Files
gen1recomp/src/import/RomImporter.lua
T

3749 lines
147 KiB
Lua

local GameVersion = require("src.core.GameVersion")
local GamepadMap = require("src.core.GamepadMap")
local Strings = require("src.core.Strings")
local HostShell = require("src.core.HostShell")
local Platform = require("src.core.Platform")
local SafeArea = require("src.core.SafeArea")
local RomImporter = {}
RomImporter.__index = RomImporter
-- love.system.pickFile is a NATIVE BRIDGE, not part of LÖVE: it exists only on
-- builds that compiled one (Android, and iOS builds patched by
-- mobile/ios/patch_love_src.py). A build without it must fall back to the
-- copy-it-into-the-save-folder flow that every caller below already has --
-- calling the nil field instead took the whole app down the moment the player
-- pressed Import ROM:
--
-- src/import/RomImporter.lua: attempt to call field 'pickFile' (a nil value)
--
-- love.system.createFile was already guarded this way at its one call site;
-- these three were not. Every caller here treats `false` as "no picker
-- available" and shows its own notice, so a missing bridge now degrades to
-- exactly the path a picker-less Android device has always taken.
local function pickFile(...)
local fn = love.system.pickFile
if not fn then return false end
return fn(...) and true or false
end
-- Cache generation tag; bump to force every imported version to re-extract.
-- v9: Yellow audio re-anchored on pokeyellow.sym (#522) -- stale caches
-- carry Red's bank $1f header, wave-table, and CryData offsets.
-- v10: maps carry their raw map-header/connection/object bytes and tilesets
-- their Tilesets row (#889), which a .sav export replays so a Continue on
-- real hardware has a map to load; a v9 cache has none of them and exports
-- the same unbootable save as before.
local CACHE_FORMAT = "rom-cache-v10:"
-- The completion marker is written under each version's cache prefix
-- (red/rom-cache.complete, blue/rom-cache.complete, ...).
local MARKER_PATH = "rom-cache.complete"
-- The marker a finished import writes for a version: the generation tag plus
-- that version's ROM hash, so both a format bump and a swapped ROM invalidate.
local function markerFor(version)
return CACHE_FORMAT .. GameVersion.info(version).sha1
end
local COMMUNITY_URL = "https://bois.icu"
local TRUST_WARNING = "if you did not get this from bryanthaboi's github " ..
"or a link from the discord that bryanthaboi himself posted, just know " ..
"it might have been tampered with. go to the discord to verify " ..
COMMUNITY_URL .. " (or click the logo above)"
local REQUIRED_FILES = {
"data/generated/constants.lua",
"data/generated/maps.lua",
"data/generated/text.lua",
"data/generated/field.lua",
"data/generated/battle_anims.lua",
"assets/generated/title/pokemon_logo.png",
"assets/generated/fonts/font.png",
"assets/generated/battle/front/pikachu.png",
"assets/generated/battle/anims/move_anim_0.png",
"assets/generated/battle/anims/move_anim_1.png",
"assets/generated/audio/programs.bin",
-- The trade cinematic's Game Boy / cable art. Caches built before #750
-- carry none of it and fall back to plain rectangles, so listing one of
-- the files re-imports them without a CACHE_FORMAT bump.
"assets/generated/trade/game_boy.png",
}
-- Files only one version's cache carries. A version that predates one of
-- them re-imports on its own, without dragging the other versions through a
-- CACHE_FORMAT bump.
local VERSION_REQUIRED_FILES = {
yellow = {
"assets/generated/battle/trainers/jessie_james.png", -- #439
-- Oak's own back pic and the pikapic base frames only exist in caches
-- built after their manifest symbols landed, so an older Yellow cache
-- has to re-import to stop falling back to the old man's back pic and
-- to the battle front pic (#557, #561). Both are gated on manifest
-- symbols in RomExtractor, so these markers must only ever list files
-- tools/rom_manifest_yellow.json can actually produce -- otherwise the
-- cache reads as incomplete and re-importing cannot clear it.
"assets/generated/battle/profoakb.png",
"assets/generated/pikachu/pikapic_1.png",
},
}
-- "Split-screen ROM selector" first-run palette (matches the FirstRun mockup):
-- a dark neon arcade panel, one column per game.
-- Red, Blue, and Yellow share the same importer flow once listed in
-- GameVersion.VERSIONS. Values are 0-255 RGB; alpha is applied per draw.
local PAL = {
-- radial background gradient (bright navy at top-centre -> near black)
bgTop = { 22, 34, 74 }, -- #16224a
bgBot = { 7, 11, 29 }, -- #070b1d
-- neon accents, one per cartridge
red = { 255, 60, 72 }, -- rgb(255,60,72)
blue = { 70, 150, 255 }, -- rgb(70,150,255)
gold = { 255, 203, 5 }, -- rgb(255,203,5)
-- card interiors (the dark colour the accent tint fades into)
cardRed = { 20, 12, 26 }, -- #140c1a
cardBlue = { 12, 18, 40 }, -- #0c1228
cardGold = { 30, 22, 8 }, -- #1e1608
-- text
heading = { 255, 255, 255 },
detail = { 198, 208, 230 }, -- #c6d0e6
warning = { 159, 176, 208 }, -- #9fb0d0
link = { 127, 208, 255 }, -- #7fd0ff, the bois.icu link
linkHover = { 191, 234, 255 }, -- #bfeaff, brighter on hover
white = { 255, 255, 255 },
-- "Play" button (green gradient) + its ink
playTop = { 62, 224, 138 }, -- #3ee08a
playBot = { 22, 163, 90 }, -- #16a35a
playInk = { 6, 32, 18 }, -- #062012
-- "Choose ROM" button (red gradient)
chooseTop = { 255, 83, 97 }, -- #ff5361
chooseBot = { 214, 31, 44 }, -- #d61f2c
-- disabled "Coming soon" button
disabled = { 120, 132, 158 },
disabledInk = { 149, 161, 189 }, -- #95a1bd
-- redesign (FirstRun.dc.html): tab chrome, cards, status pills
green = { 62, 224, 138 }, -- #3ee08a "GOOD TO GO" / toggle-on / LOADED
greenDark = { 22, 163, 90 }, -- #16a35a
labelGray = { 143, 163, 200 }, -- #8fa3c8 letterspaced ROM / SAVE FILES labels
cardBorder = { 120, 150, 220 }, -- rgba(120,150,220,*) card + divider strokes
slotBg = { 9, 14, 34 }, -- rgba(9,14,34,0.6) save-slot row interior
modDot = { 159, 180, 221 }, -- #9fb4dd MODS chip grid dots + underline
-- tab-chip gradients (top -> bottom)
chipRedTop = { 255, 92, 103 }, -- #ff5c67
chipRedBot = { 181, 35, 42 }, -- #b5232a
chipBlueTop = { 106, 168, 255 }, -- #6aa8ff
chipBlueBot = { 30, 86, 168 }, -- #1e56a8
chipGoldTop = { 255, 217, 74 }, -- #ffd94a
chipGoldBot = { 199, 154, 0 }, -- #c79a00
chipModTop = { 61, 74, 109 }, -- #3d4a6d
chipModBot = { 32, 42, 69 }, -- #202a45
chipInkGold = { 58, 44, 0 }, -- #3a2c00 dark "Y" on the gold chip
}
-- CacheFs.exists checks the game folder directly for a portable install,
-- otherwise the save directory through love.filesystem. It honors
-- CacheFs.prefix, so we point it at the version's cache subtree (red/,
-- blue/, yellow/).
local function allRequiredFilesExist(version)
local CacheFs = require("src.import.CacheFs")
local saved = CacheFs.prefix
CacheFs.prefix = GameVersion.cachePrefix(version)
local ok = true
for _, path in ipairs(REQUIRED_FILES) do
if not CacheFs.exists(path) then ok = false; break end
end
for _, path in ipairs(ok and VERSION_REQUIRED_FILES[version] or {}) do
if not CacheFs.exists(path) then ok = false; break end
end
CacheFs.prefix = saved
return ok
end
-- A developer checkout / Python build leaves Red's generated data in the
-- physfs SOURCE at the un-prefixed root (the checked-out data/generated and
-- assets/generated); it is always current and never moves into red/. Only
-- Red ships this way (Blue/Yellow are import-only). The check goes through
-- love.filesystem directly so the red/ cache prefix cannot hide the source
-- tree, and the realDirectory test keeps a save-dir cache from counting.
local function sourceTreeHasData()
if not love.filesystem.getRealDirectory then return false end
for _, path in ipairs(REQUIRED_FILES) do
if love.filesystem.getInfo(path, "file") == nil then return false end
end
local real = love.filesystem.getRealDirectory(REQUIRED_FILES[1])
return real == love.filesystem.getSource()
end
-- ------- ROM cache location
--
-- The extracted cache (data/generated, assets/generated) plus the
-- rom-cache.complete marker normally live in LÖVE's per-user OS save
-- directory. A portable install instead keeps them in the game folder next
-- to the executable (the folder holding portable.txt), so nothing is left on
-- the host machine. Every cache write/read/remove goes through CacheFs,
-- which writes that folder with io.* and makes it readable (mounting it via
-- PhysFS for a fused build) -- there is no mirror step and no per-file
-- os.execute (issue #74: that flashed a console window per file on Windows
-- and froze the app).
-- Remove a cache subtree from the OS save directory. The realDirectory
-- guard keeps this from ever deleting the game folder (portable installs
-- read the cache from there) or a developer's checked-out source tree.
local function removeTree(path)
local info = love.filesystem.getInfo(path)
if not info then return end
if info.type == "directory" then
for _, child in ipairs(love.filesystem.getDirectoryItems(path)) do
removeTree(path .. "/" .. child)
end
end
if love.filesystem.getRealDirectory
and love.filesystem.getRealDirectory(path)
~= love.filesystem.getSaveDirectory() then
return
end
local ok, err = love.filesystem.remove(path)
if ok == false then
error("could not remove stale cache: " .. tostring(err))
end
end
-- Portable installs read the cache from the game folder. Any copy an
-- earlier non-portable run -- or the pre-#74 build, which always wrote the
-- cache to the save directory and only mirrored it out -- left behind would
-- shadow it, because physfs searches the save directory before the source.
-- Clear it out once, and only when a remnant is actually present so a clean
-- install pays nothing.
local saveDirPurged = false
local function purgeSaveDirCache()
if saveDirPurged then return end
saveDirPurged = true
local saveDir = love.filesystem.getSaveDirectory()
local function saveDirHas(rel)
local f = io.open(saveDir .. "/" .. rel, "rb")
if not f then return false end
f:close()
return true
end
-- Purge each version's stale save-directory copy (under its red/ / blue/
-- / yellow/ prefix) so it cannot shadow the portable game-folder cache.
for _, version in ipairs(GameVersion.ORDER) do
local prefix = GameVersion.cachePrefix(version)
if saveDirHas(prefix .. MARKER_PATH) or saveDirHas(prefix .. REQUIRED_FILES[1]) then
removeTree(prefix .. "data/generated")
removeTree(prefix .. "assets/generated")
love.filesystem.remove(prefix .. MARKER_PATH)
end
end
end
-- Whether a given game version's ROM has already been imported and cached.
function RomImporter.isReady(version)
version = version or "red"
local CacheFs = require("src.import.CacheFs")
if CacheFs.root() then
-- Portable: the cache lives in the game folder next to the executable
-- (mounted onto the read path for a fused build). Drop any stale
-- save-directory copy that would otherwise shadow it at runtime.
purgeSaveDirCache()
end
-- Red generated data in the physfs source (developer checkout / Python
-- build) is always current; Blue is import-only and falls through to the
-- version-marker gate.
if version == "red" and sourceTreeHasData() then return true end
local saved = CacheFs.prefix
CacheFs.prefix = GameVersion.cachePrefix(version)
local marker = CacheFs.read(MARKER_PATH)
CacheFs.prefix = saved
return marker == markerFor(version) and allRequiredFilesExist(version)
end
-- Load the import manifest for a version and confirm it matches that ROM.
local function decodeManifest(version)
local path = GameVersion.info(version).manifest
local raw, readError = love.filesystem.read(path)
if not raw then error("ROM import metadata is missing: " .. tostring(readError)) end
local Json = require("src.link.Json")
local manifest, decodeError = Json.decode(raw)
if not manifest then error("ROM import metadata is invalid: " .. tostring(decodeError)) end
assert(manifest.romSha1 == GameVersion.info(version).sha1,
"ROM import metadata version mismatch")
return manifest
end
local function sha1(data)
local digest = love.data.hash("sha1", data)
if type(digest) == "userdata" and digest.getString then
digest = digest:getString()
end
return love.data.encode("string", "hex", digest)
end
local function readExternalPath(path)
local file, openError = io.open(path, "rb")
if not file then return nil, openError end
local data = file:read("*a")
file:close()
return data
end
local function readDroppedFile(file)
local ok, openError = file:open("r")
if not ok then return nil, openError end
local data, readError = file:read(file:getSize())
file:close()
return data, readError
end
local function trim(value)
return value and value:gsub("^%s+", ""):gsub("%s+$", "") or ""
end
-- Turn a filesystem path into a well-formed file:// URI for love.system.openURL.
-- openURL feeds SDL_OpenURL, whose macOS backend ([NSURL URLWithString:]) returns
-- nil for any unencoded space -- and the default save dir lives under
-- "Application Support" -- so the click silently no-ops on real macOS installs.
-- Windows needs forward slashes and a leading slash on the drive path so the
-- authority is empty (file:///C:/...), not a hostname. Percent-encode the rest
-- (spaces -> %20) but keep the unreserved set plus "/" and ":" (drive letter and
-- path separators stay literal so the shell resolves the folder).
local function fileUrl(path)
path = tostring(path):gsub("\\", "/")
if path:sub(1, 1) ~= "/" then path = "/" .. path end
local encoded = path:gsub("[^%w%-%._~/:]", function(c)
return string.format("%%%02X", string.byte(c))
end)
return "file://" .. encoded
end
-- The native pickers below block the whole loop inside io.popen, and they are
-- opened straight out of mousepressed -- with the button still physically
-- down. SDL auto-captures the pointer for the length of a press (on X11 an
-- XGrabPointer with owner_events) and only drops that capture when it
-- processes the matching button-up, which it cannot do while we sit in popen
-- and never pump. The grab then outlives the click and every pointer event
-- over the file chooser is still routed to our window: the dialog draws and
-- keyboard-navigates (keyboard focus is a separate grab) but ignores the
-- mouse entirely -- issue #254 on Linux. Whether it bites is a race with how
-- long the click was held, which is why the same build picks one ROM fine and
-- then hangs the mouse on the next.
--
-- The release itself now lives in HostShell.releasePointerGrab, called from
-- HostShell.popen, so every host spawn inherits it and not just the three
-- pickers here. It stays a single release point on purpose: this file used
-- to run its own copy first, and each copy carries its own one-second bound,
-- so keeping both made a stuck button cost two seconds instead of one.
local function commandOutput(command)
if not Platform.canSpawnProcess() then return nil end
local pipe = HostShell.popen(command)
if not pipe then return nil end
local result = pipe:read("*a")
-- HostShell.pclose, never pipe:close(): closing a pipe outside the spawn
-- lock can free a FILE while a worker thread's popen is walking the stream
-- list, which deadlocks that thread for good (see HostShell).
