-- Minimal love API stub so game logic can run headless under plain Lua -- (lua5.4 tests/run_tests.lua). Graphics calls are no-ops that record -- enough state for assertions. local stub = {} local function noop() end local Image = {} Image.__index = Image function Image:getDimensions() return self.w, self.h end function Image:getWidth() return self.w end function Image:getHeight() return self.h end -- read PNG dimensions from the file header (no decoder needed) local function pngSize(path) local f = io.open(path, "rb") if not f then return 8, 8 end local header = f:read(24) f:close() if not header or #header < 24 then return 8, 8 end local function be32(s, i) local a, b, c, d = s:byte(i, i + 3) return ((a * 256 + b) * 256 + c) * 256 + d end return be32(header, 17), be32(header, 21) end local files = {} -- in-memory love.filesystem -- Minimal graphics-state tracking so push("all")/pop actually save and -- restore, and getShader/getCanvas/etc can be read back. The render-pipeline -- fold fences each mod callback between push("all")/pop so a callback that -- dirties state cannot leak into the engine composite; mod_render_tests -- asserts exactly that, which needs the stub to model the save/restore rather -- than no-op it. Plain push()/pop() (the tilt upright pass) ride the same -- stack and restore the same fields, which for those call sites is a no-op. local gstate = { shader = nil, canvas = nil, blend = "alpha", color = { 1, 1, 1, 1 } } local gstack = {} stub.graphics = { newImage = function(path) local w, h = pngSize(path) return setmetatable({ w = w, h = h, path = path }, Image) end, newQuad = function(x, y, w, h) return { x = x, y = y, w = w, h = h } end, newCanvas = function(w, h) return setmetatable({ w = w, h = h, setFilter = noop }, Image) end, newSpriteBatch = function(image, size) local batch = { image = image, sprites = {} } function batch:add(quad, x, y) table.insert(self.sprites, { quad, x, y }) end function batch:clear() self.sprites = {} end function batch:setTexture(tex) self.texture = tex end return batch end, draw = noop, rectangle = noop, clear = noop, setDefaultFilter = noop, print = noop, printf = noop, line = noop, circle = noop, setLineWidth = noop, -- Fonts: the save editor lays itself out from font metrics, so a headless -- draw needs measurable text. A fixed 6px advance / 12px line is enough -- for the layout to be exercised (tests assert state, never pixels). -- newMesh / stencil stay absent on purpose: tools/save-editor/Theme.lua -- probes for them and falls back to flat fills, which is the path a -- headless run should take. newFont = function(size) local px = size or 12 return { getWidth = function(_, text) return #tostring(text) * math.max(1, px * 0.5) end, getHeight = function() return px end, } end, setFont = function(f) gstate.font = f end, getFont = function() return gstate.font end, setColor = function(r, g, b, a) gstate.color = { r, g, b, a } end, getColor = function() local c = gstate.color return c[1], c[2], c[3], c[4] end, setCanvas = function(c) gstate.canvas = c or nil end, getCanvas = function() return gstate.canvas end, setShader = function(s) gstate.shader = s or nil end, getShader = function() return gstate.shader end, setBlendMode = function(m) gstate.blend = m or "alpha" end, getBlendMode = function() return gstate.blend end, -- coordinate-transform + state stack used by the tilt-mode upright pass -- (billboards) and the render-pipeline fold; push snapshots the tracked -- state, pop restores it (tests that need to observe the transforms swap -- in their own recorders, e.g. tests/parity_tilt.lua) push = function() gstack[#gstack + 1] = { shader = gstate.shader, canvas = gstate.canvas, blend = gstate.blend, color = gstate.color } end, pop = function() local s = gstack[#gstack] if s then gstack[#gstack] = nil gstate.shader, gstate.canvas = s.shader, s.canvas gstate.blend, gstate.color = s.blend, s.color end end, translate = noop, scale = noop, rotate = noop, origin = noop, setScissor = noop, getDimensions = function() return 640, 576 end, -- dpi=1 desktop default; issue #87 tests override these for Android density getPixelDimensions = function() return 640, 576 end, getDPIScale = function() return 1 end, } stub.math = { random = function(a, b) if a == nil then return math.random() end if b == nil then return math.random(a) end return math.random(a, b) end, } stub.filesystem = { write = function(name, content) files[name] = content return true end, read = function(name) return files[name] end, remove = function(name) files[name] = nil return true end, -- directories are implied by key prefixes ("mods/x/manifest.json") getInfo = function(name) if files[name] then return { type = "file" } end local prefix = name .. "/" for key in pairs(files) do if key:sub(1, #prefix) == prefix then return { type = "directory" } end end return nil end, load = function(name) if not files[name] then return nil, "no file" end return load(files[name], name) end, getDirectoryItems = function(name) local seen, items = {}, {} name = name or "" -- "" / "/" = save-dir root (RomImporter Android ROM scan) if name == "" or name == "/" then for key in pairs(files) do local child = key:match("^[^/]+") if child and not seen[child] then seen[child] = true items[#items + 1] = child end end else local prefix = name .. "/" for key in pairs(files) do if key:sub(1, #prefix) == prefix then local child = key:sub(#prefix + 1):match("^[^/]+") if child and not seen[child] then seen[child] = true items[#items + 1] = child end end end end table.sort(items) return items end, -- Record mounts for CacheFs.mountVersion tests (NX Blue/Yellow overlay). _mounts = {}, mount = function(archive, mountpoint, appendToPath) stub.filesystem._mounts[#stub.filesystem._mounts + 1] = { archive = archive, mountpoint = mountpoint or "", append = appendToPath and true or false, } return true end, unmount = function() return true end, getSaveDirectory = function() return "/tmp/pokeport-stub-save" end, isFused = function() return false end, } -- table-backed SoundData so ChipAudio's offline render seam -- (_renderMusicForTest) runs headless; modkit bounce writes WAVs from it local SoundData = {} SoundData.__index = SoundData local function slot(self, index, channel) return index * self.channels + (channel - 1) + 1 end function SoundData:setSample(index, a, b) if b == nil then self.data[slot(self, index, 1)] = a else self.data[slot(self, index, a)] = b end end function SoundData:getSample(index, channel) return self.data[slot(self, index, channel or 1)] or 0 end function SoundData:getSampleCount() return self.samples end function SoundData:getSampleRate() return self.rate end function SoundData:getBitDepth() return self.bits end function SoundData:getChannelCount() return self.channels end function SoundData:getDuration() return self.samples / self.rate end stub.sound = { newSoundData = function(samples, rate, bits, channels) return setmetatable({ samples = samples, rate = rate or 44100, bits = bits or 16, channels = channels or 1, data = {} }, SoundData) end, } stub.keyboard = { isDown = function() return false end } stub.mouse = { getPosition = function() return 0, 0 end, isCursorSupported = function() return false end, getSystemCursor = function(name) return name end, setCursor = function() end, } stub.timer = { getTime = function() return 0 end } -- Desktop / headless: full-window safe area (matches LÖVE's fallback). stub.window = { getSafeArea = function() local ww, wh = stub.graphics.getDimensions() return 0, 0, ww, wh end, } return stub