- Token type: "NUMBER", "UNIT", "PLUS", "MINUS", "MULTIPLY", "DIVIDE", "LPAREN", "RPAREN", "EOF"
---@field value number? -- Numeric value (for NUMBER tokens)
---@field unit string? -- Unit type: "px", "%", "vw", "vh" (for NUMBER tokens)
---@class CalcASTNode
---@field type string -- Node type: "number", "add", "subtract", "multiply", "divide"
---@field value number? -- Numeric value (for "number" nodes)
---@field unit string? -- Unit type (for "number" nodes)
---@field left CalcASTNode? -- Left operand (for operator nodes)
---@field right CalcASTNode? -- Right operand (for operator nodes)
---@class CalcObject
---@field _isCalc boolean -- Marker to identify calc objects (always true)
---@field _expr string -- Original expression string
---@field _ast CalcASTNode? -- Parsed abstract syntax tree (nil if parsing failed)
---@field _error string? -- Error message if parsing failed
--=====================================--
-- For FlexLove.lua Internals
--=====================================--
---@class GCConfig
---@field strategy string -- "auto", "periodic", "manual", or "disabled"
---@field memoryThreshold number -- MB before forcing GC
---@field interval number -- Frames between GC steps (for periodic mode)
---@field stepSize number -- Work units per GC step (higher = more aggressive)
---@class GCState
---@field framesSinceLastGC number -- Frames elapsed since last GC
---@field lastMemory number -- Last recorded memory usage in MB
---@field gcCount number -- Total number of GC operations performed
---@class GCStats
---@field gcCount number -- Total number of GC operations performed
---@field framesSinceLastGC number -- Frames elapsed since last GC
---@field currentMemoryMB number -- Current memory usage in MB
---@field strategy string -- Current GC strategy
---@field threshold number -- Memory threshold in MB
---@class FlexLoveDependencies
---@field Context table -- Context module
---@field Theme Theme? -- Theme module
---@field Color Color -- Color module
---@field Calc Calc -- Calc module
---@field Units table -- Units module
---@field Blur table? -- Blur module
---@field ImageRenderer table? -- ImageRenderer module
---@field ImageScaler table? -- ImageScaler module
---@field NinePatch table? -- NinePatch module
---@field RoundedRect table -- RoundedRect module
---@field ImageCache table? -- ImageCache module
---@field utils table -- Utils module
---@field Grid table -- Grid module
---@field InputEvent table -- InputEvent module
---@field GestureRecognizer table? -- GestureRecognizer module
---@field StateManager StateManager -- StateManager module
---@field TextEditor table -- TextEditor module
---@field LayoutEngine LayoutEngine -- LayoutEngine module
---@field Renderer table -- Renderer module
---@field EventHandler EventHandler -- EventHandler module
---@field ScrollManager table -- ScrollManager module
---@field ErrorHandler ErrorHandler -- ErrorHandler module
---@field Performance Performance? -- Performance module
---@field Transform table? -- Transform module
-319
View File
@@ -1,319 +0,0 @@
local modulePath = (...):match("(.-)[^%.]+$")
local function req(name)
return require(modulePath .. name)
end
-- Focused sub-modules (utils now re-exports their surfaces as backward-compatible
-- aliases so call sites needn't change). Loaded eagerly so the aliases resolve.
local NumberValidation = req("NumberValidation")
local TextSanitizer = req("TextSanitizer")
local PathValidator = req("PathValidator")
local FontCache = req("FontCache")
local Enums = req("Enums")
-- ErrorHandler is injected via init() (safeLoadImage closes over this upvalue).
local ErrorHandler = nil
local enums = Enums.enums
-- Generic math, table, and path helpers (utils' own concern).
-- All validation, font-cache, text-sanitization, and path-validation logic
-- lives in the focused sub-modules above and is re-exported below.
--- Get current keyboard modifiers state
---@return {shift:boolean, ctrl:boolean, alt:boolean, super:boolean}
local function getModifiers()
return {
shift = love.keyboard.isDown("lshift", "rshift"),
ctrl = love.keyboard.isDown("lctrl", "rctrl"),
alt = love.keyboard.isDown("lalt", "ralt"),
---@diagnostic disable-next-line
super = love.keyboard.isDown("lgui", "rgui"), -- cmd/windows key
}
end
local TEXT_SIZE_PRESETS = {
["2xs"] = 0.75,
xxs = 0.75,
xs = 1.25,
sm = 1.75,
md = 2.25,
lg = 2.75,
xl = 3.5,
xxl = 4.5,
["2xl"] = 4.5,
["3xl"] = 5.0,
["4xl"] = 7.0,
}
--- Resolve text size preset to viewport units
---@param sizeValue string|number
---@return number?, string?
local function resolveTextSizePreset(sizeValue)
if type(sizeValue) == "string" then
local preset = TEXT_SIZE_PRESETS[sizeValue]
if preset then
return preset, "vh"
end
end
return nil, nil
end
--- Auto-detect the base path where FlexLove is located
---@return string filesystemPath
local function getFlexLoveBasePath()
local info = debug.getinfo(1, "S")
if info and info.source then
local source = info.source
if source:sub(1, 1) == "@" then
source = source:sub(2)
end
local filesystemPath = source:match("(.*/)")
if filesystemPath then
local fsPath = filesystemPath
fsPath = fsPath:gsub("^%./", "")
fsPath = fsPath:gsub("/$", "")
fsPath = fsPath:gsub("/modules$", "")
return fsPath
end
end
return "libs"
end
local FLEXLOVE_FILESYSTEM_PATH = getFlexLoveBasePath()
--- Helper function to resolve paths relative to FlexLove
---@param path string
---@return string
local function resolveImagePath(path)
if path:match("^/") or path:match("^[A-Z]:") then
return path
end
return FLEXLOVE_FILESYSTEM_PATH .. "/" .. path
end
-- Math utilities
--- Clamp a value between optional min/max bounds. Either bound may be nil.
--- When both bounds are inverted (min > max), max wins (matches CSS behavior).