HostShell.pclose(pipe)
result = trim(result)
return result ~= "" and result or nil
end
local IMPORTS_DIR = "imports"
local BASE_ROMS_DIR = "baseroms"
local MODS_INBOX_DIR = "imports/mods"
local SAVES_INBOX_DIR = "imports/saves"
local ROM_BYTES = 1024 * 1024
local function savesInboxDir(version)
return SAVES_INBOX_DIR .. "/" .. tostring(version)
end
local function savesImportedHashesPath(version)
return savesInboxDir(version) .. "/.imported-sha1"
end
local function exportsDir(version)
return "exports/" .. tostring(version)
end
-- Strip only a validated sdmc:/ prefix for OpenMTP/DBI relative paths.
function RomImporter.mtpHintPath(saveDir)
if type(saveDir) ~= "string" then return "" end
if saveDir:sub(1, 6) == "sdmc:/" then return saveDir:sub(7) end
return saveDir
end
function RomImporter:ensureImportsDir()
local info = love.filesystem.getInfo(IMPORTS_DIR)
if info and info.type == "directory" then return true end
if info then return false end
if love.filesystem.createDirectory then
return love.filesystem.createDirectory(IMPORTS_DIR)
end
return false
end
-- NX mod zip inbox (separate from ROM imports/). Parent imports/ first —
-- love.filesystem.createDirectory does not create nested parents.
function RomImporter:ensureModsInboxDir()
self:ensureImportsDir()
local info = love.filesystem.getInfo(MODS_INBOX_DIR)
if info and info.type == "directory" then return true end
if info then return false end
if love.filesystem.createDirectory then
return love.filesystem.createDirectory(MODS_INBOX_DIR)
end
return false
end
-- NX raw .sav inbox per game: imports/saves/{red,blue,yellow}/.
-- Parent imports/ then imports/saves/ first — createDirectory is not nested.
-- Creates all three version folders so MTP browsing shows where each game goes.
function RomImporter:ensureSavesInboxDir(version)
self:ensureImportsDir()
local info = love.filesystem.getInfo(SAVES_INBOX_DIR)
if info and info.type ~= "directory" then return false end
if not info then
if not (love.filesystem.createDirectory
and love.filesystem.createDirectory(SAVES_INBOX_DIR)) then
return false
end
end
for v in pairs(GameVersion.VERSIONS) do
local dir = savesInboxDir(v)
local vInfo = love.filesystem.getInfo(dir)
if vInfo and vInfo.type ~= "directory" then return false end
if not vInfo then
if not (love.filesystem.createDirectory
and love.filesystem.createDirectory(dir)) then
return false
end
end
end
return true
end
function RomImporter:_setNxInboxNotice(version)
version = version or self.tab or "red"
local saveDir = love.filesystem.getSaveDirectory()
local rel = RomImporter.mtpHintPath(saveDir)
if rel ~= "" and rel:sub(-1) ~= "/" then rel = rel .. "/" end
self.notice = {
version = version,
status = Strings("Copy your .gb/.gbc into:"),
detail = Strings("%s/imports/\nDBI MTP → 1: SD Card/%simports/", saveDir, rel),
}
end
function RomImporter:_setNxModsInboxNotice()
local saveDir = love.filesystem.getSaveDirectory()
local rel = RomImporter.mtpHintPath(saveDir)
if rel ~= "" and rel:sub(-1) ~= "/" then rel = rel .. "/" end
self.modNotice = {
ok = true,
text = Strings("Copy your .zip into:\n%s/imports/mods/\nDBI MTP → 1: SD Card/%simports/mods/",
saveDir, rel),
}
end
function RomImporter:_resolveSaveVersion(version)
version = version or self.panelVersion or self.tab
if GameVersion.VERSIONS[version] then return version end
return self:_savedropTarget()
end
function RomImporter:_setNxSavesInboxNotice(version)
version = self:_resolveSaveVersion(version)
local inbox = savesInboxDir(version)
local saveDir = love.filesystem.getSaveDirectory()
local rel = RomImporter.mtpHintPath(saveDir)
if rel ~= "" and rel:sub(-1) ~= "/" then rel = rel .. "/" end
local game = GameVersion.info(version).displayName
self.saveNotice = self.saveNotice or {}
self.saveNotice[version] = {
ok = true,
text = Strings("Copy your %s .sav into:\n%s/%s/\nDBI MTP → 1: SD Card/%s%s/",
game, saveDir, inbox, rel, inbox),
}
end
local function listRomPaths(dir)
local paths = {}
for _, name in ipairs(love.filesystem.getDirectoryItems(dir) or {}) do
-- Skip AppleDouble / hidden junk from Mac MTP (._cart.gb ends in .gb
-- but is not a ROM — rescan would try it first and block the real dump).
if name:sub(1, 1) ~= "." then
local path = (dir == "" or dir == "/") and name or (dir .. "/" .. name)
if name:lower():match("%.gbc?$")
and love.filesystem.getInfo(path, "file") then
paths[#paths + 1] = path
end
end
end
return paths
end
local function baseRomScanSatisfied(self)
for _, version in ipairs(GameVersion.ORDER) do
if not self.ready[version] and not self.baseRoms[version] then
return false
end
end
return true
end
function RomImporter:_queueBaseRomScan()
if not self.baseRomDiscovery then return end
if baseRomScanSatisfied(self) then
self.baseRomScan = { state = "done" }
return
end
self.baseRomScan = { state = "queued", index = 1 }
end
function RomImporter:_stepBaseRomScan()
local scan = self.baseRomScan
if not scan or scan.state == "done" or self.workState == "working" then
return
end
if scan.state == "queued" then
local info = love.filesystem.getInfo(BASE_ROMS_DIR)
if not info and love.filesystem.createDirectory then
love.filesystem.createDirectory(BASE_ROMS_DIR)
end
scan.paths = listRomPaths(BASE_ROMS_DIR)
table.sort(scan.paths)
scan.state = "running"
end
local path = scan.paths[scan.index]
if not path then
scan.state = "done"
return
end
scan.index = scan.index + 1
local info = love.filesystem.getInfo(path, "file")
if info and info.size == ROM_BYTES then
local data = love.filesystem.read(path)
if type(data) == "string" and #data == ROM_BYTES then
local version = GameVersion.forSha1(sha1(data))
if version and not self.ready[version] and not self.baseRoms[version] then
self.baseRoms[version] = {
path = path,
name = path:match("[^/\\]+$") or path,
}
end
end
end
if baseRomScanSatisfied(self) or not scan.paths[scan.index] then
scan.state = "done"
end
end
local function listZipPaths(dir)
local paths = {}
for _, name in ipairs(love.filesystem.getDirectoryItems(dir) or {}) do
-- Skip AppleDouble / hidden junk from Mac MTP (._foo.zip ends in .zip
-- but is not a PhysFS archive — mount fails with "could not be opened").
if name:sub(1, 1) ~= "." then
local path = (dir == "" or dir == "/") and name or (dir .. "/" .. name)
if name:lower():match("%.zip$")
and love.filesystem.getInfo(path, "file") then
paths[#paths + 1] = path
end
end
end
return paths
end
local function listSavPaths(dir)
local paths = {}
for _, name in ipairs(love.filesystem.getDirectoryItems(dir) or {}) do
-- Skip AppleDouble / hidden junk from Mac MTP (._foo.sav ends in .sav
-- but is not a real battery save — import would fail and invent noise).
if name:sub(1, 1) ~= "." then
local path = (dir == "" or dir == "/") and name or (dir .. "/" .. name)
if name:lower():match("%.sav$")
and love.filesystem.getInfo(path, "file") then
paths[#paths + 1] = path
end
end
end
return paths
end
function RomImporter:scanInbox()
local paths = {}
for _, path in ipairs(listRomPaths(IMPORTS_DIR)) do
paths[#paths + 1] = path
end
for _, path in ipairs(listRomPaths("")) do
-- Root scan is second; imports/ entries were already collected above.
paths[#paths + 1] = path
end
return paths
end
-- NX mods inbox: only *.zip under imports/mods/ (never ROM extensions).
function RomImporter:scanModsInbox()
self:ensureModsInboxDir()
return listZipPaths(MODS_INBOX_DIR)
end
-- NX saves inbox: only non-hidden *.sav under imports/saves/<version>/.
function RomImporter:scanSavesInbox(version)
version = self:_resolveSaveVersion(version)
self:ensureSavesInboxDir(version)
return listSavPaths(savesInboxDir(version))
end
local function loadImportedSavHashes(version)
local set = {}
local raw = love.filesystem.read(savesImportedHashesPath(version))
if type(raw) ~= "string" then return set end
for line in raw:gmatch("[^\r\n]+") do
local h = line:match("^(%x+)$")
if h then set[h] = true end
end
return set
end
local function appendImportedSavHash(version, hash)
if type(hash) ~= "string" or hash == "" then return end
local path = savesImportedHashesPath(version)
local prev = love.filesystem.read(path) or ""
if prev:find(hash, 1, true) then return end
love.filesystem.write(path, prev .. hash .. string.char(10))
end
-- Keep bytes for the player (MTP recovery) but stop matching %.sav$ on rescan.
local function retireImportedSav(path)
if type(path) ~= "string" or path == "" then return false end
local data = love.filesystem.read(path)
if type(data) ~= "string" then return false end
local dest = path .. ".imported"
if love.filesystem.getInfo(dest) then
dest = path .. ".imported." .. tostring(os.time())
end
if not love.filesystem.write(dest, data) then return false end
love.filesystem.remove(path)
return true
end
-- Rescan imports/mods/: install each .zip via _installMod / installZip.
-- Never deletes inbox zips (success or failure). Empty inbox → MTP notice.
function RomImporter:rescanModsAction()
if self.workState == "working" then return end
self.tab = "mods"
self:ensureModsInboxDir()
local candidates = self:scanModsInbox()
if #candidates == 0 then
self:_setNxModsInboxNotice()
return
end
local anyOk = false
local lastOk = nil
local lastFail = nil
local failCount = 0
for _, path in ipairs(candidates) do
-- Reuse _installMod carefully: it must not remove the inbox source.
self:_installMod(path)
if self.modNotice and self.modNotice.ok then
anyOk = true
lastOk = self.modNotice
else
failCount = failCount + 1
lastFail = self.modNotice
end
end
-- Success wins overall ok=true so a leftover MTP junk sibling cannot hide
-- a good install; still append the last failure so a real broken zip is
-- visible beside the success line.
if anyOk and lastFail then
local okText = (lastOk and lastOk.text) or "Installed"
local failText = (lastFail and lastFail.text) or "unknown error"
self.modNotice = {
ok = true,
text = Strings("%s\n(%d failed: %s)", okText, failCount, failText),
}
elseif anyOk then
self.modNotice = lastOk
elseif lastFail then
self.modNotice = lastFail
end
end
-- Rescan imports/saves/<version>/: import each new .sav via _importSave.
-- Failure retains the original .sav. Success records a per-game content hash
-- and retires the file to `*.sav.imported` so a second Import save cannot clone
-- slots (bytes stay in the inbox for MTP recovery). Already-hashed content
-- is skipped even under a new filename. Empty / AppleDouble-only → MTP notice.
function RomImporter:rescanSavesAction(version)
if self.workState == "working" then return end
version = self:_resolveSaveVersion(version)
self:ensureSavesInboxDir(version)
local candidates = self:scanSavesInbox(version)
if #candidates == 0 then
self:_setNxSavesInboxNotice(version)
return
end
local seenHashes = loadImportedSavHashes(version)
local okCount, failCount, skipCount = 0, 0, 0
local lastOk, lastFail = nil, nil
local gameLabel = GameVersion.info(version).displayName
for _, path in ipairs(candidates) do
local data = love.filesystem.read(path)
local hash = (type(data) == "string" and data ~= "") and sha1(data) or nil
if hash and seenHashes[hash] then
skipCount = skipCount + 1
-- Leftover live .sav after a prior success: retire without re-importing.
retireImportedSav(path)
else
self:_importSave(version, path)
local notice = self.saveNotice and self.saveNotice[version]
if notice and notice.ok then
okCount = okCount + 1
lastOk = notice
if hash then
seenHashes[hash] = true
appendImportedSavHash(version, hash)
end
retireImportedSav(path)
else
failCount = failCount + 1
lastFail = notice
end
end
end
if okCount > 0 then
local okText
if okCount == 1 and lastOk then
okText = Strings("%s (%s tab)", lastOk.text, gameLabel)
else
okText = Strings("Imported %d saves into %s. Active: %s.",
okCount, gameLabel, tostring(self.activeSlot[version]))
end
if failCount > 0 then
local failText = (lastFail and lastFail.text) or "unknown error"
okText = Strings("%s\n(%d failed: %s)", okText, failCount, failText)
end
if skipCount > 0 then
okText = Strings("%s\n(%d already imported, skipped)", okText, skipCount)
end
self.saveNotice[version] = { ok = true, text = okText }
elseif failCount > 0 then
self.saveNotice[version] = lastFail
elseif skipCount > 0 then
self.saveNotice[version] = {
ok = true,
text = Strings("Already imported — %d file(s) skipped. Check SAVE SLOT.",
skipCount),
}
end
end
-- NX "Scan again" on a game tab: import only the dump whose SHA-1 matches
-- that tab. A shared imports/ inbox often holds Red+Blue+Yellow at once;
-- picking the first pending file would jump Yellow → Red (and switch the
-- launcher tab via startData). Other known dumps stay for their own tabs.
-- Junk (wrong size / unknown hash) still surfaces when nothing matches the
-- tab and no other known dump is present — same feedback as before for a
-- lone bad file.
function RomImporter:rescanAction(version)
if self.workState == "working" then return end
version = version or self.tab or "red"
self.chooseVersion = version
self:ensureImportsDir()
local ready = self.ready
local candidates = self:scanInbox()
local targetReady = false
local sawOtherVersion = false
local junkData, junkName = nil, nil
for _, path in ipairs(candidates) do
local data = love.filesystem.read(path)
local displayName = path:match("[^/\\]+$") or path
if type(data) ~= "string" then
self:setError("The file could not be read: " .. displayName, version)
return
end
if #data ~= ROM_BYTES then
if not junkData then junkData, junkName = data, displayName end
else
local romVersion = GameVersion.forSha1(sha1(data))
if not romVersion then
if not junkData then junkData, junkName = data, displayName end
elseif romVersion ~= version then
sawOtherVersion = true
elseif ready[romVersion] then
targetReady = true
else
self:startData(data, displayName)
return
end
end
end
if targetReady then
self.notice = {
version = version,
status = Strings("No new ROM found."),
detail = Strings("Already-imported dumps are ignored. Add another version or "
.. "delete the copy when finished."),
}
return
end
if junkData and not sawOtherVersion then
self:startData(junkData, junkName)
return
end
if #candidates > 0 then
local label = GameVersion.info(version).displayName
self.notice = {
version = version,
status = Strings("No matching ROM found."),
detail = Strings(
"%s is matched by SHA-1 on this tab. Other dumps in imports/ stay "
.. "for their own tabs — open that game and Scan again.", label),
}
return
end
self:_setNxInboxNotice(version)
end
function RomImporter:_romAction(version)
if self.isNX then
if self.ready[version] then self:reimport(version)
else self:rescanAction(version) end
elseif self.ready[version] then self:reimport(version)
else self:choose(version) end
end
-- Sanitize a string before it is interpolated into a picker shell command:
-- * "%" would be eaten as a string.format directive (#665);
-- * '"' would break the AppleScript / zenity double-quoted argument and
-- "'" the surrounding single-quoted shell string.
local function shellSafe(s)
s = tostring(s):gsub("%%", "%%%%")
return s:gsub('"', '\\"'):gsub("'", "''")
end
-- LOVE 11.5 on Android has no native file picker (love.window.showFileDialog
-- is a LOVE 12 nightly-only addition) and never fires love.filedropped, so
-- neither desktop path below works there. conf.lua points the Android save
-- directory at the app's external-files folder instead (readable/writable
-- via USB or a file manager, no runtime permission needed), and this scans
-- it directly through love.filesystem -- already mounted at the physfs
-- root, so no io.* absolute-path handling is needed.