---@param value number Value to clamp
---@param min number|nil Minimum value (nil = no lower bound)
---@param max number|nil Maximum value (nil = no upper bound)
---@return number Clamped value
local function clamp(value, min, max)
if min and value < min then
value = min
end
if max and value > max then
value = max
end
return value
end
--- Linear interpolation between two values
---@param a number Start value
---@param b number End value
---@param t number Interpolation factor (0-1)
---@return number Interpolated value
local function lerp(a, b, t)
return a + (b - a) * t
end
--- Round a number to the nearest integer
---@param value number Value to round
---@return number Rounded value
local function round(value)
return math.floor(value + 0.5)
end
-- Image utilities
--- Safely load an image with error handling
--- Returns both Image and ImageData to avoid deprecated getData() API
---@param imagePath string Path to image file
---@return love.Image?, love.ImageData?, string? Returns image, imageData, or nil with error message
local function safeLoadImage(imagePath)
local success, imageData = pcall(function()
return love.image.newImageData(imagePath)
end)
if not success then
local errorMsg = string.format("Failed to load image data: %s - %s", imagePath, tostring(imageData))
if ErrorHandler then
ErrorHandler:warn("utils", "RES_004", {
resourceType = "image data",
path = imagePath,
error = tostring(imageData),
})
end
return nil, nil, errorMsg
end
local imageSuccess, image = pcall(function()
return love.graphics.newImage(imageData)
end)
if imageSuccess then
return image, imageData, nil
else
local errorMsg = string.format("Failed to create image: %s - %s", imagePath, tostring(image))
if ErrorHandler then
ErrorHandler:warn("utils", "RES_004", {
resourceType = "image",
path = imagePath,
error = tostring(image),
})
end
return nil, nil, errorMsg
end
end
-- Color manipulation utilities
--- Brighten a color by a factor
---@param r number Red component (0-1)
---@param g number Green component (0-1)
---@param b number Blue component (0-1)
---@param a number Alpha component (0-1)
---@param factor number Brightness factor (e.g., 1.2 for 20% brighter)
---@return number, number, number, number Brightened color components
local function brightenColor(r, g, b, a, factor)
return math.min(1, r * factor), math.min(1, g * factor), math.min(1, b * factor), a
end
-- Property normalization utilities
--- Normalize a boolean or table property with vertical/horizontal fields
---@param value boolean|table|nil Input value (boolean applies to both, table for individual control)
---@param defaultValue boolean Default value if nil (default: false)
---@return table Normalized table with vertical and horizontal fields
local function normalizeBooleanTable(value, defaultValue)
defaultValue = defaultValue or false
if value == nil then
return { vertical = defaultValue, horizontal = defaultValue }
end
if type(value) == "boolean" then
return { vertical = value, horizontal = value }
end
if type(value) == "table" then
return {
vertical = value.vertical ~= nil and value.vertical or defaultValue,
horizontal = value.horizontal ~= nil and value.horizontal or defaultValue,
}
end
return { vertical = defaultValue, horizontal = defaultValue }
end
--- Normalize an offset value to {x, y} or {horizontal, vertical} format
---@param value number|table|nil Input value (number applies to both, table for individual control)
---@param defaultValue number Default value if nil (default: 0)
---@return table Normalized table with x/y or horizontal/vertical fields
local function normalizeOffsetTable(value, defaultValue)
defaultValue = defaultValue or 0
if value == nil then
return { x = defaultValue, y = defaultValue, horizontal = defaultValue, vertical = defaultValue }
end
if type(value) == "number" then
return { x = value, y = value, horizontal = value, vertical = value }
end
if type(value) == "table" then
-- Support both {x, y} and {horizontal, vertical} formats
local x = value.x or value.horizontal or defaultValue
local y = value.y or value.vertical or defaultValue
return {
x = x,
y = y,
horizontal = x,
vertical = y,
}
end
return { x = defaultValue, y = defaultValue, horizontal = defaultValue, vertical = defaultValue }
end
--- Apply content auto-sizing multiplier to a dimension
---@param value number The dimension value
---@param multiplier table? The contentAutoSizingMultiplier table {width:number?, height:number?}
---@param axis "width"|"height" Which axis to apply
---@return number The multiplied value
local function applyContentMultiplier(value, multiplier, axis)
if multiplier and multiplier[axis] then
return value * multiplier[axis]
end
return value
end
--- Initialize dependencies
---@param deps table Dependencies: { ErrorHandler = ErrorHandler }
local function init(deps)
if type(deps) == "table" then
ErrorHandler = deps.ErrorHandler
end
-- Propagate shared ErrorHandler to focused sub-modules that need it.
NumberValidation.init({ ErrorHandler = ErrorHandler, clamp = clamp })
TextSanitizer.init({ ErrorHandler = ErrorHandler })
FontCache.init({ ErrorHandler = ErrorHandler, resolveImagePath = resolveImagePath })
-- PathValidator has no external dependencies.
end
return {
enums = enums,
FONT_CACHE = FontCache.FONT_CACHE,
resolveTextSizePreset = resolveTextSizePreset,
getModifiers = getModifiers,
TEXT_SIZE_PRESETS = TEXT_SIZE_PRESETS,
init = init,
clamp = clamp,
-- Alias for `clamp`; exposed under the size-clamping name so Element/LayoutEngine
-- and tests can reference min/max content-size clamping explicitly.
clampSize = clamp,
lerp = lerp,
round = round,
safeLoadImage = safeLoadImage,
brightenColor = brightenColor,
resolveImagePath = resolveImagePath,
normalizeBooleanTable = normalizeBooleanTable,
normalizeOffsetTable = normalizeOffsetTable,
applyContentMultiplier = applyContentMultiplier,
-- Backward-compatible aliases (delegated to focused sub-modules)
validateEnum = NumberValidation.validateEnum,
validateRange = NumberValidation.validateRange,
validateType = NumberValidation.validateType,
isNaN = NumberValidation.isNaN,
isInfinity = NumberValidation.isInfinity,
validateNumber = NumberValidation.validateNumber,
sanitizeNumber = NumberValidation.sanitizeNumber,
validateInteger = NumberValidation.validateInteger,
validatePercentage = NumberValidation.validatePercentage,
validateOpacity = NumberValidation.validateOpacity,
validateDegrees = NumberValidation.validateDegrees,
validateCoordinate = NumberValidation.validateCoordinate,
validateDimension = NumberValidation.validateDimension,
normalizePath = PathValidator.normalizePath,
sanitizePath = PathValidator.sanitizePath,
isPathSafe = PathValidator.isPathSafe,
validatePath = PathValidator.validatePath,
getFileExtension = PathValidator.getFileExtension,
hasAllowedExtension = PathValidator.hasAllowedExtension,
sanitizeText = TextSanitizer.sanitizeText,
validateTextInput = TextSanitizer.validateTextInput,
validateTextRange = TextSanitizer.validateTextRange,
escapeHtml = TextSanitizer.escapeHtml,
escapeLuaPattern = TextSanitizer.escapeLuaPattern,
stripNonPrintable = TextSanitizer.stripNonPrintable,
resolveFontPath = FontCache.resolveFontPath,
getFont = FontCache.getFont,
getFontCacheStats = FontCache.getFontCacheStats,
setFontCacheSize = FontCache.setFontCacheSize,
clearFontCache = FontCache.clearFontCache,
preloadFont = FontCache.preloadFont,
resetFontCacheStats = FontCache.resetFontCacheStats,
}
+161 -13
View File
@@ -11,7 +11,9 @@
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
local LaunchOptions = require("src.core.LaunchOptions")
local NxDisplay = require("src.core.NxDisplay")
local PlatformHooks = require("src.core.PlatformHooks")
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
do
@@ -29,6 +31,21 @@ end
local Game, EditorApp, Importer, TouchEditor
-- #887: quit-to-launcher state, shared by love.load and love.quit (both need
-- it, so it is declared here rather than next to love.quit).
-- * launchedIntoGame -- a --game / POKEPORT_GAME shortcut booted this
-- session straight into a game, so there is no launcher behind it and a
-- window close must exit. Restarting instead re-read the same shortcut
-- and came right back into the game, and the next close did it again:
-- the app could not be closed at all (macOS feels this worst, where the
-- red X, Cmd+Q and the Dock's Quit are all the same quit event).
-- * RELAUNCH_MARKER -- written in the save dir just before the #785
-- restart, so the fresh boot ignores any boot-straight-into-a-game
-- option exactly once and keeps #785's promise of landing in the
-- launcher, whatever put the game on screen this time.
local launchedIntoGame = false
local RELAUNCH_MARKER = "relaunch_to_launcher.txt"
local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
-- coroutine that receives `Game` and yields once per
@@ -313,6 +330,47 @@ function love.load(args)
return
end
-- The launcher draws before any game boots, so the mod loader has not run
-- and Strings has no catalog. Routing the launcher's text through Strings
-- (#767) only pays off if something fills that catalog this early, and no
-- restart could: the ordering is the same on every launch. Read the
-- enabled mods' string catalogs -- data only, no entry chunk -- so a
-- translation reaches the launcher too. Game:load replaces this with the
-- real merged catalog once a version boots.
do
local preload = require("src.mods.LauncherMods").translationStrings()
if preload then require("src.core.Strings").load({ strings = preload }) end
end
-- LAUNCH OPTIONS: skip the launcher and boot a game directly.
-- --game red|blue|yellow (or POKEPORT_GAME / POKEPORT_LAUNCH)
-- --slot <id> optional; picks the save slot to load
-- --launcher force the launcher even if a game is set
-- This is what a desktop shortcut, a Steam entry, or a frontend like
-- EmulationStation needs: one click into the game the player wants, with no
-- menu in between. A game that is not imported falls through to the
-- launcher on its tab rather than booting into nothing.
-- A window close that restarted us into the launcher (#785) leaves the
-- marker behind: consume it and stay on the launcher, or the shortcut below
-- would boot the same game again and that close would restart again,
-- forever (#887). Consumed on read, so the very next launch is normal.
local relaunched = love.filesystem.getInfo(RELAUNCH_MARKER) ~= nil
if relaunched then pcall(love.filesystem.remove, RELAUNCH_MARKER) end
local launchGame, launchSlot = LaunchOptions.resolve(arg)
if launchGame and not relaunched and not LaunchOptions.forceLauncher(arg) then
if RomImporter.isReady(launchGame) then
if launchSlot then LaunchOptions.selectSlot(launchGame, launchSlot) end
-- No launcher behind this session: love.quit must exit, not restart.
launchedIntoGame = true
bootGame(launchGame)
return
end
-- Not importable yet: open the launcher already showing that game, so the
-- shortcut still lands the player where they meant to go.
LaunchOptions.pendingTab = launchGame
end
-- Interactive: the launcher always runs. Red, Blue, and Yellow are each
-- live: a column shows Play when that game's ROM is already imported, or
-- Choose ROM / drag-drop when it is not. Any dropped .gb is routed by its
@@ -369,7 +427,11 @@ function love.update(dt)
end
return
end
Game:update(dt)
-- Mods may wrap or veto the per-frame simulation step (pause it, react
-- to external platform state, etc.) -- see docs/modding.md's core.update
-- entry. Vanilla behavior (used when no mod claims the hook) is just
-- Game:update(dt), unconditionally, exactly as before this hook existed.
PlatformHooks.update(Game, dt)
end
function love.draw()
@@ -597,7 +659,7 @@ function love.touchpressed(id, x, y, dx, dy, pressure)
-- Android's synthesized mouse twin so Import cannot double-fire (#553).
return Importer:touchpressed(id, x, y, dx, dy, pressure)
end
Game:touchpressed(id, x, y)
Game:touchpressed(id, x, y, dx, dy, pressure)
end
function love.touchmoved(id, x, y, dx, dy, pressure)
@@ -609,7 +671,7 @@ function love.touchmoved(id, x, y, dx, dy, pressure)
if Importer then
return Importer:touchmoved(id, x, y, dx, dy, pressure)
end
Game:touchmoved(id, x, y)
Game:touchmoved(id, x, y, dx, dy, pressure)
end
function love.touchreleased(id, x, y, dx, dy, pressure)
@@ -621,7 +683,7 @@ function love.touchreleased(id, x, y, dx, dy, pressure)
if Importer then
return Importer:touchreleased(id, x, y, dx, dy, pressure)
end
Game:touchreleased(id, x, y)
Game:touchreleased(id, x, y, dx, dy, pressure)
end
function love.wheelmoved(x, y)
@@ -634,7 +696,33 @@ function love.wheelmoved(x, y)
Game:wheelmoved(x, y)
end
-- #781: Linux X11 multi-monitor with the primary display away from desktop
-- (0,0): SDL's polled mouse state can come back in desktop-virtual
-- coordinates while the event stream stays window-relative, which strands
-- every polled consumer (launcher Kit rising-edge clicks, the pad-cursor
-- motion yield, PadCursor) on coordinates no hit test can match. Sanitize
-- the poll once here: remember the last window-relative event coordinates
-- and substitute them whenever the polled value falls outside the window.
-- Linux only -- macOS / Windows / mobile keep the stock function, and the
-- NX launcher shim still composes because it captures whatever
-- love.mouse.getPosition is at bridge time (_ensureNxPointerBridge).
local eventMouseX, eventMouseY
if love.system and love.system.getOS() == "Linux"
and love.mouse and love.mouse.getPosition then
local polledGetPosition = love.mouse.getPosition
love.mouse.getPosition = function()
local x, y = polledGetPosition()
local w, h = love.graphics.getDimensions()
if x < 0 or y < 0 or x > w or y > h then
if eventMouseX then return eventMouseX, eventMouseY end
return math.max(0, math.min(x, w)), math.max(0, math.min(y, h))
end
return x, y
end
end
function love.mousepressed(x, y, button, istouch)
if not istouch then eventMouseX, eventMouseY = x, y end
if TouchEditor then
-- Android primary touch already arrived via love.touchpressed; a second
-- mouse path would double-fire Done / begin a second drag.