--
-- Only a .gb/.gbc whose SHA maps to a version that is not yet ready counts as
-- pending. GameActivity always writes the SAF pick to picked_rom.gb, so a
-- naive "first ROM wins" scan would re-import Red when the player tries to
-- add Blue (issue #167). Yellow carts are typically .gbc.
local function findPendingRom(ready)
for _, name in ipairs(love.filesystem.getDirectoryItems("")) do
if name:lower():match("%.gbc?$") and love.filesystem.getInfo(name, "file") then
local data = love.filesystem.read(name)
if type(data) == "string" and #data == 1024 * 1024 then
local version = GameVersion.forSha1(sha1(data))
if version and not ready[version] then
return name, data
end
end
end
end
return nil
end
-- GameActivity always writes the SAF pick to picked_rom.gb, so a leftover
-- under that exact basename is the file the player just chose and
-- findPendingRom silently refused: wrong size, or a hacked/overdumped cart
-- whose SHA-1 matches no known version ([b]/[BF] dumps never will). Route it
-- through startData so the launcher says which of the two it was instead of
-- staying on "No ROM imported" with no message at all (issue #442), and drop
-- the file so the next tap starts from a clean slate. A cart that is simply
-- already imported is not an error -- #167 skips it on purpose -- so leave
-- that one alone.
local function consumePickedRomError(self)
local preferred = "picked_rom.gb"
if not love.filesystem.getInfo(preferred, "file") then return false end
local data = love.filesystem.read(preferred)
if type(data) == "string" and #data == 1024 * 1024 then
local version = GameVersion.forSha1(sha1(data))
if version and self.ready[version] then return false end
end
love.filesystem.remove(preferred)
if type(data) ~= "string" then
self:setError("The picked file could not be read. Reopen the picker and "
.. "choose the ROM with the Files (Documents) app.")
return true
end
self:startData(data, preferred)
return true
end
-- Android SAF writes mod picks to picked_mod.zip; USB copies may use any
-- .zip basename at the save-dir root. preferAny=true also accepts those USB
-- copies (Choose / Import); focus only consumes the SAF basename so a random
-- leftover archive is never auto-installed on every refocus.
local function findPendingMod(preferAny, skip)
local preferred = "picked_mod.zip"
if love.filesystem.getInfo(preferred, "file") then
return preferred
end
if not preferAny then return nil end
for _, name in ipairs(love.filesystem.getDirectoryItems("")) do
if name:lower():match("%.zip$") and not (skip and skip[name])
and love.filesystem.getInfo(name, "file") then
return name
end
end
return nil
end
-- Same pattern as findPendingMod for battery saves (picked_save.sav / *.sav).
local function findPendingSav(preferAny, skip)
local preferred = "picked_save.sav"
if love.filesystem.getInfo(preferred, "file") then
return preferred
end
if not preferAny then return nil end
for _, name in ipairs(love.filesystem.getDirectoryItems("")) do
if name:lower():match("%.sav$") and not (skip and skip[name])
and love.filesystem.getInfo(name, "file") then
return name
end
end
return nil
end
-- Retire an Android pick once it has been through the installer / importer,
-- whether or not it worked: a pick left on disk wins the scans above forever,
-- so the next tap re-runs the same failing file and the picker never reopens
-- (#420). The SAF basename is GameActivity's own copy of the pick and is
-- always deleted; a USB copy is the player's file, so a failed one is only
-- skipped for the rest of the session.
local function consumePick(self, name, safName, ok)
if ok or name == safName then
love.filesystem.remove(name)
return
end
self.pickSkip = self.pickSkip or {}
self.pickSkip[name] = true
end
local function chooseRom(promptName)
promptName = promptName or "Pokemon"
local prompt = shellSafe("Choose your " .. promptName .. " ROM")
local platform = love.system.getOS()
if platform == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type {"gb", "gbc"})' 2>/dev/null]])
:format(prompt))
elseif platform == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Game Boy ROM (*.gb;*.gbc)|*.gb;*.gbc|All files (*.*)|*.*';",
-- copy the pick to a plain-ASCII temp name and answer with that:
-- the console's OEM codepage would mangle a non-ASCII path
-- (Pokémon -> Pok\x82mon) and io.open on Windows needs ANSI bytes,
-- so returning the original name both crashed the notice draw and
-- could never have opened the file (#325, #665)
"if($d.ShowDialog() -eq 'OK'){",
"$t=Join-Path $env:TEMP 'pokeport_rom_pick.gb';",
"Copy-Item -LiteralPath $d.FileName -Destination $t -Force;",
"[Console]::OutputEncoding=[Text.Encoding]::UTF8;",
"[Console]::Write($t)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif platform == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" --file-filter="Game Boy ROM | *.gb *.gbc" 2>/dev/null]])
:format(prompt))
if path then return path end
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.gb *.gbc|Game Boy ROM" 2>/dev/null]])
end
return nil
end
-- Open a native picker for a mod .zip (mirrors chooseRom's per-OS dialogs).
-- Returns the chosen absolute path or nil. Android uses love.system.pickFile
-- ("mod") instead -- see RomImporter:chooseMod.
local function chooseZip()
local prompt = shellSafe(Strings("Choose a mod .zip"))
local platform = love.system.getOS()
if platform == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type {"zip"})' 2>/dev/null]])
:format(prompt))
elseif platform == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Mod archive (*.zip)|*.zip|All files (*.*)|*.*';",
-- copy the pick to a plain-ASCII temp name and answer with that:
-- the console's OEM codepage would mangle a non-ASCII path
-- (Pokémon -> Pok\x82mon) and io.open on Windows needs ANSI bytes,
-- so returning the original name both crashed the notice draw and
-- could never have opened the file (#325)
"if($d.ShowDialog() -eq 'OK'){",
"$t=Join-Path $env:TEMP 'pokeport_mod_pick.zip';",
"Copy-Item -LiteralPath $d.FileName -Destination $t -Force;",
"[Console]::OutputEncoding=[Text.Encoding]::UTF8;",
"[Console]::Write($t)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif platform == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" --file-filter="Mod archive | *.zip" 2>/dev/null]])
:format(prompt))
if path then return path end
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.zip|Mod archive" 2>/dev/null]])
end
return nil
end
-- Open a native picker for a raw .sav battery save (mirrors chooseZip's per-OS
-- dialogs). Returns the chosen absolute path or nil. Android uses
-- love.system.pickFile("sav") instead -- see RomImporter:chooseSaveImport.
local function chooseSav()
local prompt = shellSafe(Strings("Choose a .sav save file"))
local platform = love.system.getOS()
if platform == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type {"sav"})' 2>/dev/null]])
:format(prompt))
elseif platform == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Game Boy save (*.sav)|*.sav|All files (*.*)|*.*';",
-- copy the pick to a plain-ASCII temp name: io.open on Windows
-- needs ANSI bytes, so a non-ASCII path (Pokémon -> Pok\x82mon)
-- could never have been opened (#325, #665)
"if($d.ShowDialog() -eq 'OK'){",
"$t=Join-Path $env:TEMP 'pokeport_sav_pick.sav';",
"Copy-Item -LiteralPath $d.FileName -Destination $t -Force;",
"[Console]::OutputEncoding=[Text.Encoding]::UTF8;",
"[Console]::Write($t)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif platform == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" --file-filter="Game Boy save | *.sav" 2>/dev/null]])
:format(prompt))
if path then return path end
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.sav|Game Boy save" 2>/dev/null]])
end
return nil
end
-- The self-updater only surfaces on the real distributed build: a fused,
-- interactive launcher with no scripted-run override. A dev / source checkout
-- (unfused, where Boot.run already no-ops) or an autopilot / driver /
-- import-only run all skip the release check so headless and CI runs never spin
-- up the background worker or reach out to the network.
local function updaterAllowed()
if not Platform.networkValidated() then return false end
if not (love.filesystem.isFused and love.filesystem.isFused()) then return false end
if os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER") then return false end
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then return false end
return true
end
-- #835: which column the launcher opens on. `tab` starts at the --game
-- shortcut's version (LaunchOptions.pendingTab) or Red; this then prefers the
-- game play() last handed off, so relaunching lands on the game that was last
-- played instead of always Red. An explicit --game still wins, and a
-- remembered version whose cache is gone or stale is ignored, since opening a
-- column with no Play button would read as the launcher losing the import.
-- Called from new() once self.ready is filled, which is what that check needs.
function RomImporter:_applyLastVersionTab()
local okLO, LO = pcall(require, "src.core.LaunchOptions")
if okLO and LO.pendingTab then return end
local okOpt, opts = pcall(function()
return require("src.core.SaveData").loadOptions()
end)
local last = okOpt and opts and opts.lastVersion
if last and GameVersion.VERSIONS[last] and self.ready[last] then
self.tab = last
end
end
-- The launcher runs each GameVersion as an independent tab. Each dropped or
-- chosen ROM is routed to its version by SHA-1, extracted into that version's
-- own cache (Red at the root, Blue under blue/, Yellow under yellow/), so all
-- can be imported and played side by side. onComplete(version) hands the
-- chosen game off to boot.
-- opts: launcher (a fresh import stays on the launcher instead of auto-booting),
-- forceImport (treat every version as not-yet-imported, so re-import is forced),
-- onEditSave(version, slotId) (host handler for the Edit affordance on a save
-- row -- main.lua opens the bundled save editor on that slot; when it is not
-- supplied the Edit label is not drawn at all),
-- onEditTouchControls() (host handler for the Touch Controls button -- main.lua
-- opens the layout editor; when it is not supplied the button is not drawn).
function RomImporter.new(onComplete, opts)
opts = opts or {}
-- iOS rides the same mobile import flows as Android: the save-dir
-- pending-file scan plus love.system.pickFile / createFile, provided
-- natively by the Swift GRPickerBridge (mobile/ios/native/). The flag
-- keeps its historical name so every Android call site stays untouched.
-- NX uses a separate save-directory inbox (isNX / romImportMode) and must
-- never set android or take the mobile delete-after-import path.
local mobileOS = love.system.getOS()
local isNX = Platform.isNX()
local romImportMode = Platform.romImportMode()
local mobileFileBridge = mobileOS == "Android" or mobileOS == "iOS"
local android = mobileFileBridge
local CacheFs = require("src.import.CacheFs")
local self = setmetatable({
onComplete = onComplete,
launcher = opts.launcher or false,
forceImport = opts.forceImport or false,
onEditSave = opts.onEditSave,
onEditTouchControls = opts.onEditTouchControls,
isNX = isNX,
romImportMode = romImportMode,
mobileFileBridge = mobileFileBridge,
android = android,
ios = mobileOS == "iOS",
nativePicker = romImportMode == "native-picker",
baseRomDiscovery = opts.launcher and Platform.isUWP(),
baseRoms = {},
baseRomScan = nil,
-- One startup poll pass on both mobiles. iOS: files dropped through the
-- Files app are swept into the save dir before Lua boots (GRBootstrap) with
-- no love.focus event necessarily following. Android: the SAF picker is a
-- separate activity, and Android is free to destroy GameActivity while it
-- is up (memory pressure, or "Don't keep activities"), so the app RESTARTS
-- instead of resuming and the love.focus(true) that would have consumed the
-- pick never arrives. The file is sitting in the save dir either way, so
-- boot armed and let the first poll tick consume it, rather than making the
-- player tap Import a second time to trigger the scan by hand (#553).
pickPending = mobileFileBridge or nil,
-- Mobile drag-scroll goes through FlexLove.touch* (main.lua forwards the
-- full touch stream while the launcher is up). love.touch remains pollable
-- for click hit-testing inside EventHandler.
touchPollable = mobileFileBridge and love.touch ~= nil
and love.touch.getTouches ~= nil and love.touch.getPosition ~= nil,
-- Active launcher tab: "red"/"blue"/"yellow"/"mods"/"find". A --game
-- shortcut for a version that is not importable yet lands here, so the
-- player at least arrives on the tab they asked for (src/core/LaunchOptions).
tab = (function()
local okLO, LO = pcall(require, "src.core.LaunchOptions")
return (okLO and LO.pendingTab) or "red"
end)(),
logo = love.graphics.newImage("assets/logo/logo.png"),
bcg = love.graphics.newImage("assets/logo/bcg.png"),
ready = {}, returning = {}, romName = {},
importing = nil, -- the version currently extracting, or nil
workState = nil, -- "working" / "complete" / "error" for that import
errorVersion = nil, -- which column shows the current error
notice = nil, -- { version, status, detail } transient hint (Android)
status = "", detail = "", progress = 0,
stageCurrent = 0, stageTotal = 1, pulse = 0,
-- SAVE SLOT panel state (pass 2): each keyed by version. slots is the
-- cached SaveData.listSlots array (refreshed lazily on first draw and after
-- any slot mutation); activeSlot drives the LOADED pill; slotScroll is the
-- per-version list scroll offset (px), clamped against content in draw.
slots = {}, activeSlot = {}, slotScroll = {},
-- SAVE FILES card state: the last import/export result per version, shown as
-- a green/red notice line under the Import save / Export save buttons. A
-- successful export carries { dir } so the notice can offer an open-folder
-- affordance (desktop love.system.openURL).
saveNotice = {},
-- MODS panel state (pass 3): mods is the cached LauncherMods.list() array
-- (refreshed lazily on first draw and after any toggle/install/delete);
-- modScroll is the list scroll offset (px, clamped in draw); modNotice is
-- the last install/delete result { ok, text } shown as a line above the list.
mods = nil, modScroll = 0, modNotice = nil,
-- FIND MODS panel state (src/mods/ModIndex.lua). findLoaded gates the
-- first fetch the way `mods = nil` gates the mods list, but it is a flag
-- rather than a nil listing because "no index added" is a legitimate
-- loaded state and must not re-fetch every frame. findSources is the
-- player's index list from options; findIndex is the merged listing;
-- _findThumbs caches one image per mod id (false = fetched and failed).
findLoaded = false, findSources = nil, findIndex = nil,
findScroll = 0, findNotice = nil, findQuery = "", findCategory = nil,
_findSearchFocus = false, _findThumbs = nil,
-- Page scroll offset (px) for the column under the tab bar -- panel, updater
-- banner and footer -- used only while that column is taller than the window
-- (see draw()). Clamped against content in draw, reset on a tab change.
pageScroll = 0,
-- Android SAF: which game tab should receive the next picked_save.sav when
-- focus consumes it (set by chooseSaveImport before opening the picker).
androidPendingVersion = nil,
-- Android SAF create-document: which game's SAVE FILES card should show
-- "Save exported." when export_done.flag appears on focus.
androidPendingExportVersion = nil,
pickerPendingKind = nil,
pickerPendingVersion = nil,
-- Virtual pointer for handhelds / gamepads (Anbernic stock OS has no
-- mouse). D-pad + left stick move it; A clicks; shoulders cycle tabs;
-- right stick scrolls the save-slot / mods lists.
_padCursor = { x = 0, y = 0 },
_padCursorActive = false,
_padAxis = { leftx = 0, lefty = 0, righty = 0 },
_padDir = {},
_rawHatDirs = {},
_padInited = false,
}, RomImporter)
-- Pre-#899 installs keep Red's extracted cache at the save-dir root; move
-- it under red/ before the readiness loop looks for red/ paths, or every
-- such install would read as "never imported" and demand the ROM again.
CacheFs.migrateLegacyRedCache()
for _, version in ipairs(GameVersion.ORDER) do
local info = GameVersion.info(version)
local ready = RomImporter.isReady(version) and not self.forceImport
self.ready[version] = ready
-- a marker present but for an older cache generation / different ROM means
-- "update required" (re-import) rather than a clean first-run choose
local saved = CacheFs.prefix
CacheFs.prefix = info.cachePrefix
local marker = CacheFs.read(MARKER_PATH)
CacheFs.prefix = saved
self.returning[version] =
(not ready) and marker ~= nil and marker ~= markerFor(version)
self.romName[version] = "pokemon_" .. info.id
.. (info.id == "yellow" and ".gbc" or ".gb")
end
self:_applyLastVersionTab()
self:_queueBaseRomScan()
-- Android: import a save-dir .gb/.gbc that is not yet ready (USB drop or a
-- leftover SAF pick), routed by SHA-1. Already-imported carts are skipped
-- so a stale picked_rom.gb cannot block another version.
local needRom = false
for _, version in ipairs(GameVersion.ORDER) do
if not self.ready[version] then needRom = true; break end
end
if mobileFileBridge and needRom then
local name, data = findPendingRom(self.ready)
if name then
self:startData(data, name)
else
-- The picker runs as its own activity and Android may kill us while it
-- is up, so a rejected pick can outlive the focus handler (#442).
consumePickedRomError(self)
end
elseif self.isNX and self.launcher then
self:ensureImportsDir()
self:_setNxInboxNotice()
end
-- Mouse-wheel scroll for the save-slot / mods lists. main.lua (off limits)
-- swallows love.wheelmoved while the launcher is up and never forwards it
-- here, so the interactive launcher chains the global handler once,
-- non-destructively: our scroll runs first, then the previous handler (which
-- no-ops while the Importer is live and resumes feeding the game after
-- handoff). Only the interactive launcher installs this; the scripted /
-- import-only paths (launcher = false) leave the handler untouched.
if self.launcher and love and love.wheelmoved then
local prevWheel = love.wheelmoved
love.wheelmoved = function(dx, dy)
if not self._handedOff then pcall(self.wheelmoved, self, dx, dy) end
if prevWheel then return prevWheel(dx, dy) end
end
end
-- Self-updater: the interactive launcher on a real fused build kicks off one
-- async release check as it comes up; the top-right update control polls
-- Check.state() and glows when there is something to do. Held behind pcall
-- so a broken or absent updater can never take the launcher down with it.
if self.launcher and updaterAllowed() then
local ok, Check = pcall(require, "src.update.Check")
if ok and Check then
self.Check = Check
pcall(Check.start)
end
end
-- PREWARM. Start the mod-index fetch at boot rather than when the Find
-- Mods tab is first opened. The work is identical either way, but doing it
-- now means it overlaps the time the user spends looking at the game tab,
-- so the tab is already populated when they reach it instead of greeting
-- them with a loader. Nothing here blocks: the fetch pool is off-thread
-- and _pumpFindFetch collects the result whenever it lands.
--
-- Deliberately NOT behind the blocking overlay: the user did not ask for
-- this and must be able to use the launcher while it runs, so _busy is
-- cleared straight back out. An explicit Refresh press still shows one.
if self.launcher then
pcall(function()
self:_refreshFindSources()
if #(self.findSources or {}) > 0 then
self:_refreshFind(false)
self:_clearBusy()
end
end)
end
-- On Linux handhelds / NX a gamepad is usually already connected at boot;
-- arm the virtual cursor immediately so the player does not have to press a
-- button before seeing something move. Desktop keeps the cursor latent
-- until the first stick bump so a plugged DualSense does not steal the mouse.
if self.launcher and love.joystick and love.joystick.getJoystickCount
and love.joystick.getJoystickCount() > 0 then
local osName = (love.system and love.system.getOS and love.system.getOS()) or ""
if osName == "Linux" or self.isNX then
self:_activatePadCursor()
end
end
return self
end
-- The system picker runs as a separate top activity, so LOVE's own
-- love.focus/love.visible pause while it's up (see main.lua) -- once the
-- player returns here with a file picked, GameActivity has already copied
-- it into the save directory, so a pending-file rescan on refocus picks it
-- up without the player needing to tap the button again. Mod and save SAF
-- drops (picked_mod.zip / picked_save.sav) are consumed first so a leftover
-- ROM pick cannot steal the focus path when both games are already ready.
-- NOTE (iOS): do NOT clear pickPending here. The picker's dismissal focus
-- event can arrive before the Swift delegate has finished copying the pick
-- into the save dir; if this scan runs early and finds nothing, the poll in
-- _pollPickedFiles must stay armed so it consumes the file when it lands
-- moments later (it clears pickPending itself once something is found).
function RomImporter:focus(f)
if not f then
self._activeTouch = nil
self._pagePress = nil
self._slotPress = nil
self._modPress = nil
return
end
if not (f and self.android and self.workState ~= "working") then return end
-- SAF create-document finished: GameActivity wrote export_done.flag.
if love.filesystem.getInfo("export_done.flag", "file") then
love.filesystem.remove("export_done.flag")
love.filesystem.remove("pending_export.sav")
local version = self.androidPendingExportVersion or self:_savedropTarget()
self.androidPendingExportVersion = nil
self.saveNotice[version] = { ok = true, text = "Save exported." }
if self.tab == "mods" then self.tab = version end
return
end
-- The SAF pick failed inside GameActivity, which wrote pick_error.flag with
-- the destination basename in it: some OEM shells (ColorOS) let a third-party
-- archive manager win the ACTION_OPEN_DOCUMENT chooser and hand back a URI
-- this app has no permission to read, and until #442 that returned to a
-- launcher that said nothing at all.
local pickError = love.filesystem.getInfo("pick_error.flag", "file")
and love.filesystem.read("pick_error.flag")
if pickError then
love.filesystem.remove("pick_error.flag")
local text = "Could not read the picked file. Reopen the picker and choose "
.. "it with the Files (Documents) app, or copy it into: "
.. love.filesystem.getSaveDirectory()
if pickError:find("picked_mod", 1, true) then
self.modNotice = { ok = false, text = text }
elseif pickError:find("picked_save", 1, true) then
local version = self.androidPendingVersion or self:_savedropTarget()
self.androidPendingVersion = nil
self.saveNotice[version] = { ok = false, text = text }
else
self:setError(text)
end
return
end
local modName = findPendingMod(false, self.pickSkip)
if modName then
self:_installMod(modName)
consumePick(self, modName, "picked_mod.zip",
self.modNotice and self.modNotice.ok)
return
end
local savName = findPendingSav(false, self.pickSkip)
if savName then
local version = self.androidPendingVersion or self:_savedropTarget()
self.androidPendingVersion = nil
self:_importSave(version, savName)
consumePick(self, savName, "picked_save.sav",
self.saveNotice[version] and self.saveNotice[version].ok)
return
end
for _, v in ipairs(GameVersion.ORDER) do
if not self.ready[v] then
local name, data = findPendingRom(self.ready)
if name then
self:startData(data, name)
else
consumePickedRomError(self)
end
return
end
end
end
function RomImporter:setError(message, version)
require("src.import.CacheFs").prefix = ""
self.workState = "error"
self.errorVersion = version or self.importing or self.chooseVersion or "red"
self.importing = nil
self.notice = nil
self.status = "That ROM could not be imported"
self.detail = tostring(message)
self.progress = 0
self.worker = nil
self.romData = nil
end
-- draw() may leave the system hand cursor set while hovering a Play /
-- Choose control. Once the importer is torn down that draw path stops
-- running, so restore the arrow before handing off to boot (issue #114).
local function resetPointerCursor(self)
if self.android then return end
if not (love.mouse.isCursorSupported and love.mouse.isCursorSupported()) then
return
end
if not self.arrowCursor then
local ok, cursor = pcall(love.mouse.getSystemCursor, "arrow")
if not ok then return end
self.arrowCursor = cursor
end
love.mouse.setCursor(self.arrowCursor)
end
-- Verify + extract a ROM. The version is decided by the ROM's own SHA-1, so
-- dropping a Red, Blue, or Yellow cart into any column always lands in the
-- right one.
function RomImporter:startData(data, displayName)
if self.workState == "working" then return end
if type(data) ~= "string" then
self:setError("The selected file could not be read.")
return
end
if #data ~= 1024 * 1024 then
self:setError(("Expected a 1 MiB Game Boy ROM; this file is %.2f MiB.")
:format(#data / 1024 / 1024))
return
end
local actualHash = sha1(data)
local version = GameVersion.forSha1(actualHash)
if not version then
self:setError(("Unsupported ROM (SHA-1 %s). This needs a clean US Pokemon "
.. "Red, Blue, or Yellow dump; patched, trimmed or \"fixed\" dumps "
.. "(tagged [b] or [BF]) never verify."):format(actualHash))
return
end
local info = GameVersion.info(version)
-- Bring the launcher to this version's tab so its progress bar is on screen
-- (a dropped cart is routed by SHA-1 regardless of which tab was showing).
if GameVersion.VERSIONS[self.tab] then
self.tab = version
end
self.importing = version
self.workState = "working"
self.notice = nil
self.status = "Verifying " .. info.displayName
self.detail = displayName or info.displayName
self.progress = 0
self.romData = data
self.worker = coroutine.create(function()
self.status = "Preparing private game data"
coroutine.yield()
-- Redirect every cache write to this version's subtree, then clear only
-- that version's previous cache from both homes (save directory and, for
-- a portable install, the game folder). The other version is untouched.
local CacheFs = require("src.import.CacheFs")
local prefix = info.cachePrefix
CacheFs.prefix = prefix
removeTree(prefix .. "data/generated")
removeTree(prefix .. "assets/generated")
love.filesystem.remove(prefix .. MARKER_PATH)
CacheFs.removeTree("data/generated")
CacheFs.removeTree("assets/generated")
CacheFs.remove(MARKER_PATH)
local manifest = decodeManifest(version)
local RomExtractor = require("src.import.RomExtractor")
local extractor = RomExtractor.new(self.romData, manifest,
function(progress, total, stage, current, stageTotal)
self.status = stage
self.progress = progress / total
self.stageCurrent = current
self.stageTotal = stageTotal
coroutine.yield()
end)
extractor:run()
self.romData = nil
collectgarbage("collect")
-- Written last: the marker is what isReady() checks, so it must only
-- appear once every required file is in place.
local ok, writeError = CacheFs.write(MARKER_PATH, markerFor(version))
CacheFs.prefix = "" -- restore the default so later writes stay at the root
if not ok then error("could not finish the private cache: " .. tostring(writeError)) end
self.ready[version] = true
self.returning[version] = false
self.romName[version] = (displayName
and (displayName:match("[^/\\]+$") or displayName)) or self.romName[version]
-- Android: drop the consumed save-dir .gb/.gbc (picked_rom.gb or a USB copy)
-- so the next Choose / focus cannot treat it as a fresh pending ROM.
if self.mobileFileBridge and type(displayName) == "string"
and not displayName:find("[/\\]") then
love.filesystem.remove(displayName)
end
self.importing = nil
self.workState = "complete"
self.completeVersion = version
self.status = "Ready"
-- NX launcher stays put: keep the imports/ cleanup hint instead of
-- overwriting it with a "Starting…" line that never boots from here.
if self.launcher and self.isNX and type(displayName) == "string" then
self.detail = Strings("%s imported. You may delete the copy from "
.. "imports/ when finished.", displayName)
else
self.detail = "Starting " .. info.displayName .. "..."
end
self.progress = 1
if self.launcher then
-- Stay on the launcher; the player presses Play to boot the new game.
return
end
self._handedOff = true
resetPointerCursor(self)
if self._flex then require("src.import.LauncherView").detach(self) end
if self.onComplete then self.onComplete(version) end
end)
end
function RomImporter:startPath(path)
if not path then return end
local data, readError = readExternalPath(path)
if not data then
self:setError("Could not read the selected file: " .. tostring(readError))
return
end
self:startData(data, path:match("[^/\\]+$") or path)
end
function RomImporter:filedropped(file)
if self.workState == "working" then return end
-- A dropped .zip is a mod archive: hand it straight to the mods installer
-- (which mounts + validates it). Everything else is treated as a ROM. The
-- dropped file itself is passed through -- installZip opens it the same way
-- readDroppedFile does here.
local name = file:getFilename() or ""
if name:lower():match("%.zip$") then
self:_installMod(file)
return
end
-- A dropped .sav is a battery save: import it to a new slot for the active
-- game tab (see _savedropTarget for the tab-selection rule). It never steals
-- .gb/.zip routing above.
if name:lower():match("%.sav$") then
self:_importSave(self:_savedropTarget(), file)
return
end
local data, readError = readDroppedFile(file)
if not data then
self:setError("Could not read the dropped file: " .. tostring(readError))
return
end
self:startData(data, file:getFilename())
end
-- Install a mod .zip from a picker path or a dropped file, then surface the
-- result on the mods panel (switching to it so the notice is visible). The
-- source is whatever LauncherMods.installZip accepts: an absolute path string
-- or a love DroppedFile.
function RomImporter:_installMod(source)
if self.workState == "working" then return end
self.tab = "mods"
local ok, installed, res = pcall(function()
local LauncherMods = require("src.mods.LauncherMods")
return LauncherMods.installZip(source)
end)
if not ok then
self.modNotice = { ok = false,
text = "Import failed: " .. tostring(installed) }
return
end
if installed then
pcall(self._refreshMods, self)
self.modNotice = { ok = true, text = "Installed " .. tostring(res) }
else
self.modNotice = { ok = false, text = tostring(res) }
end
end
-- Remove an installed mod from the save-dir mods/ tree and refresh the panel.
function RomImporter:_deleteMod(id)
if self.workState == "working" then return end
local ok, deleted, res = pcall(function()
local LauncherMods = require("src.mods.LauncherMods")
return LauncherMods.uninstall(id)
end)
if not ok then
self.modNotice = { ok = false,
text = "Delete failed: " .. tostring(deleted) }
return
end
if deleted then
pcall(self._refreshMods, self)
self.modNotice = { ok = true, text = "Deleted " .. tostring(id) }
else
self.modNotice = { ok = false, text = tostring(res) }
end
end
-- "Import mod .zip" button: open a native picker and install the pick.