@@ -658,12 +746,19 @@ function love.mousepressed(x, y, button, istouch)
if istouch and love.system.getOS() == "Android" then return end
return EditorApp.mousepressed(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchpressed("mouse", x, y)
if mouseTouch then
-- the mouse is standing in for a finger: the touch path owns it, and
-- feeding the same press back in as a mouse pointer would double it
if Game and button == 1 then Game:touchpressed("mouse", x, y) end
return
end
-- #807: a real mouse reaches gameplay as a pointer event for mods; Game
-- drops synthesized istouch twins so a mobile touch that already arrived
-- through love.touchpressed cannot fire twice
if Game then Game:mousepressed(x, y, button, istouch) end
end
function love.mousereleased(x, y, button)
function love.mousereleased(x, y, button, istouch)
if TouchEditor then
if love.system.getOS() == "Android" then return end
return TouchEditor.mousereleased(x, y, button)
@@ -672,20 +767,25 @@ function love.mousereleased(x, y, button)
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
end
if mouseTouch and Game and button == 1 then
Game:touchreleased("mouse", x, y)
if mouseTouch then
if Game and button == 1 then Game:touchreleased("mouse", x, y) end
return
end
if Game then Game:mousereleased(x, y, button, istouch) end
end
function love.mousemoved(x, y)
function love.mousemoved(x, y, dx, dy, istouch)
if not istouch then eventMouseX, eventMouseY = x, y end
if TouchEditor then
if love.system.getOS() == "Android" then return end
return TouchEditor.mousemoved(x, y)
end
if editorMode or Importer then return end
if mouseTouch and Game and love.mouse.isDown(1) then
Game:touchmoved("mouse", x, y)
if mouseTouch then
if Game and love.mouse.isDown(1) then Game:touchmoved("mouse", x, y) end
return
end
if Game then Game:mousemoved(x, y, dx, dy, istouch) end
end
function love.textinput(text)
@@ -696,9 +796,51 @@ function love.textinput(text)
end
end
-- #785: set once love.quit has routed a window close into HostShell.restart,
-- so the follow-up quit event the restart itself raises (quit("restart") on
-- desktop; AppImage and Android relaunch the process instead, #575) falls
-- through to the normal shutdown below instead of restarting forever.
local quitToLauncher = false
function love.quit()
if editorMode and EditorApp.quit then
return EditorApp.quit() -- return true to abort quit
-- true blocks the quit (unsaved-changes prompt). A quit that proceeds
-- must fall through to the worker shutdowns below instead of returning:
-- the bundled editor opens from a live launcher whose update-check and
-- fetch-pool workers are still parked in Channel:demand(), and returning
-- here skipped their "quit" push, so the process outlived the closed
-- window and kept the install folder locked on Windows (#727).
if EditorApp.quit() then return true end
end
-- Closing the window of a running game returns to the launcher instead of
-- exiting the app, so testing a mod does not need a relaunch every time
-- (#785). Game is only non-nil once bootGame ran; Importer non-nil means
-- the launcher (or its import) owns the window and its close still quits.
-- Scripted and headless runs (autopilot, frame driver, import-only, ROM
-- path import) keep the plain exit so they terminate as before. Nothing
-- is saved here on purpose: a window close never wrote the save, and the
-- restart path must be no worse than that, not quietly better.
local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or os.getenv("POKEPORT_IMPORT_ROM")
-- #887: a shortcut session (--game / POKEPORT_GAME) has no launcher to go
-- back to and the restart would re-read the shortcut, so it exits instead.
--
-- A platform launcher that owns "return to launcher" itself (see
-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
-- this Lua launcher via that hook. Vanilla behavior (used when no mod
-- claims the hook) is exactly the condition below.
local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
return Game and not Importer and not quitToLauncher and not scripted
and not launchedIntoGame
end)
if wouldReturnToLauncher then
quitToLauncher = true
-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
-- once, so the restart really does land in the launcher (#887). A failed
-- write only costs that suppression, so it must never block the restart.
pcall(love.filesystem.write, RELAUNCH_MARKER, "1")
require("src.core.HostShell").restart()
return true -- abort this quit; the restart lands back in the launcher
end
pcall(function()
require("src.core.DiscordPresence").shutdown()
@@ -713,6 +855,12 @@ function love.quit()
if package.loaded["src.update.Check"] then
pcall(package.loaded["src.update.Check"].shutdown)
end
-- The launcher's fetch pool is the same story: its workers idle in
-- Channel:demand(), which never returns on its own, so a launcher that ever
-- touched the network would hang the process on exit (#339's shape again).
if package.loaded["src.net.Fetch"] then
pcall(package.loaded["src.net.Fetch"].shutdown)
end
end
function love.filedropped(file)
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@@ -37,6 +37,13 @@
#include "filesystem/physfs/PhysfsIo.h"
// #604 / #839: the SAF bridges below must hand GameActivity the exact
// directory physfs mounted as the save dir -- the same contract the iOS
// GRPickerBridge already gets (mobile/ios/patch_love_src.py,
// gr_saveDirectory) -- instead of letting Java recompute the root on its
// own, which can name a different volume on merged / adopted-SD storage.
#include "filesystem/Filesystem.h"
namespace love
{
namespace android
@@ -183,6 +190,19 @@ void vibrate(double seconds)
env->DeleteLocalRef(activity);
}
// The directory physfs actually mounted as the save dir, or "" before the
// filesystem module is up. GameActivity must copy SAF picks HERE: its own
// getExternalFilesDir(null) recomputation can disagree with the mounted
// root on merged / adopted-SD storage (#604, #839).
static const char *bridgeSaveDirectory()
{
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
if (fs == nullptr)
return "";
const char *dir = fs->getSaveDirectory();
return dir != nullptr ? dir : "";
}
bool showFilePicker(const char *destFilename)
{
if (destFilename == nullptr || destFilename[0] == '\0')
@@ -192,9 +212,11 @@ bool showFilePicker(const char *destFilename)
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showFilePicker",
"(Ljava/lang/String;)Z");
"(Ljava/lang/String;Ljava/lang/String;)Z");
jstring jname = env->NewStringUTF(destFilename);
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
jstring jsavedir = env->NewStringUTF(bridgeSaveDirectory());
jboolean result = env->CallStaticBooleanMethod(activity, method, jname, jsavedir);
env->DeleteLocalRef(jsavedir);
env->DeleteLocalRef(jname);
env->DeleteLocalRef(activity);
@@ -210,9 +232,11 @@ bool showCreateDocument(const char *suggestedName)
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showCreateDocument",
"(Ljava/lang/String;)Z");
"(Ljava/lang/String;Ljava/lang/String;)Z");
jstring jname = env->NewStringUTF(suggestedName);
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
jstring jsavedir = env->NewStringUTF(bridgeSaveDirectory());
jboolean result = env->CallStaticBooleanMethod(activity, method, jname, jsavedir);
env->DeleteLocalRef(jsavedir);
env->DeleteLocalRef(jname);
env->DeleteLocalRef(activity);
@@ -259,7 +283,19 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
return false;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
// NOT FindClass: this is the one bridge called off the main thread
// (love.thread workers in src/net/fetch_worker.lua and
// src/update/check_worker.lua). A worker is a raw pthread whose JNI
// class loader is the system one, which cannot see app classes, so
// FindClass("org/love2d/android/GameActivity") left a pending
// ClassNotFoundException and the next JNI call aborted the process --
// opening FIND MODS killed the app on the first stats fetch. Resolving
// through the live activity instance works from any attached thread.