-- Android mirrors ROM import: scan for a pending .zip in the save dir (USB
-- or a fresh SAF drop), else love.system.pickFile("mod") -> picked_mod.zip
-- which focus/Choose consumes on return.
-- NX: no HostShell/desktop picker — rescan imports/mods/ inbox instead.
function RomImporter:chooseMod()
if self.workState == "working" then return end
if self.isNX then
self:ensureModsInboxDir()
self:rescanModsAction()
return
end
if self.nativePicker and love.system.getPickedFile then
self.pickerPendingKind = "mod"
if not pickFile("mod") then
self.pickerPendingKind = nil
self.modNotice = { ok = false, text = "Could not open the file picker." }
end
return
end
if self.android then
local name = findPendingMod(true, self.pickSkip)
if name then
self:_installMod(name)
consumePick(self, name, "picked_mod.zip",
self.modNotice and self.modNotice.ok)
return
end
if not pickFile("mod") then
self.modNotice = { ok = false,
text = "Could not open the file picker. Copy a mod .zip via USB." }
else
self.pickPending = true
self.pickTimer = 0
end
return
end
local path = chooseZip()
if path then self:_installMod(path) end
end
-- Which game a dropped .sav imports into: a .sav has no version signature of
-- its own, so it lands on the active game tab. When a non-game tab (mods) is
-- showing, default to red -- the always-present first game -- rather than
-- guess.
function RomImporter:_savedropTarget()
local v = self.tab
if GameVersion.VERSIONS[v] then return v end
return "red"
end
-- Import a raw .sav into a fresh slot for a version, from a picker path or a
-- dropped file, and surface the outcome on that game's SAVE FILES card. Brings
-- the target tab forward so the notice (and, on success, the new active slot)
-- is visible. Requires the ROM to be imported first, since a save is only
-- playable with its game's data present.
function RomImporter:_importSave(version, source, force)
if self.workState == "working" then return end
if GameVersion.VERSIONS[self.tab] or self.tab == "mods" then
self.tab = version
end
if not self.ready[version] then
self.saveNotice[version] = { ok = false, text = "Import the "
.. GameVersion.info(version).displayName .. " ROM before importing a save." }
return
end
local ok, res, info = require("src.import.SaveFileIO").importToSlot(source, version, force)
if ok then
self:_refreshSlots(version)
self.activeSlot[version] = res
self.slotScroll[version] = math.huge -- pin the new row on screen (clamped in draw)
self.saveNotice[version] = { ok = true, text = "Imported save into " .. tostring(res) .. "." }
return
end
if res == nil and info and info.needsConfirm then
-- A .sav larger than 32 KB whose first 32768 bytes checksum: the surplus
-- is almost certainly an emulator RTC footer, so ask before truncating.
-- The yes arm re-enters with force=true; cancel leaves the file untouched.
self._modConfirm = {
kind = "importOversize",
version = version,
source = source,
title = "Oversized save file",
lines = {
("This save is %d bytes; a cartridge save is exactly %d bytes (32 KB).")
:format(info.size, 32768),
"It may come from a ROM that saved the battery image with an emulator.",
"The extra bytes would be discarded.",
"Import it anyway?",
},
yesLabel = "Import anyway",
}
return
end
self.saveNotice[version] = { ok = false, text = tostring(res) }
end
-- "Import save" button: open a native .sav picker and import the pick.
-- Android mirrors ROM / mod import via love.system.pickFile("sav").
-- NX: no HostShell/desktop picker — rescan imports/saves/ inbox instead.
function RomImporter:chooseSaveImport(version)
if self.workState == "working" then return end
version = self:_resolveSaveVersion(version)
if self.isNX then
self:ensureSavesInboxDir(version)
self:rescanSavesAction(version)
return
end
if self.nativePicker and love.system.getPickedFile then
self.pickerPendingKind = "sav"
self.pickerPendingVersion = version
if not pickFile("sav") then
self.pickerPendingKind = nil
self.pickerPendingVersion = nil
self.saveNotice[version] = { ok = false, text = "Could not open the file picker." }
end
return
end
if self.android then
local name = findPendingSav(true, self.pickSkip)
if name then
self.androidPendingVersion = version
self:_importSave(version, name)
consumePick(self, name, "picked_save.sav",
self.saveNotice[version] and self.saveNotice[version].ok)
return
end
self.androidPendingVersion = version
if not pickFile("sav") then
self.androidPendingVersion = nil
self.saveNotice[version] = { ok = false,
text = "Could not open the file picker. Copy a .sav via USB." }
else
self.pickPending = true
self.pickTimer = 0
end
return
end
local path = chooseSav()
if path then self:_importSave(version, path) end
end
-- "Export save" button: write the active slot back out to a raw .sav in the save
-- directory's exports/ folder. On desktop, show the path with an open-folder
-- affordance. On Android, stage pending_export.sav and open the system
-- create-document picker (love.system.createFile) so the player can save to
-- Downloads / Drive / etc. -- the app-private exports/ path is not useful there.
-- NX: surface exports path + MTP hint; do not rely on openURL / open-folder.
function RomImporter:exportSave(version)
if self.workState == "working" then return end
version = self:_resolveSaveVersion(version)
local ok, res = require("src.import.SaveFileIO").exportActiveSlot(version)
if not ok then
self.saveNotice[version] = { ok = false, text = tostring(res) }
return
end
if self.isNX then
local saveDir = love.filesystem.getSaveDirectory()
local rel = RomImporter.mtpHintPath(saveDir)
if rel ~= "" and rel:sub(-1) ~= "/" then rel = rel .. "/" end
local outDir = exportsDir(version)
self.saveNotice[version] = {
ok = true,
text = Strings("Exported to %s\nDBI MTP → 1: SD Card/%s%s/", res, rel, outDir),
}
return
end
if self.android then
local rel = res:match("(exports[/\\].+%.[Ss][Aa][Vv])$")
or res:match("(exports[/\\].+)$")
local data = rel and love.filesystem.read(rel)
if not data then
self.saveNotice[version] = { ok = false,
text = "Exported, but could not stage the file for the picker." }
return
end
local suggested = rel:match("[^/\\]+$") or "export.sav"
local wrote, writeErr = love.filesystem.write("pending_export.sav", data)
if not wrote then
self.saveNotice[version] = { ok = false,
text = "Could not stage the export: " .. tostring(writeErr) }
return
end
self.androidPendingExportVersion = version
if love.system.createFile and love.system.createFile(suggested, love.filesystem.getSaveDirectory()) then
self.pickPending = true
self.pickTimer = 0
self.saveNotice[version] = { ok = true,
text = "Pick where to save " .. suggested .. "..." }
else
self.androidPendingExportVersion = nil
self.saveNotice[version] = { ok = true,
text = "Exported inside the app folder (picker unavailable)." }
end
return
end
local dir = res:match("^(.*)[/\\][^/\\]+$")
self.saveNotice[version] = { ok = true, text = "Exported to " .. res, dir = dir }
end
-- Delete a save slot from the registry and disk, then refresh the panel. If the
-- deleted slot was active, SaveData.deleteSlot points active at another slot.
function RomImporter:_deleteSlot(version, id)
if self.workState == "working" then return end
local SaveData = require("src.core.SaveData")
local ok, err = SaveData.deleteSlot(version, id)
if ok then
self:_refreshSlots(version)
self.saveNotice[version] = { ok = true, text = "Deleted " .. tostring(id) .. "." }
else
self.saveNotice[version] = { ok = false, text = tostring(err) }
end
end
-- Open a picker (or, on Android, scan the external folder) for a column. The
-- version argument only titles the dialog and steers error/notice text; the
-- picked ROM is still routed by its SHA-1, so choosing a Blue cart in the Red
-- column imports Blue.
function RomImporter:choose(version)
if self.workState == "working" then return end
self.chooseVersion = version or "red"
if self.isNX then
-- Same path as the Scan again button: rescan imports/ (or show MTP hint).
self:rescanAction(self.chooseVersion)
return
end
local baseRom = self.baseRomDiscovery and self.baseRoms[self.chooseVersion]
if baseRom then
self.baseRoms[self.chooseVersion] = nil
local data = love.filesystem.read(baseRom.path)
if not data then
self.notice = {
version = self.chooseVersion,
status = "The detected ROM is no longer available.",
detail = "Choose Import ROM to select it another way.",
}
return
end
self:startData(data, baseRom.name)
return
end
if self.nativePicker and love.system.getPickedFile then
self.pickerPendingKind = "rom"
if not pickFile("rom") then
self.pickerPendingKind = nil
self:setError("Could not open the file picker.")
end
return
end
if self.android then
-- Prefer a not-yet-imported .gb/.gbc already in the save dir (USB copy, or
-- a fresh SAF pick). Never reuse an already-imported cart's file -- that
-- was the #167 failure mode (second Choose just re-extracted Red).
local name, data = findPendingRom(self.ready)
if name then
self:startData(data, name)
elseif consumePickedRomError(self) then
return -- a rejected pick explains itself instead of silently reopening
elseif not pickFile() then
-- Picker unavailable (API < 19, or no document-picker app installed):
-- fall back to the USB folder-drop path as a friendly notice, not an
-- error (which would read as a rejected file).
self.notice = {
version = self.chooseVersion,
status = "No picker available, copy your ROM into:",
detail = love.filesystem.getSaveDirectory(),
}
else
self.pickPending = true
self.pickTimer = 0
end
return
end
local path = chooseRom(GameVersion.info(self.chooseVersion).displayName)
if path then
self:startPath(path)
return
end
-- Handheld Linux (Anbernic stock OS / PortMaster) rarely has zenity or
-- kdialog. Fall back to the same "drop a .gb/.gbc next to the game" scan
-- used on Android, which works when the game is launched as an unpacked
-- directory (see build-rg34xxsp.sh).
local name, data = findPendingRom(self.ready)
if name then
self:startData(data, name)
return
end
if love.system.getOS() == "Linux" then
local where = love.filesystem.getSourceBaseDirectory
and love.filesystem.getSourceBaseDirectory()
or love.filesystem.getSource and love.filesystem.getSource()
or "the game folder"
self.notice = {
version = self.chooseVersion,
status = "No file picker. Copy your .gb/.gbc into:",
detail = where,
}
return
end
if love.system.getOS() ~= "OS X" and love.system.getOS() ~= "Windows" then
self:setError("File selection is unavailable here. Drop the .gb/.gbc file onto the window.")
end
end
-- Poll the save dir for a delivered pick (picked_rom.gb / picked_mod.zip /
-- picked_save.sav / export_done.flag) and run the same import path a refocus
-- runs. Both mobiles need this, for different reasons:
--
-- iOS the document picker is an in-process modal sheet, so there is no
-- love.focus(true) when it dismisses -- nothing else would consume it.
-- Android the SAF picker IS a separate activity and normally does refocus,
-- but Android may destroy GameActivity while it is up, in which case
-- the app restarts and that focus event never comes. Polling makes
-- the outcome the same either way instead of leaving the pick on disk
-- for the next tap to find, which is what made users import twice and
-- what made it look random: it depends on memory pressure (#553).
--
-- Deliberately NO timeout. A version of this disarmed the poll after 120s so a
-- cancelled picker would stop scanning, which was wrong on iOS: the picker there
-- is an in-process modal sheet, so update() keeps running while it is open and
-- the window burned down while the player was still browsing Files. The pick
-- then landed with nothing armed to consume it, and because every path here is
-- silent on success the import just did not happen, with no error shown. A
-- half-second directory listing on a menu screen is far cheaper than an import
-- that vanishes, so the poll stays armed until something is actually consumed.
function RomImporter:_pollPickedFiles(dt)
if not self.pickPending then return end
if self.workState == "working" then return end
self.pickTimer = (self.pickTimer or 0) + dt
if self.pickTimer < 0.5 then return end
self.pickTimer = 0
-- The Swift bridge reports a failed pick copy through pick_error.txt;
-- surface it on whichever tab the player is looking at rather than
-- letting the pick silently do nothing.
local pickError = love.filesystem.read("pick_error.txt")
if pickError then
love.filesystem.remove("pick_error.txt")
self.pickPending = nil
self.modNotice = { ok = false, text = pickError }
self.notice = { version = self.chooseVersion or "red",
status = "File import failed:", detail = pickError }
return
end
local found = love.filesystem.getInfo("export_done.flag", "file") ~= nil
if not found then
for _, name in ipairs(love.filesystem.getDirectoryItems("")) do
local n = name:lower()
if n:match("%.gbc?$") or n == "picked_mod.zip" or n == "picked_save.sav" then
found = true
break
end
end
end
if found then
self.pickPending = nil
self:focus(true)
end
end
function RomImporter:update(dt)
self.pulse = self.pulse + dt
self:_updatePadCursor(dt)
self:_stepBaseRomScan()
-- Pump the FlexLove view (input polling + the queued click actions). The
-- flag is only set once draw() has built a tree, so headless runs and the
-- test tier never touch the toolkit.
if self._flex then
require("src.import.LauncherView").update(self, dt)
end
-- Drive every in-flight async fetch. These are the operations that used to
-- run synchronously inside draw and freeze the window; each pump is a
-- non-blocking channel poll, so a frame with nothing in flight costs
-- nothing. They run whether or not the view is up, so a refresh started
-- before a tab switch still completes.
self:_pumpFindFetch()
self:_pumpModInfoFetch()
self:_pumpFindStats()
self:_pumpFindThumbs()
self:_pumpModCheck()
self:_pumpModInstall()
-- Dev harness: POKEPORT_LAUNCHER_SHOT=/path.png resizes the window from
-- POKEPORT_WIN=WxH, lets the view settle, then captures one frame and
-- quits, so a scripted run can see the real launcher at any window shape
-- (the frame drivers all bypass the interactive launcher).
local shot = os.getenv("POKEPORT_LAUNCHER_SHOT")
if shot and not self._shotDone then
if not self._shotSized then
self._shotSized = true
local w, h = (os.getenv("POKEPORT_WIN") or ""):match("^(%d+)x(%d+)$")
if w and love.window and love.window.setMode then
pcall(love.window.setMode, tonumber(w), tonumber(h),
{ resizable = true })
end
local tab = os.getenv("POKEPORT_LAUNCHER_TAB")
if tab and tab ~= "" then self:_switchTab(tab) end
-- POKEPORT_LAUNCHER_CONFIRM=1 arms a representative install confirm so
-- a capture can see the modal (it is otherwise only reachable by click)
if os.getenv("POKEPORT_LAUNCHER_CONFIRM") == "1" then
self._modConfirm = {
kind = "update",
title = "Install mod",
yesLabel = "Install",
lines = { "JP GREEN - Poketto Monsuta Midori v0.4.4",
"by bryanthaboi",
"Mods are not reviewed - trust the author." },
}
end
-- POKEPORT_LAUNCHER_SETTINGS=1 opens the gear panel, the other layout
-- a capture cannot otherwise reach without a click. Pair it with
-- POKEPORT_LAUNCHER_SETTINGS_PAGE to land on a page past the first.