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return false;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
// Old APK / new liblove skew: report "no transport" the same way a
// missing curl does, instead of aborting on a missing method (#597).
@@ -967,4 +1003,33 @@ void love_android_secondary_enable(int on)
env->DeleteLocalRef(activity);
}
extern "C" __attribute__((visibility("default")))
const char *love_android_poll_secondary_touch()
{
static thread_local std::string event;
event.clear();
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "pollSecondaryDisplayTouch",
"()Ljava/lang/String;");
if (!method)
env->ExceptionClear();
else
{
jstring value = (jstring) env->CallStaticObjectMethod(activity, method);
if (value)
{
const char *utf = env->GetStringUTFChars(value, nullptr);
if (utf)
{
event = utf;
env->ReleaseStringUTFChars(value, utf);
}
env->DeleteLocalRef(value);
}
}
env->DeleteLocalRef(activity);
return event.empty() ? nullptr : event.c_str();
}
#endif // LOVE_ANDROID
@@ -116,6 +116,18 @@ public class GameActivity extends SDLActivity {
// bad ROM instead of installing it (#553).
private String pendingPickFilename = PICKED_ROM_FILENAME;
private static final String STATE_PENDING_PICK = "pendingPickFilename";
// Absolute save directory physfs actually mounted, as reported by the
// native bridge call that opened the picker (love/src/common/android.cpp,
// bridgeSaveDirectory). This activity used to recompute
// getExternalFilesDir(null)/save/<identity> on its own at result time; on
// merged / adopted-SD storage that can name a different volume than the
// one LOVE mounted, so the copied pick (and pick_error.flag) landed where
// Lua never scans -- the launcher then "did nothing" after a pick (#604)
// and the folders a file manager can browse stayed empty while the game
// saved fine elsewhere (#839). Empty string means "not told yet": fall
// back to the historical computation.
private String pendingPickSaveDir = "";
private static final String STATE_PENDING_PICK_DIR = "pendingPickSaveDir";
private static final String STATE_PENDING_CREATE = "pendingCreateSuggestedName";
// Suggested download name for the in-flight SAF create (set by showCreateDocument).
private String pendingCreateSuggestedName = "export.sav";
@@ -186,6 +198,8 @@ public class GameActivity extends SDLActivity {
// a recreated activity still lands under the basename it asked for.
String pick = savedInstanceState.getString(STATE_PENDING_PICK);
if (pick != null) pendingPickFilename = pick;
String pickDir = savedInstanceState.getString(STATE_PENDING_PICK_DIR);
if (pickDir != null) pendingPickSaveDir = pickDir;
String create = savedInstanceState.getString(STATE_PENDING_CREATE);
if (create != null) pendingCreateSuggestedName = create;
}
@@ -467,13 +481,23 @@ public class GameActivity extends SDLActivity {
* @param destFilename basename under the app save identity (e.g.
* picked_rom.gb, picked_mod.zip, picked_save.sav)
*/
/** Legacy single-argument entry; resolves the save dir itself. */
@Keep
public static boolean showFilePicker(String destFilename) {
return showFilePicker(destFilename, null);
}
@Keep
public static boolean showFilePicker(String destFilename, String saveDir) {
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
if (destFilename == null || destFilename.length() == 0) {
destFilename = PICKED_ROM_FILENAME;
}
// Remember where LOVE's filesystem is really mounted so
// onActivityResult copies the pick there, not into a recomputed
// (possibly different-volume) root (#604, #839).
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
// Reject path separators so a hostile JNI caller cannot escape the
// save identity directory.
if (destFilename.indexOf('/') >= 0 || destFilename.indexOf('\\') >= 0) {
@@ -644,8 +668,14 @@ public class GameActivity extends SDLActivity {
* return degrades on the Lua side (RomImporter export) to "Exported
* inside the app folder", which is the correct pre-KitKat behavior.
*/
/** Legacy single-argument entry; resolves the save dir itself. */
@Keep
public static boolean showCreateDocument(String suggestedName) {
return showCreateDocument(suggestedName, null);
}
@Keep
public static boolean showCreateDocument(String suggestedName, String saveDir) {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
// (see showFilePicker for why the import side got a pre-19 path)
GameActivity self = (GameActivity) mSingleton;
@@ -657,9 +687,12 @@ public class GameActivity extends SDLActivity {
Log.d("GameActivity", "refusing unsafe create name: " + suggestedName);
return false;
}
File source = new File(
new File(self.getExternalFilesDir(null), "save"),
ROM_SAVE_IDENTITY + "/" + PENDING_EXPORT_FILENAME);
// Route through the mounted save dir (#604, #839): Lua staged
// pending_export.sav where physfs writes, which is not necessarily
// where a fresh getExternalFilesDir(null) points on merged /
// adopted-SD storage.
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
File source = new File(self.saveIdentityDir(), PENDING_EXPORT_FILENAME);
if (!source.isFile()) {
Log.d("GameActivity", "no pending export at " + source);
return false;
@@ -680,7 +713,21 @@ public class GameActivity extends SDLActivity {
}
private File saveIdentityDir() {
return new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
// Prefer the mounted save dir the last bridge call reported: the
// recomputation below can name a different volume than the one LOVE
// mounted on merged / adopted-SD storage (#604, #839).
if (pendingPickSaveDir != null && pendingPickSaveDir.length() > 0) {
return new File(pendingPickSaveDir);
}
File ext = getExternalFilesDir(null);
if (ext == null) {
// Shared storage unavailable (ejected / mid-adoption): without
// this guard File(null, "save") silently built the RELATIVE
// path save/<identity>, mkdirs() failed against "/", and the
// pick was dropped with no message at all (#604).
ext = getFilesDir();
}
return new File(new File(ext, "save"), ROM_SAVE_IDENTITY);
}
/** Drops a small flag file in the save identity for Lua to consume on focus. */
@@ -875,6 +922,7 @@ public class GameActivity extends SDLActivity {
protected void onSaveInstanceState(Bundle outState) {
super.onSaveInstanceState(outState);
outState.putString(STATE_PENDING_PICK, pendingPickFilename);
outState.putString(STATE_PENDING_PICK_DIR, pendingPickSaveDir);
outState.putString(STATE_PENDING_CREATE, pendingCreateSuggestedName);
}
@@ -1277,6 +1325,9 @@ public class GameActivity extends SDLActivity {
// in src/jni/love/src/common/android.cpp.
private static volatile SecondaryPresentation secondaryPresentation;
private static volatile boolean secondaryEnabled = false;
private static final int MAX_SECONDARY_TOUCHES = 32;
private static final java.util.ArrayDeque<String> secondaryTouches =
new java.util.ArrayDeque<>();
@Keep
public static void setSecondaryEnabled(final boolean on) {
@@ -1329,6 +1380,7 @@ public class GameActivity extends SDLActivity {
private static void teardownSecondaryDisplay() {
SecondaryPresentation p = secondaryPresentation;
secondaryPresentation = null;
synchronized (secondaryTouches) { secondaryTouches.clear(); }
if (p != null) {
try { p.dismiss(); } catch (Throwable t) {}
}
@@ -1347,6 +1399,13 @@ public class GameActivity extends SDLActivity {
}
}
@Keep
public static String pollSecondaryDisplayTouch() {
synchronized (secondaryTouches) {
return secondaryTouches.pollFirst();
}
}
private static class SecondaryPresentation extends android.app.Presentation {
private final FrameView frameView;
@@ -1413,6 +1472,7 @@ public class GameActivity extends SDLActivity {
private final android.graphics.Paint paint = new android.graphics.Paint();
private final Object lock = new Object();
private int fw, fh;
private int activePointer = -1;
FrameView(Context context) {
super(context);
@@ -1434,6 +1494,52 @@ public class GameActivity extends SDLActivity {
postInvalidate();
}
private void enqueueTouch(String event) {
synchronized (secondaryTouches) {
if (secondaryTouches.size() >= MAX_SECONDARY_TOUCHES) {
secondaryTouches.clear();
secondaryTouches.addLast("cancel,0,0");
} else {
secondaryTouches.addLast(event);
}
}
}
private int logicalX(float x) {
return Math.min(fw - 1, Math.max(0,
(int) ((x - dst.left) * fw / dst.width())));
}
private int logicalY(float y) {
return Math.min(fh - 1, Math.max(0,
(int) ((y - dst.top) * fh / dst.height())));
}
@Override
public boolean onTouchEvent(android.view.MotionEvent event) {
synchronized (lock) {
int action = event.getActionMasked();
if (action == android.view.MotionEvent.ACTION_DOWN && fw > 0
&& dst.contains((int) event.getX(), (int) event.getY())) {
activePointer = event.getPointerId(0);
enqueueTouch("down," + logicalX(event.getX()) + ","
+ logicalY(event.getY()));
} else if (action == android.view.MotionEvent.ACTION_UP
&& activePointer >= 0) {
int index = event.findPointerIndex(activePointer);
if (index >= 0 && fw > 0) {
enqueueTouch("up," + logicalX(event.getX(index)) + ","
+ logicalY(event.getY(index)));
}
activePointer = -1;
} else if (action == android.view.MotionEvent.ACTION_CANCEL) {
activePointer = -1;
enqueueTouch("cancel,0,0");
}
}
return true;
}
@Override
protected void onDraw(android.graphics.Canvas canvas) {
synchronized (lock) {
+77
View File
@@ -12,6 +12,83 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.1.75",
"date": "2026-08-06",
"size": 9574086,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.75/gen1recomp-0.1.75-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #826 \"Super effective\" and \"not very effective\" SFX are reversed\n- #848 Roms not showing up\n- #876 Remote mod download is unavailable on this platform\n- #899 Importing Pokémon red leads to the contents extracted without a folder called 'red'\n- #902 Audio is wrong!\n\n## Contributors\n\n- @andrewqsantos\n- @bryanthaboi\n- @caorthann-celt\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.74",
"date": "2026-08-06",
"size": 9588946,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.74/gen1recomp-0.1.74-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #883 Evolution Stones consumed if evolution is cancelled\n- #887 MacOS Closing game just keeps reopening\n- #894 Max Repel usable in battle\n\n## Contributors\n\n- @bryanthaboi\n- @MarceloMachadoxD\n- @ratherDashing"
},
{
"version": "0.1.73",
"date": "2026-08-06",
"size": 9585729,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.73/gen1recomp-0.1.73-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #878 Mod API: allow active screen states to be hidden from the main render\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi"
},
{
"version": "0.1.72",
"date": "2026-08-05",
"size": 9586678,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.72/gen1recomp-0.1.72-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #604 Android, retroid pocket 2+ Rom won't import\n- #666 Pikachu emotions are not working on Android\n- #716 Lock Auto Rotate Mobile\n- #727 [Bug] [Windows] Gen1 Recomp \"still in use\" after closing\n- #763 Some EVENTS are turned off\n- #781 Mouse cursor broken on Linux with multi-monitor X11 setup\n- #784 Leech Seed effect\n- #799 Held direction randomly stops player movement (requires re-input)\n- #801 Cannot update mods from the launcher (MacOS)\n- #810 Launcher menu cuts off in vertical mode iOS\n- #828 Closing the app causes settings in launcher to reset\n- #834 Mod import failing\n- #838 Exporting save file Pokemon Yellow\n- #839 AYN Thor Misplaced Data files\n- #849 Public folder support on iOS\n- #852 Cannot switch between saves states on smaller 4:3 screen or in vertical mode\n- #857 Mt. Moon Fossils Reappeared and Wont Disappear.\n- #863 [Yellow] When you use stairs, Pikachu shouldn't be next to you in the new area\n- #864 Faithful Ratio\n- #867 Missing Dialogue after defeating Marowak in Pokemon Tower\n- #869 Giovanni moves up to the player too early\n- #870 Start Menu on Classic Color\n- #872 Missing text when finding an item with full inventory\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.71",
"date": "2026-08-05",
"size": 9569738,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.71/gen1recomp-0.1.71-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #806 Haptic Feedback for On-screen controls (mobile)\n- #809 NPC Stuck in Rock when battle triggered and pushing rock towards it\n- #853 When selecting one of the two pokemon after defeating the Karate Master it should show the Pokedex entry\n- #854 Textbox disappears when the yes/no dialogue appears\n- #860 Disabled moves can still be used in the turn they were disabled\n- #862 Casino Poster Rocket Grunt walks into the poster and doesn't \"Dang!\"\n- #865 [Yellow] James doesn't move in multiple encounters\n- #866 [Yellow] Dialogue in wrong \"order\" after multiple encounters (J+J, Giovanni, probably more)\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.70",
"date": "2026-08-05",