if os.getenv("POKEPORT_LAUNCHER_SETTINGS") == "1" then
self:_openSettings()
end
local query = os.getenv("POKEPORT_LAUNCHER_QUERY")
if query and query ~= "" then
self.findQuery = query
self._findSearchFocus = true
end
-- POKEPORT_LAUNCHER_TYPE feeds one character per frame through the
-- real textinput path, reproducing typed (per-frame growing) text
-- rather than text set once before the first frame.
self._shotType = os.getenv("POKEPORT_LAUNCHER_TYPE")
if self._shotType and self._shotType ~= "" then
self._findSearchFocus = true
self._shotTypeAt = 0
end
end
if self._shotType and self._shotTypeAt then
self._shotTypeAt = self._shotTypeAt + 1
if self._shotTypeAt % 3 == 0 then
local n = math.floor(self._shotTypeAt / 3)
if n <= #self._shotType then
self:textinput(self._shotType:sub(n, n))
end
end
if os.getenv("POKEPORT_LAUNCHER_SETTINGS") == "1" then
self:_openSettings()
end
end
self._shotTimer = (self._shotTimer or 0) + dt
-- POKEPORT_WIN2=WxH resizes mid-run, with UI state already settled, so
-- the capture exercises the live-resize path and not just first boot.
if not self._shotResized and self._shotTimer > 0.6 then
self._shotResized = true
local w2, h2 = (os.getenv("POKEPORT_WIN2") or ""):match("^(%d+)x(%d+)$")
if w2 and love.window and love.window.setMode then
pcall(love.window.setMode, tonumber(w2), tonumber(h2),
{ resizable = true })
end
end
if self._shotTimer > 1.2 then
self._shotDone = true
love.graphics.captureScreenshot(function(imagedata)
local fd = imagedata:encode("png")
local f = io.open(shot, "wb")
if f then f:write(fd:getString()) f:close() end
love.event.quit()
end)
end
end
if self.nativePicker and love.system.getPickedFile and self.workState ~= "working" then
local path = love.system.getPickedFile()
if path then
local kind = self.pickerPendingKind or "rom"
local version = self.pickerPendingVersion
self.pickerPendingKind = nil
self.pickerPendingVersion = nil
if kind == "mod" then
self:_installMod(path)
if Platform.isUWP() and self.modNotice and self.modNotice.ok then
os.remove(path)
end
elseif kind == "sav" then
local target = version or self:_savedropTarget()
self:_importSave(target, path)
if Platform.isUWP() and self.saveNotice[target] and self.saveNotice[target].ok then
os.remove(path)
end
else
self:startPath(path)
if Platform.isUWP() then os.remove(path) end
end
elseif love.system.getPickError then
local errorText = love.system.getPickError()
if errorText then
local kind = self.pickerPendingKind or "rom"
local version = self.pickerPendingVersion or self:_savedropTarget()
self.pickerPendingKind = nil
self.pickerPendingVersion = nil
if kind == "mod" then
self.modNotice = { ok = false, text = errorText }
elseif kind == "sav" then
self.saveNotice[version] = { ok = false, text = errorText }
else
self:setError(errorText)
end
end
end
end
self:_pollPickedFiles(dt)
if self.workState ~= "working" or not self.worker then return end
local started = love.timer.getTime()
repeat
local ok, workerError = coroutine.resume(self.worker)
if not ok then
print(debug.traceback(self.worker, tostring(workerError)))
self:setError(tostring(workerError))
return
end
if coroutine.status(self.worker) == "dead" then
self.worker = nil
return
end
until love.timer.getTime() - started >= 0.008
end
-- ------- gamepad virtual cursor (handheld / PortMaster) --------------------
local PAD_DEAD = 0.28
local PAD_SPEED = 560 -- px/s at full stick deflection
local PAD_DPAD_SPEED = 420
function RomImporter:_activatePadCursor()
if self._padCursorActive then return end
local ox, oy, w, h = SafeArea.rect()
if not self._padInited then
self._padCursor.x = ox + w * 0.5
self._padCursor.y = oy + h * 0.45
self._padInited = true
end
self._padCursorActive = true
end
-- NX: FlexLove hover/hit-test polls love.mouse.getPosition every interactive
-- element. Warping via setPosition every stick frame is expensive on love-nx
-- and makes the virtual cursor lag. Expose the pad pointer through a getPosition
-- shim instead; desktop keeps the setPosition path unchanged.
function RomImporter:_ensureNxPointerBridge()
if not self.isNX or self._nxPointerBridge then return end
if not (love and love.mouse and love.mouse.getPosition) then return end
self._nxRealGetPosition = love.mouse.getPosition
local importer = self
love.mouse.getPosition = function()
if importer._padCursorActive then
return importer._padCursor.x, importer._padCursor.y
end
return importer._nxRealGetPosition()
end
self._nxPointerBridge = true
end
function RomImporter:_restoreNxPointerBridge()
if not self._nxPointerBridge then return end
if love and love.mouse and self._nxRealGetPosition then
love.mouse.getPosition = self._nxRealGetPosition
end
self._nxPointerBridge = false
self._nxRealGetPosition = nil
end
-- NX only: drop the getPosition shim + hide the virtual cursor before a host
-- takes over input (embedded save editor). Desktop is a no-op.
function RomImporter:parkNxPointerForHost()
if not self.isNX then return end
self._padCursorActive = false
self:_restoreNxPointerBridge()
end
-- Temporary overlay handoff (Edit Save / Touch Controls): restore the system
-- arrow cursor, hide the virtual pad pointer, tear down FlexLove when the
-- view is already loaded, and drop the NX getPosition shim. Play uses
-- resetPointerCursor + detach directly because it never returns here.
function RomImporter:prepareOverlayHandoff()
resetPointerCursor(self)
self._padCursorActive = false
-- Avoid requiring LauncherView from headless unit tests (no luautf8). In
-- a real session draw() has already loaded it, so detach runs normally.
if self._flex and package.loaded["src.import.LauncherView"] then
require("src.import.LauncherView").detach(self)
else
self._flex = nil
self:parkNxPointerForHost()
end
end
-- After an overlay closes: re-arm the pad cursor when a stick is already
-- connected so NX / handhelds are not stranded without a pointer until the
-- next stick bump (same class of bug as opening Touch Controls).
function RomImporter:resumeAfterOverlay()
if not self.launcher then return end
if not (love.joystick and love.joystick.getJoystickCount) then return end
if love.joystick.getJoystickCount() <= 0 then return end
local osName = (love.system and love.system.getOS and love.system.getOS()) or ""
if osName == "Linux" or self.isNX then
self:_activatePadCursor()
end
end
function RomImporter:_cycleTab(delta)
local order = { "red", "blue", "yellow", "mods", "find" }
local idx = 1
for i, id in ipairs(order) do
if id == self.tab then idx = i; break end
end
self:_switchTab(order[((idx - 1 + delta) % #order) + 1])
end
function RomImporter:_updatePadCursor(dt)
if self.isNX then
self:_ensureNxPointerBridge()
-- Cap dt so a hitch in the FlexLove immediate-mode frame does not fling
-- the cursor; desktop keeps raw dt (setPosition path already smooth there).
if dt > 1 / 30 then dt = 1 / 30 end
end
-- Real mouse motion yields the pad cursor so desktop users keep a normal
-- pointer after bumping a stick once. On NX this must stay off: love-nx /
-- SDL often drifts the system mouse with the stick (or touch), and axis
-- events are not every frame, so yield+reactivate flickers the overlay.
if not self.isNX then
local mx, my = love.mouse.getPosition()
if self._lastMouseX and self._padCursorActive then
if math.abs(mx - self._lastMouseX) > 3 or math.abs(my - self._lastMouseY) > 3 then
self._padCursorActive = false
end
end
self._lastMouseX, self._lastMouseY = mx, my
end
local ax = self._padAxis.leftx or 0
local ay = self._padAxis.lefty or 0
local dx, dy = 0, 0
if math.abs(ax) > PAD_DEAD then dx = dx + ax end
if math.abs(ay) > PAD_DEAD then dy = dy + ay end
if self._padDir.dpleft then dx = dx - 1 end
if self._padDir.dpright then dx = dx + 1 end
if self._padDir.dpup then dy = dy - 1 end
if self._padDir.dpdown then dy = dy + 1 end
if dx ~= 0 or dy ~= 0 then
self:_activatePadCursor()
local mag = math.sqrt(dx * dx + dy * dy)
if mag > 1 then dx, dy = dx / mag, dy / mag end
local speed = (math.abs(ax) > PAD_DEAD or math.abs(ay) > PAD_DEAD)
and PAD_SPEED or PAD_DPAD_SPEED
local ox, oy, w, h = SafeArea.rect()
local nx = self._padCursor.x + dx * speed * dt
local ny = self._padCursor.y + dy * speed * dt
self._padCursor.x = math.max(ox, math.min(ox + w, nx))
self._padCursor.y = math.max(oy, math.min(oy + h, ny))
-- Desktop: FlexLove polls the real mouse, so warp it with the pad pointer.
-- NX: the getPosition bridge already returns pad coords — skip setPosition.
if not self.isNX and love.mouse.setPosition then
pcall(love.mouse.setPosition, self._padCursor.x, self._padCursor.y)
self._lastMouseX, self._lastMouseY = self._padCursor.x, self._padCursor.y
end
end
-- Right stick scrolls whatever the pad pointer sits over, through the
-- view's wheel path, so the page and the modal scrollers all behave like a
-- mouse wheel would.
local ry = self._padAxis.righty or 0
if math.abs(ry) > PAD_DEAD and self._flex then
self:_activatePadCursor()
require("src.import.LauncherView").wheelmoved(self, 0, -ry * 8 * dt)
end
end
function RomImporter:gamepadpressed(_, button)
self:_activatePadCursor()
-- Map through GamepadMap so NX swaps SDL face labels to Nintendo A/B.
local action = GamepadMap.mapGamepadButton(button)
if action == "a" then
-- Instant click at the virtual pointer: dispatched straight into the
-- view, since the launcher no longer hit-tests presses itself.
if self._flex then
require("src.import.LauncherView").clickAt(self,
self._padCursor.x, self._padCursor.y)
end
elseif button == "leftshoulder" then
self:_cycleTab(-1)
elseif button == "rightshoulder" then
self:_cycleTab(1)
elseif button == "dpup" or button == "dpdown"
or button == "dpleft" or button == "dpright" then
self._padDir[button] = true
elseif button == "start" or button == "back" then
-- Start / Select: Play if ready, else Choose ROM on the active game tab.
if self.workState == "working" then return end
local version = self.tab
if GameVersion.VERSIONS[version] then
if self.ready[version] then self:play(version) else self:_romAction(version) end
end
end
end
function RomImporter:gamepadreleased(_, button)
if button == "dpup" or button == "dpdown"
or button == "dpleft" or button == "dpright" then
self._padDir[button] = nil
end
end
function RomImporter:gamepadaxis(_, axis, value)
if axis == "leftx" or axis == "lefty" or axis == "righty" then
self._padAxis[axis] = value
if math.abs(value) > PAD_DEAD then self:_activatePadCursor() end
end
end
-- Same gate as src/core/Input.lua: a pad SDL can map already reached
-- gamepadpressed this frame, so re-entering it from the raw event would
-- fire the virtual cursor's click twice off one A press (#620).
function RomImporter:joystickpressed(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
local padButton = GamepadMap.mapRawToGamepadButton(button)
if padButton then self:gamepadpressed(joystick, padButton) end
end
function RomImporter:joystickreleased(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
local padButton = GamepadMap.mapRawToGamepadButton(button)
if padButton then self:gamepadreleased(joystick, padButton) end
end
function RomImporter:joystickaxis(joystick, axis, value)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if axis == 1 then
self:gamepadaxis(joystick, "leftx", value)
elseif axis == 2 then
self:gamepadaxis(joystick, "lefty", value)
end
end
function RomImporter:joystickhat(joystick, hat, direction)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
for _, dir in ipairs(self._rawHatDirs[hat] or {}) do
self._padDir[dir] = nil
end
local dirs = ({
u = { "dpup" }, d = { "dpdown" }, l = { "dpleft" }, r = { "dpright" },
lu = { "dpleft", "dpup" }, ru = { "dpright", "dpup" },
ld = { "dpleft", "dpdown" }, rd = { "dpright", "dpdown" },
})[direction] or {}
for _, dir in ipairs(dirs) do self._padDir[dir] = true end
self._rawHatDirs[hat] = dirs
if #dirs > 0 then self:_activatePadCursor() end
end
-- Player pressed Play on a game whose ROM is imported: hand off to boot.
function RomImporter:play(version)
if self.workState == "working" then return end
if not self.ready[version] then return end
self._handedOff = true
-- #835: remember the game being launched so the next launcher start opens on
-- its column (_applyLastVersionTab). It rides options.lua rather than a file
-- of its own, so portable installs and POKEPORT_IDENTITY sandboxes keep it
-- with the rest of the launcher's persisted state. A failed write only
-- costs the memory of the choice, so it must never block the boot.
pcall(function()
local SaveData = require("src.core.SaveData")
local opts = SaveData.loadOptions()
opts.lastVersion = version
SaveData.saveOptions(opts)
end)
resetPointerCursor(self)
-- The game draws with raw love.graphics from here on; drop the view's
-- element tree and canvases before the handoff.
if self._flex then require("src.import.LauncherView").detach(self) end
if self.onComplete then self.onComplete(version) end
end
-- "re-import" a column: drop it back to the choose/drop state so a fresh ROM
-- can be selected (the extract replaces that version's cache).
function RomImporter:reimport(version)
if self.workState == "working" then return end
if not self.ready[version] then return end
self.ready[version] = false
self.returning[version] = false
self.chooseVersion = version
if self.baseRomDiscovery then
self.baseRoms[version] = nil
self:_queueBaseRomScan()
end
end
local function clamp(v, lo, hi)
return math.max(lo, math.min(hi, v))
end
-- UTF-8 helpers for the slot-rename field (#205). The `utf8` library only
-- exists inside LOVE (plain luajit, which loads this module in tests, has
-- none), so codepoint walking is done by hand -- the same lead-byte width
-- classes GenSave's encodeName uses. utf8Back drops the last codepoint;
-- utf8Cap truncates to maxChars whole codepoints.
local function utf8Back(t)
local i = #t
while i > 0 do
local b = t:byte(i)
i = i - 1
if b < 0x80 or b >= 0xC0 then break end -- lead or ASCII: dropped, done
end
return t:sub(1, i)
end
local function utf8Cap(t, maxChars)
local count, i = 0, 1
while i <= #t do
count = count + 1
if count > maxChars then return t:sub(1, i - 1) end
local b = t:byte(i)
i = i + ((b < 0x80) and 1 or (b < 0xE0) and 2 or (b < 0xF0) and 3 or 4)
end
return t
end
-- Page-scroll arithmetic, kept pure (no love, no self) so the engine tier can
-- pin it: given how tall the column under the tab bar wants to be and how much
-- room is left under it, say whether the page scrolls, where it sits, and how
-- far it can go. A window that grew back pulls the offset down with it rather
-- than leaving the page parked past its own end.
function RomImporter.pageScrollFor(naturalH, viewportH, scroll)
local maxPage = math.max(0, (naturalH or 0) - math.max(0, viewportH or 0))
return maxPage > 0, clamp(scroll or 0, 0, maxPage), maxPage
end
-- The whole launcher surface is the FlexLove view (src/import/LauncherView):
-- it rebuilds the element tree from this importer's state every frame and
-- renders it. Required lazily so a headless test require of this module
-- never loads the UI toolkit.