"size": 9562731,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.70/gen1recomp-0.1.70-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #590 Launcher/Save Editor/Dex\n- #788 Fly to the Pokemon Centers in the Routes is not available in original\n- #795 Fly logic is drastically different from the originals.\n- #796 Using Rare Candy from the menu closes it out.\n- #797 Gym Leaders giving items when your bag is full / Bypassing bag limit.\n- #805 Escape Rope Moltres Tower\n- #826 \"Super effective\" and \"not very effective\" SFX are reversed\n- #833 Cancelling nickname entry results in \"A\" as the nickname\n- #835 Restarting the launcher forgets the last rom used\n- #837 Wrong sound effect for Pikachu when entering battle\n- #844 Blizzard sound effect.\n- #845 Moderate issue: Fuchsia City binoculars.\n- #846 Surfing speed after using the bicycle.\n- #847 Minor issues related to the endgame.\n\n## Contributors\n\n- @bryanthaboi\n- @dburton95\n- @johnjohto\n- @KikiManjaro"
},
{
"version": "0.1.69",
"date": "2026-08-04",
"size": 9552851,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.69/gen1recomp-0.1.69-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #768 Menu behaviour for Pokemon and HM moves\n- #785 Back to launcher\n- #792 HM moves in the wrong position in the menu.\n- #807 Expose gameplay pointer events and source-safe mod input injection\n- #811 Untranslatables\n- #814 [minor thing] bold arrow on move swap (select)\n\n## Contributors\n\n- @bryanthaboi\n- @johnjohto"
},
{
"version": "0.1.68",
"date": "2026-08-04",
"size": 9768011,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.68/gen1recomp-0.1.68-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi\n- @caorthann-celt"
},
{
"version": "0.1.67",
"date": "2026-08-04",
"size": 9767619,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.67/gen1recomp-0.1.67-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #373 Lines at Title Screen\n- #644 Substitute failing causes visual issues\n- #673 iOS: thin vertical seam below the START menu panel (v0.1.56, iPhone 15 Pro Max)\n- #703 Credits playing too fast (song ends after it should)\n- #726 Surfing Pikachu Minigame Broken\n- #737 Battle menu move cursor fails to reset to the first slot after switching Pokémon\n- #750 NPC (possibly player) trades still graphically broken\n- #752 Launcher exports save to AppData while in portable mode\n- #764 Trainer Fanfare doesn't play\n- #765 Text Advance broken in certain aspects\n- #768 Menu behaviour for Pokemon and HM moves\n- #773 Battle screen colours messed up when BG = World, battle in un-flashed Rock Tunnel\n- #774 bug(build): Desktop build can reject a valid game archive under pipefail\n- #775 TM42 Dream Eater dialog.\n- #777 Battle Screen is Very dark\n- #780 Do not delete save\n- #782 Giovanni battle at Silph Co plays wrong song\n\n## Contributors\n\n- @bryanthaboi\n- @luisgonzaleznf\n- @ShaneMcGovernIE"
},
{
"version": "0.1.66",
"date": "2026-08-04",
"size": 9749980,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.66/gen1recomp-0.1.66-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #691 Save file transfer\n- #743 Cannot Scroll Main Menu/Mod Menu\n- #779 \"Enemy \" untranslateable\n\n## Contributors\n\n- @bryanthaboi\n- @jherediagu\n- @ShaneMcGovernIE\n- @vegerot"
},
{
"version": "0.1.65",
"date": "2026-08-03",
"size": 9376618,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.65/gen1recomp-0.1.65-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #592 Screen Orientation\n- #702 FLY overworld animation incorrect/incomplete\n- #748 Launcher Menu has overlap\n- #754 Can push boulders with STRENGTH through walls\n- #758 PC to Mac Online Multiplayer Disconnects Shortly After Starting Match\n\n## Contributors\n\n- @andrewqsantos\n- @Bortlesboat\n- @bryanthaboi\n- @castdrian\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.64",
"date": "2026-08-03",
+34 -1
View File
@@ -85,11 +85,30 @@ public final class GRPickerBridge: NSObject {
types = [.zip]
case "sav":
destName = "picked_save.sav"
default:
// A Nintendo 64 cartridge, for mods that build assets out of one --
// the voxel mod's Pokemon Stadium battle models are the caller this
// was added for. Its own filename on purpose: an N64 ROM landing on
// picked_rom.gb is swept up by the Game Boy importer, deleted, and
// reported to the player as a broken cartridge.
case "stadium":
destName = "picked_stadium.z64"
for ext in ["z64", "n64", "v64"] {
if let t = UTType(filenameExtension: ext) { types.append(t) }
}
case "rom", "":
destName = "picked_rom.gb"
for ext in ["gb", "gbc"] {
if let t = UTType(filenameExtension: ext) { types.append(t) }
}
// An unknown kind is REFUSED rather than treated as a Game Boy ROM.
//
// It used to fall through to picked_rom.gb, so a caller asking for a
// kind this build had never heard of got its file deleted and
// reported as a broken cartridge -- the worst possible answer to
// "I do not know that one". Returning false lets the caller find out
// and offer its own fallback.
default:
return false
}
// .gb/.gbc/.sav resolve to dynamic UTTypes on most devices; offering
// .data as well keeps every real file selectable. The importer
@@ -107,6 +126,20 @@ public final class GRPickerBridge: NSObject {
return present(picker, with: delegate)
}
// Which kinds presentPicker understands, comma separated.
//
// So a CALLER can ask before it calls. A mod that wants a kind this build
// predates cannot otherwise tell "refused" from "the picker would not
// open", and guessing wrong used to cost the player their ROM (see the
// default case above). Asking first turns that into a fallback the caller
// chooses rather than a file it loses.
//
// Kept beside the switch it describes, because the two drifting apart is
// the only way this can lie.
@objc public static func supportedPickerKinds() -> NSString {
return "rom,mod,sav,stadium" as NSString
}
@objc(presentExportWithName:saveDir:)
public static func presentExport(name: UnsafePointer<CChar>?,
saveDir: UnsafePointer<CChar>?) -> Bool {
+44
View File
@@ -84,6 +84,49 @@ int w_pickFile(lua_State *L)
return gr_callBridge(L, "GRPickerBridge", "presentPickerWithKind:saveDir:", kind);
}
// love.system.pickFileKinds() -> "rom,mod,sav,stadium", or nil off iOS.
//
// So a caller can ask what this build's picker understands BEFORE opening it.
// An unknown kind is refused (GRPickerBridge), and a refusal looks exactly
// like a picker that would not open -- so a caller with a fallback worth
// showing needs to know which it is facing. A mod that guesses instead has
// no way back: before the refusal landed, an unrecognised kind wrote
// picked_rom.gb and the ROM importer deleted it.