-- Dev harness: POKEPORT_LAUNCHER_PROF=<frames> times the view's build+draw
-- for that many frames, prints mean/median/p95/worst to stdout and quits.
-- Pair with POKEPORT_LAUNCHER_TAB / POKEPORT_WIN to profile a specific panel.
local profN, profSamples = tonumber(os.getenv("POKEPORT_LAUNCHER_PROF") or ""), {}
function RomImporter:draw()
local View = require("src.import.LauncherView")
if not profN then return View.draw(self) end
local t0 = love.timer.getTime()
View.draw(self)
profSamples[#profSamples + 1] = (love.timer.getTime() - t0) * 1000
if #profSamples >= profN + 30 then
local s = {}
for i = 31, #profSamples do s[#s + 1] = profSamples[i] end -- drop warmup
table.sort(s)
local sum = 0
for _, v in ipairs(s) do sum = sum + v end
io.stderr:write(("PROF frames=%d mean=%.2fms median=%.2fms p95=%.2fms worst=%.2fms\n")
:format(#s, sum / #s, s[math.ceil(#s * 0.5)], s[math.ceil(#s * 0.95)], s[#s]))
io.stderr:flush()
love.event.quit()
end
end
-- Nothing in the launcher can undo a delete, so every Delete control asks
-- twice: the first press arms it, a second press on the SAME target inside
-- the window commits, and any other queued action disarms it (#433; the view
-- routes every non-delete action through a disarm).
local DELETE_CONFIRM_SECONDS = 4
function RomImporter:pressDelete(kind, id, version, commit)
local a = self._confirmDelete
self._confirmDelete = nil
if a ~= nil and a.kind == kind and a.id == id and a.version == version
and (love.timer.getTime() - a.t) <= DELETE_CONFIRM_SECONDS then
commit()
return true
end
self._confirmDelete = { kind = kind, id = id, version = version,
t = love.timer.getTime() }
return false
end
-- Drain one frame's queued launcher actions; LauncherView.update hands the
-- batch straight over. A touch tap fires on EVERY element whose bounds hold
-- the finger, not only the topmost one: FlexLove gates its mouse path on
-- Context.findInteractiveAtPosition (libs/flexlove/modules/behaviors/
-- Clickable.lua) but polls touches per element with a bare bounds test
-- (EventHandler:processTouchEvents), so a phone tap on a save row's Delete
-- chip also lands on the row behind it. Control keys inside a row are the
-- row's key plus "-<what>", so a row's own action is dropped whenever a
-- control inside that row queued in the same batch, and #433's disarm runs
-- here instead of at queue time. Without both halves an Android tap on
-- Delete selected the slot and wiped the arm it had just set, so a secondary
-- slot became the loaded one and could never be deleted (#780).
function RomImporter:runActions(queue)
for i = 1, #queue do
local entry = queue[i]
local key = type(entry.key) == "string" and entry.key or ""
local superseded = false
for j = 1, #queue do
local other = queue[j]
if j ~= i and type(other.key) == "string"
and other.key:sub(1, #key + 1) == key .. "-" then
superseded = true
break
end
end
if not superseded then
if not entry.keepArm then self._confirmDelete = nil end
local ok, err = pcall(entry.fn)
if not ok then print("launcher action error: " .. tostring(err)) end
end
end
end
-- Clicks are polled inside FlexLove (mouse + love.touch); host-forwarded
-- mousepressed mints no click, so Android's synthesized mouse path cannot
-- double-fire a tap (#553). It DOES hand the pointer back from the pad
-- cursor (#781): a Linux boot with a joystick present arms it (see the
-- getJoystickCount block in new()), and while it is active
-- LauncherView.update refuses to mint mouse clicks, so a real press must
-- win the pointer back even when the polled motion yield misses (X11
-- multi-monitor coords). Same contract as PadCursor.yieldToPointer for
-- the overlay hosts. Touch move/press/release must still reach
-- FlexLove.touch* or scroll containers never drag on phones.
function RomImporter:mousepressed()
self._padCursorActive = false
end
function RomImporter:touchpressed(id, x, y, dx, dy, pressure)
if not self._flex then return end
require("src.import.LauncherView").touchpressed(
self, id, x, y, dx, dy, pressure)
end
function RomImporter:touchmoved(id, x, y, dx, dy, pressure)
if not self._flex then return end
require("src.import.LauncherView").touchmoved(
self, id, x, y, dx, dy, pressure)
end
function RomImporter:touchreleased(id, x, y, dx, dy, pressure)
if not self._flex then return end
require("src.import.LauncherView").touchreleased(
self, id, x, y, dx, dy, pressure)
end
-- Switch the active tab (chips, shoulder buttons). The find search caret and
-- the soft keyboard drop with the panel they belonged to; each tab's scroll
-- offset persists inside the view's per-tab scroll container.
function RomImporter:_switchTab(id)
self.tab = id
self._findSearchFocus = false
self:_disarmTextInput()
end
function RomImporter:_toggleFindSearchFocus()
self._findSearchFocus = not self._findSearchFocus
if self._findSearchFocus then
self:_armTextInput()
else
self:_disarmTextInput()
end
end
-- ------- settings gear (options.lua + enabled mods' option schemas)
function RomImporter:_openSettings()
-- The touch-overlay editor is a host screen, so the model gets it as a
-- hook rather than reaching for main.lua's handler itself. Closing the
-- settings panel FIRST persists the pending edits (_closeSettings saves)
-- and leaves no modal behind the editor to return to.
local hooks = {}
if self.onEditTouchControls then
hooks.editTouchControls = function()
self:_closeSettings()
self.onEditTouchControls()
end
end
local ok, model = pcall(function()
return require("src.import.LauncherSettings").open(hooks)
end)
if ok and model then self._settings = model end
end
-- Quit from the launcher's own X. It goes through love.event.quit so main.lua's
-- love.quit hook still runs: that is where the worker threads are shut down
-- (#339) and where a launcher close is told apart from a running game's (#785).
function RomImporter:_quitApp()
if love.event and love.event.quit then love.event.quit() end
end
function RomImporter:_closeSettings()
if self._settings then self._settings.save() end
self._settings = nil
end
function RomImporter:_commitSettingsText()
local st = self._settingsText
self._settingsText = nil
self:_disarmTextInput()
if st and st.row.setText then
st.row.setText(st.text)
if self._settings then self._settings.save() end
end
end
-- The view's open-folder affordance needs the same file:// encoding the old
-- notice line used.
function RomImporter:fileUrl(path)
return fileUrl(path)
end
function RomImporter:keypressed(key)
if self._settingsText then
if key == "backspace" then
self._settingsText.text = utf8Back(self._settingsText.text)
elseif key == "return" or key == "kpenter" then
self:_commitSettingsText()
elseif key == "escape" then
self._settingsText = nil
self:_disarmTextInput()
end
return
end
if self._settings then
if key == "escape" then self:_closeSettings() end
return
end
if self._rename then
if key == "backspace" then
self._rename.text = utf8Back(self._rename.text)
elseif key == "return" or key == "kpenter" then
self:_commitRename()
elseif key == "escape" then
self._rename = nil
self:_disarmTextInput()
end
return
end
if self._indexPrompt then
if key == "backspace" then
self._indexPrompt.text = utf8Back(self._indexPrompt.text)
elseif key == "return" or key == "kpenter" then
self:_commitAddIndex()
elseif key == "escape" then
self._indexPrompt = nil
self:_disarmTextInput()
elseif key == "v" and (love.keyboard.isDown("lctrl", "rctrl", "lgui", "rgui")) then
-- an index URL is long and comes from a browser: typing it out by hand
-- is the difference between adding one and giving up
self:_pasteIndexUrl()
end
return
end
if self._modConfirm or self._modVersions or self._modReleaseNotes
or self._findDetails then
if key == "escape" then
if self._findDetails then
self._findDetails = nil
elseif self._modReleaseNotes then
self._modReleaseNotes = nil
else
self._modConfirm = nil
self._modVersions = nil
end
end
return
end
if self._findSearchFocus then
if key == "backspace" then
self.findQuery = utf8Back(self.findQuery or "")
self.findScroll = 0
elseif key == "escape" or key == "return" or key == "kpenter" then
self._findSearchFocus = false
self:_disarmTextInput()
end
return
end
if self.workState == "working" then return end
-- Keyboard focus ring: arrows move it, Enter activates it -- but only once
-- the arrows have been used, so the long-standing "Enter plays the visible
-- game" shortcut below still works for anyone who never touches the ring.
if self._flex and require("src.import.LauncherView").keypressed(self, key) then
return
end
if key == "return" or key == "space" or key == "kpenter" then
-- Enter acts on the visible game tab: Play if its ROM is ready, otherwise
-- open its picker. The mods tab has no keyboard action.
local version = self.tab
if GameVersion.VERSIONS[version] then
if self.ready[version] then self:play(version) else self:_romAction(version) end
end
end
end
-- Reload a version's slot list + active id from SaveData (the source of truth).
-- Cheap enough to call on any mutation; the per-frame draw only calls it lazily
-- through _ensureSlots so a still list costs nothing after the first paint.
function RomImporter:_refreshSlots(version)
local SaveData = require("src.core.SaveData")
self.slots[version] = SaveData.listSlots(version) or {}
local opts = SaveData.loadOptions()
local reg = opts.saveSlots and opts.saveSlots[version]
-- fall back to the first slot as the shown "loaded" one when the registry
-- has a list but no explicit active id (matches saveNames' own resolution)
self.activeSlot[version] = reg and (reg.active or reg.list[1]) or nil
end
function RomImporter:_ensureSlots(version)
if not self.slots[version] then self:_refreshSlots(version) end
end
-- The host calls this when the save editor closes: the edited slot's player
-- name, badge count and dex total all feed the cached row summary, so it has
-- to be re-read rather than trusted across the round trip.
function RomImporter:savesChanged(version)
self:_refreshSlots(version)
end
-- Point the active slot at id (persisted immediately, per the contract) and
-- reflect it in the LOADED pill without a full relist.
function RomImporter:_selectSlot(version, id)
require("src.core.SaveData").setActiveSlot(version, id)
self.activeSlot[version] = id
end
-- Inline slot rename (#205): right-click arms a modal text field; Enter
-- commits through SaveData.renameSlot (empty clears the label), Esc cancels.
-- While it is up, keypressed/textinput/mousepressed all route here first.
local MAX_SLOT_LABEL = 24
-- Long enough for a Pages URL with a deep path; short enough that a paste of
-- something that is not a URL at all cannot fill options.lua.
local MAX_INDEX_URL = 200
local MAX_FIND_QUERY = 48
-- Mobile LOVE only delivers love.textinput while setTextInput(true) is armed,
-- and arming it is also what raises the soft keyboard, so a cabled USB
-- keyboard is just as dead without it (#578). Every site that opens one of
-- the launcher's three text fields (_rename, _indexPrompt, _findSearchFocus)
-- arms through here, and every site that closes one disarms. Desktop has
-- text input on by default and the save editor hosted from this launcher
-- depends on it staying on (tools/save-editor/Kit.lua, #529), so disarm only
-- lowers on mobile -- setTextInput is global SDL state, not per-widget.
function RomImporter:_armTextInput()
if love.keyboard and love.keyboard.setTextInput then
pcall(love.keyboard.setTextInput, true)
end
end
function RomImporter:_disarmTextInput()
if not self.android then return end
if love.keyboard and love.keyboard.setTextInput then
pcall(love.keyboard.setTextInput, false)
end
end
function RomImporter:_beginRename(version, id)
local label
for _, slot in ipairs(self.slots[version] or {}) do
if slot.id == id then label = slot.label break end
end
self._rename = { version = version, id = id, text = label or "" }
self._slotPress = nil -- cancel any armed click/drag on the list
self:_armTextInput()
end
function RomImporter:_commitRename()
local r = self._rename
if not r then return end
self._rename = nil
self:_disarmTextInput()
require("src.core.SaveData").renameSlot(r.version, r.id, r.text)
self:_refreshSlots(r.version)
end
function RomImporter:textinput(text)
if self._settingsText then
local st = self._settingsText
st.text = utf8Cap(st.text .. text, st.maxLen or MAX_SLOT_LABEL)
return
end
if self._indexPrompt then
-- URLs never contain a literal space, and a pasted one usually arrives
-- with a stray newline attached
self._indexPrompt.text =
utf8Cap(self._indexPrompt.text .. text:gsub("%s", ""), MAX_INDEX_URL)
return
end
if self._findSearchFocus then
self.findQuery = utf8Cap((self.findQuery or "") .. text, MAX_FIND_QUERY)
self.findScroll = 0
return
end
if not self._rename then return end
self._rename.text = utf8Cap(self._rename.text .. text, MAX_SLOT_LABEL)
end
-- Clipboard into the index prompt, shared by ctrl/cmd+V and the prompt's
-- on-screen PASTE button (#578). Same rule as typed input: URLs never
-- contain a literal space, and a pasted one usually arrives with a stray
-- newline attached.
function RomImporter:_pasteIndexUrl()
if not self._indexPrompt then return end
local ok, text = pcall(love.system.getClipboardText)
if ok and type(text) == "string" then
self._indexPrompt.text =
utf8Cap(self._indexPrompt.text .. text:gsub("%s", ""), MAX_INDEX_URL)
end
end
-- "+ New save slot": register an empty slot, make it active, relist, and pin the
-- scroll to the bottom (clamped next draw) so the new row is on screen.
function RomImporter:_newSlot(version)
local SaveData = require("src.core.SaveData")
local id = SaveData.createSlot(version)
SaveData.setActiveSlot(version, id)
self:_refreshSlots(version)
self.activeSlot[version] = id
self.slotScroll[version] = math.huge
end
-- Mouse wheel: forwarded into the FlexLove view (installed onto the global
-- love.wheelmoved in new(); see the chain there). Scroll containers and the
-- modal scrollers all resolve inside the toolkit.
function RomImporter:wheelmoved(dx, dy)
if not self._flex then return end
require("src.import.LauncherView").wheelmoved(self, dx, dy)
end
-- Reload the mods list from LauncherMods (the source of truth: it reads the
-- same options.mods enable-state the loader persists). Cheap enough to call on
-- any toggle / install; the per-frame draw calls it lazily through _ensureMods
-- so a still list costs nothing after the first paint.
function RomImporter:_refreshMods()
local LauncherMods = require("src.mods.LauncherMods")
-- Once per session, ahead of the first listing: pull in any mod the player
-- unzipped beside the executable, which an ordinary (non-portable) install
-- has no way to read. It happens here rather than behind a button because
-- the failure being fixed is one where nothing on screen suggests there is
-- anything to press -- the panel just comes up empty. Guarded so a toggle
-- or a delete does not re-scan; adoptStrays is idempotent regardless.
if not self.modStraysChecked then
self.modStraysChecked = true
local imported, failed = {}, {}
for _, s in ipairs(LauncherMods.adoptStrays() or {}) do
table.insert(s.err and failed or imported, s.id)
end
-- the failure wins the notice: an import that worked speaks for itself in
-- the list right below it, one that did not is the only word they get
if #imported > 0 then
self.modNotice = { ok = true,
text = "Imported from the game folder: " .. table.concat(imported, ", ") }
end
if #failed > 0 then
self.modNotice = { ok = false,
text = "Found beside the game but could not import: "
.. table.concat(failed, ", ") }
end
end
self.mods = LauncherMods.list() or {}
self:_syncModUpdateInfo(false)
end
function RomImporter:_ensureMods()
if not self.mods then self:_refreshMods() end
end
-- Resolve cached (or freshly fetched) GitHub status for every mod that
-- declares a github field. force=true bypasses the 6h cache on every repo.