//
// nil where there is no bridge at all, which reads the same as "no kinds".
int w_pickFileKinds(lua_State *L)
{
Class cls = objc_getClass("GRPickerBridge");
if (cls == nullptr)
{
lua_pushnil(L);
return 1;
}
// Fetched through the runtime: wrap_System.cpp is compiled as C++ rather
// than Objective-C++, so no Foundation type may be NAMED here -- writing
// `NSString` alone breaks the whole translation unit. objc_msgSend is a
// plain C entry point and `id` comes from objc/runtime.h, so the string
// is asked for its UTF8 bytes without ever being typed.
typedef id (*GRObj)(Class, SEL);
id kinds = ((GRObj)objc_msgSend)(cls,
sel_registerName("supportedPickerKinds"));
if (kinds == nullptr)
{
lua_pushnil(L);
return 1;
}
typedef const char *(*GRUTF8)(id, SEL);
const char *bytes = ((GRUTF8)objc_msgSend)(kinds,
sel_registerName("UTF8String"));
if (bytes == nullptr || bytes[0] == '\0')
{
lua_pushnil(L);
return 1;
}
lua_pushstring(L, bytes);
return 1;
}
int w_createFile(lua_State *L)
{
const char *name = luaL_optstring(L, 1, "export.sav");
@@ -101,6 +144,7 @@ int w_syncHealthSteps(lua_State *L)
WRAP_REGISTRATION = """#ifdef LOVE_IOS
{ "pickFile", w_pickFile },
{ "pickFileKinds", w_pickFileKinds },
{ "createFile", w_createFile },
{ "syncHealthSteps", w_syncHealthSteps },
{ "httpDownload", w_httpDownload },
+27
View File
@@ -0,0 +1,27 @@
# spanish_ui
A Espanol translation of the game.
Generated with `python3 tools/modkit.py translation spanish_ui`. See
`TRANSLATING.md` for how to work on it.
## Status
Nothing is translated yet: 601 strings are waiting in `lang/`.
| Catalog | Entries |
|---|---|
| `lang/dialogue.lua` | 6 |
| `lang/strings.lua` | 577 |
| `lang/species_names.lua` | 3 |
| `lang/move_names.lua` | 4 |
| `lang/item_names.lua` | 5 |
| `lang/trainer_names.lua` | 1 |
| `lang/status_labels.lua` | 5 |
## Layout
- `manifest.json` - identity and the engine version range
- `main.lua` - registers whatever is filled in and skips whatever is not
- `lang/` - the catalogs; this is the whole job
- `assets/font/` - your glyph sheet
+111
View File
@@ -0,0 +1,111 @@
# Translating into Espanol
Everything the player can read is one of two kinds of string, and they live
in different places for a reason.
| lang/ file | What it is | Key |
|---|---|---|
| `dialogue.lua` | Every line of extracted script text | the original label, e.g. `_PalletTownText1` |
| `strings.lua` | Text the engine itself writes: battle messages, menus, link play | the English source string |
| `species.lua` `moves.lua` `items.lua` `trainers.lua` | Names | the vanilla id |
| `statuses.lua` | `PSN`, `BRN`, ... as they appear in the HUD | the status id |
| `font.lua` `charmap.lua` | Your glyph sheet and what draws what | see below |
| `naming.lua` | The letter grid for entering names | - |
Fill in a value and it takes effect. Leave it `""` and that string stays in
English, so the game is playable at every point along the way.
## Where the English is
The catalogs hold keys and *your* text, never the original English. The
English lives next door, in `spanish_ui-worksheet/`, one tab-separated file per
catalog:
```
"_AbandonLearningText" "Abandon learning\n{RAM:wStringBuffer}?"
```
That directory is deliberately outside the mod. Extracted script text and
the vanilla names are ROM content, and `modkit pack` zips everything under
the mod directory, so a worksheet kept inside would end up in your release
whatever a `.gitignore` said. Keep it beside the mod, never in it.
`lang/strings.lua` is the exception: those sources are the engine's own Lua
rather than anything out of the ROM, so there the key *is* the English and
you can translate straight from it.
## Start with the font, not the text
The engine draws from **glyph pages**: an image of 8x8 cells plus a charmap
saying which byte sequence draws which cell. The vanilla pages sit at `$60`
and `$80`. Anything from `0x100` up is free, so a new alphabet is added
rather than swapped in:
```lua
-- lang/font.lua
return {
spanish_ui = {
image = "assets/font/spanish_ui.png",
base = 0x100, -- first code this page owns
glyphsPerRow = 16,
-- advance = 8, -- set this if your glyphs are not 8px wide
},
}
```
```lua
-- lang/charmap.lua: sequence -> code, in the same order as the sheet
return {
["A"] = 0x100,
["B"] = 0x101,
}
```
The sheet is a plain PNG, 16 glyphs to a row by default, each cell 8x8,
black on white like `assets/generated/font.png`. Codes run left to right,
top to bottom from `base`.
Sequences are matched **longest first**, so a multi-byte character and a
multi-character ligature both work and neither shadows the other:
```lua
["\u{3042}"] = 0x120, -- one 3-byte character, one glyph
["ch"] = 0x121, -- two ASCII letters, one glyph
```
## Line length is counted in glyphs
The dialogue box fits 18 glyphs a line, not 18 bytes. A 3-byte character
costs one column, and the engine will never cut a character in half. Your
own `\n` line breaks are respected exactly as written, so break lines where
they read best rather than where they fit English.
If your glyphs are not 8px wide, set `advance` on the page and the box
re-measures.
## Format directives must survive
Some sources carry `%s` or `%d`:
```lua
["Wild %s\nappeared!"] = "...",
```
Keep every directive, in a count that matches. Word order is yours to
change; the engine substitutes in the order the directives appear, so if
your language needs the name last, write the sentence with the `%s` last.
A translation whose directive count does not match the English is refused
at runtime and the English is drawn instead, with a line in the log saying
so - it will not crash a battle.
## Checking your work
```sh
python3 tools/modkit.py validate spanish_ui --base imported
python3 tools/modkit.py translation spanish_ui --refresh # pick up new engine strings
POKEPORT_DEV=1 scripts/run.sh # F5 hot-reloads lang/
```
`--refresh` rewrites the catalogs from the current engine, keeping every
translation you have already written and reporting what changed. Run it
after pulling a new engine version.
+11
View File
@@ -0,0 +1,11 @@
Put your glyph sheet here.
A page is a PNG of 8x8 cells, 16 per row by default, black on white. Codes
run left to right and top to bottom starting at the page's `base`, so the
first cell is `base`, the second `base + 1`, and so on.
`assets/generated/font.png` in the player's cache is the vanilla sheet at
the same scale; open it alongside yours to match weight and baseline.
Declare the sheet in `lang/font.lua` and map sequences to codes in
`lang/charmap.lua`.
+10
View File
@@ -0,0 +1,10 @@
-- Which byte sequence draws which glyph code.
--
-- Sequences are matched longest-first, so a multi-byte character and a
-- multi-character ligature both work: "ch" can be one glyph even though
-- "c" is also mapped. Codes here must land inside a page declared in
-- lang/font.lua.
return {
-- ["A"] = 0x100,
-- ["B"] = 0x101,
}

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