-- Results live on self.modUpdateInfo[id] = { status, latest, best, releases }.
-- ASYNC (was synchronous). This runs on every _refreshMods -- boot, and any
-- toggle or install -- and used to make one blocking curl call per mod with a
-- github field, in a loop, on the render thread. A handful of mods was a
-- multi-second freeze of the whole launcher. Now each mod gets a handle and
-- they resolve together across later frames; a mod whose cache is still fresh
-- resolves on the first pump with no network at all.
function RomImporter:_syncModUpdateInfo(force)
local ModUpdate = require("src.mods.ModUpdate")
self.modUpdateInfo = self.modUpdateInfo or {}
local pending = {}
for _, m in ipairs(self.mods or {}) do
if m.github and m.github ~= "" then
pending[#pending + 1] = { mod = m,
h = ModUpdate.beginFetchReleases(m.github, m.id, { force = force == true }) }
else
self.modUpdateInfo[m.id] = nil
end
end
self._modInfoFetch = (#pending > 0) and pending or nil
-- Bump immediately so a mod that lost its github field (or a list that
-- shrank) is reflected without waiting on the network.
self._modUpdateRev = (self._modUpdateRev or 0) + 1
end
-- Drive in-flight release checks one frame at a time. Called from update().
-- Deliberately NOT behind the blocking overlay: this is background enrichment
-- of rows that are already usable, so the list stays interactive while the
-- download counts and update badges fill in. Individual rows show their own
-- inline spinner instead.
function RomImporter:_pumpModInfoFetch()
local pending = self._modInfoFetch
if not pending then return end
local ModUpdate = require("src.mods.ModUpdate")
local remaining, changed = {}, false
for _, item in ipairs(pending) do
local m = item.mod
local ok, done, releases, err = pcall(ModUpdate.pumpFetchReleases, item.h)
if not ok then
self.modUpdateInfo[m.id] = { status = "error", err = tostring(done) }
changed = true
elseif done then
changed = true
if releases then
local status, best = ModUpdate.statusFor(m.version, releases)
local cached = ModUpdate.readCache(m.github)
self.modUpdateInfo[m.id] = {
status = status,
latest = best and best.version or nil,
best = best,
releases = releases,
downloads = ModUpdate.totalDownloads(releases),
dates = ModUpdate.releaseDates(releases),
err = nil,
checkedAt = (cached and cached.checkedAt) or os.time(),
}
else
self.modUpdateInfo[m.id] = {
status = "error", latest = nil, best = nil, releases = nil,
err = tostring(err),
}
end
else
remaining[#remaining + 1] = item
end
end
self._modInfoFetch = (#remaining > 0) and remaining or nil
if changed then
-- Bump so the view's sorted-list cache (keyed on this revision) rebuilds
-- when release/download data actually changes, not every frame.
self._modUpdateRev = (self._modUpdateRev or 0) + 1
end
end
-- True while any mod's release check is still in flight, so a row can show
-- an inline spinner instead of "Not checked for updates yet".
function RomImporter:_modInfoPending(id)
for _, item in ipairs(self._modInfoFetch or {}) do
if item.mod.id == id then return true end
end
return false
end
function RomImporter:_modUpdateInfo(id)
return self.modUpdateInfo and self.modUpdateInfo[id] or nil
end
-- Flip a mod's enabled flag (persisted via LauncherMods.setEnabled) and relist
-- so the toggle, count, and every status chip reflect the new resolution.
-- Enabling an experimental mod arms a confirm first.
function RomImporter:_toggleMod(id, confirmed)
local LauncherMods = require("src.mods.LauncherMods")
local cur, experimental = false, false
for _, m in ipairs(self.mods or {}) do
if m.id == id then
cur = m.enabled
experimental = m.experimental == true
break
end
end
local want = not cur
if want and experimental and not confirmed then
self._modConfirm = {
kind = "experimental", id = id,
title = "Experimental mod",
yesLabel = "Enable",
lines = {
"This mod is marked experimental.",
"It may be unfinished or unstable.",
"Enable it anyway?",
},
}
return
end
self._modConfirm = nil
LauncherMods.setEnabled(id, want)
self:_refreshMods()
end
-- Enable all / Disable all (#647). One options write for the whole list
-- (LauncherMods.setAllEnabled) and one relist afterwards, so the count, the
-- switches and every status chip resolve together instead of per mod.
-- Enabling routes through the same experimental confirm _toggleMod arms: that
-- opt-in is the only warning an experimental mod ever gets, and a bulk button
-- must not be the way around it. Disabling needs no confirm -- it is the
-- recovery action, and Delete is the only destructive one on this panel.
function RomImporter:_setAllMods(want, confirmed)
local LauncherMods = require("src.mods.LauncherMods")
local ids, experimental = {}, false
for _, m in ipairs(self.mods or {}) do
if m.enabled ~= want then
ids[#ids + 1] = m.id
if want and m.experimental then experimental = true end
end
end
if #ids == 0 then
self.modNotice = { ok = true, text = want
and Strings("Every mod is already enabled.")
or Strings("Every mod is already disabled.") }
return
end
if want and experimental and not confirmed then
self._modConfirm = {
kind = "enableAll",
title = "Experimental mods",
yesLabel = "Enable all",
lines = {
"Some of these mods are marked experimental.",
"They may be unfinished or unstable.",
"Enable everything anyway?",
},
}
return
end
self._modConfirm = nil
LauncherMods.setAllEnabled(ids, want)
self:_refreshMods()
self.modNotice = { ok = true, text = want
and Strings("Enabled %d mods.", #ids)
or Strings("Disabled %d mods.", #ids) }
end
-- GitHub Update / Check for updates / Versions. Soft-fails into modNotice.
-- Update button: when a newer release is known, confirm then install; when
-- already current, force-refresh the 6h cache and report / offer update.
function RomImporter:_modGithubAction(id, action)
-- canFetchRemote, not networkValidated: the self-updater's gate used to
-- stand in for this one, which cost Xbox the whole mod catalog rather than
-- just the self-update it actually cannot do (#876). Say what still works
-- while we are here, since the native picker is live on every platform that
-- lands in this branch.
if not Platform.canFetchRemote() then
self.modNotice = { ok = false,
text = "Remote mod download is unavailable on this platform. Install a mod .zip from storage instead." }
return
end
local ModUpdate = require("src.mods.ModUpdate")
local row
for _, m in ipairs(self.mods or {}) do
if m.id == id then row = m; break end
end
if not row or not row.github then
self.modNotice = { ok = false, text = "This mod has no github field" }
return
end
-- Update, when we already know a newer release exists, needs no network:
-- confirm straight away off the cached info.
if action ~= "versions" then
local info = self:_modUpdateInfo(id)
if info and info.status == "available" and info.best then
self._modConfirm = {
kind = "update", id = row.id, release = info.best,
title = "Update available",
yesLabel = "Update",
lines = {
"Update " .. row.name .. "?",
"Installed v" .. tostring(row.version),
"Latest v" .. tostring(info.best.version),
},
}
return
end
end
-- ASYNC (was a blocking fetch). Both remaining paths -- listing versions
-- and a manual re-check -- hit the GitHub API, which is exactly the call
-- that used to freeze the launcher mid-click. One job at a time.
if self._modCheck then return end
self._modCheck = {
id = row.id, name = row.name, github = row.github,
version = row.version, action = action,
h = ModUpdate.beginFetchReleases(row.github, row.id,
{ force = action ~= "versions" }),
}
self:_setBusy(action == "versions" and Strings("Loading versions")
or Strings("Checking for updates"), row.name)
end
-- Drive the in-flight per-mod release check. Called from _pumpModInfoFetch's
-- neighbourhood in update(); kept separate because this one IS behind the
-- blocking overlay (the user pressed a button and is waiting on the answer).
function RomImporter:_pumpModCheck()
local job = self._modCheck
if not job then return end
local ModUpdate = require("src.mods.ModUpdate")
local ok, done, releases, err = pcall(ModUpdate.pumpFetchReleases, job.h)
if ok and not done then return end
self._modCheck = nil
self:_clearBusy()
if not ok then
self._modVersions = nil
self.modNotice = { ok = false, text = "Update failed: " .. tostring(done) }
return
end
if not releases then
self.modNotice = { ok = false, text = tostring(err) }
return
end
if #releases == 0 then
self.modNotice = { ok = false, text = "No .zip releases found" }
return
end
local status, best = ModUpdate.statusFor(job.version, releases)
self.modUpdateInfo = self.modUpdateInfo or {}
self.modUpdateInfo[job.id] = {
status = status, latest = best and best.version, best = best,
releases = releases, checkedAt = os.time(),
downloads = ModUpdate.totalDownloads(releases),
dates = ModUpdate.releaseDates(releases),
}
self._modUpdateRev = (self._modUpdateRev or 0) + 1
if job.action == "versions" then
self._modVersions = {
id = job.id, name = job.name, current = job.version,
releases = releases, page = 1,
}
self.modNotice = nil
return
end
if status == "available" and best then
self.modNotice = { ok = true,
text = job.name .. ": new version available (v" .. best.version .. ")" }
self._modConfirm = {
kind = "update", id = job.id, release = best,
title = "Update available",
yesLabel = "Update",
lines = {
"Update " .. job.name .. "?",
"Installed v" .. tostring(job.version),
"Latest v" .. tostring(best.version),
},
}
else
self.modNotice = { ok = true,
text = job.name .. " is up to date (v" .. tostring(job.version) .. ")" }
end
end
-- ------- mod install / update (async download, blocking unzip)
--
-- The download is the slow half and now runs on the fetch pool behind a
-- non-dismissable loader; unzipping the finished archive is fast and stays
-- on the main thread, where love.filesystem belongs. All three entry points
-- (update a mod, install a specific version, install from an index) funnel
-- into one in-flight job, so two installs can never race for the same id.
--
-- `spec` = { modId, name, release, notice = "mod"|"find", verb, entry }
function RomImporter:_beginModInstall(spec)
if self._modInstall then return end
local ModIndex = require("src.mods.ModIndex")
local release = spec.release
-- An index entry only tells us WHERE the zip is; resolving that is
-- ModIndex's job, exactly as in the synchronous path.
if not release and spec.entry then
local resolved, why = ModIndex.releaseFor(spec.entry)
if not resolved then
self:_modInstallFailed(spec, why or "this mod cannot be installed")
return
end
release = resolved
end
if type(release) ~= "table" or not release.zip or not release.zip.url then
self:_modInstallFailed(spec, "release has no downloadable .zip")
return
end
local version = release.version or os.time()
local tmpName = ("mod_update_%s_%s.zip"):format(tostring(spec.modId),
tostring(version))
local ModUpdate = require("src.mods.ModUpdate")
self._modInstall = {
spec = spec, release = release, version = release.version,
h = ModUpdate.beginDownloadZip(release.zip.url, tmpName,
release.zip.size),
}
self:_setBusy(Strings("Downloading %s", tostring(spec.name or spec.modId)),
"v" .. tostring(release.version or "?"))
end
function RomImporter:_modInstallFailed(spec, msg)
local notice = { ok = false, text = tostring(msg) }
if spec.notice == "find" then self.findNotice = notice
else self.modNotice = notice end
self:_clearBusy()
end
function RomImporter:_pumpModInstall()
local job = self._modInstall
if not job then return end
local ModUpdate = require("src.mods.ModUpdate")
local ok, done, path, err, progress = pcall(ModUpdate.pumpDownloadZip, job.h)
if ok and not done then
-- Feed real download progress into the overlay when the size is known.
if progress and self._busy then self._busy.progress = progress end
return
end
self._modInstall = nil
local spec = job.spec
if not ok then
self:_modInstallFailed(spec, "download failed: " .. tostring(done))
return
end
if not path then
self:_modInstallFailed(spec, err or "download failed")
return
end
-- Unzip + manifest check. Fast, and it must run here: love.filesystem
-- writes are main-thread only.
self:_setBusy(Strings("Installing %s", tostring(spec.name or spec.modId)))
local LauncherMods = require("src.mods.LauncherMods")
local ran, res, resErr = pcall(LauncherMods.installDownloadedZip,
spec.modId, path, job.version)
self:_clearBusy()
if not ran then
self:_modInstallFailed(spec, "install failed: " .. tostring(res))
return
end
if not res then
self:_modInstallFailed(spec, resErr or "install failed")
return
end
-- The installed list is what the Install / Installed labels read, so it has
-- to be re-derived before the next paint or the card lies.
pcall(self._refreshMods, self)
local shown = tostring(resErr or job.version or "")
local text = ("%s %s %s"):format(spec.verb or "Installed",
tostring(spec.name or spec.modId), shown)
if spec.notice == "find" then
self.findNotice = { ok = true, text = text }
else
self.modNotice = { ok = true, text = text }
end
end
function RomImporter:_confirmModUpdate(modId, release)
local row
for _, m in ipairs(self.mods or {}) do
if m.id == modId then row = m; break end
end
self:_beginModInstall({
modId = modId, name = row and row.name or modId,
release = release, verb = "Updated", notice = "mod",
})
end
function RomImporter:_installModVersion(modId, release)
self._modVersions = nil
self._modReleaseNotes = nil
self:_beginModInstall({
modId = modId, name = modId, release = release,
verb = "Installed", notice = "mod",
})
end
-- NX / desktop / Android labels and inbox hints for the FlexLove view.
function RomImporter:_modsImportButtonLabel()
if self.isNX then return Strings("Scan again") end
return Strings("Import mod .zip")
end
function RomImporter:_modsDefaultHint()
if self.isNX then
local saveDir = love.filesystem.getSaveDirectory()
local rel = RomImporter.mtpHintPath(saveDir)
if rel ~= "" and rel:sub(-1) ~= "/" then rel = rel .. "/" end
return Strings("Copy a .zip via MTP into %s/imports/mods/\n"
.. "DBI MTP → 1: SD Card/%simports/mods/", saveDir, rel)
end
if self.android then return Strings("Or copy a mod .zip via USB.") end
return Strings("Or drop a mod .zip onto the window.")
end
function RomImporter:_savesDefaultHint(version)
if self.isNX then
version = self:_resolveSaveVersion(version)
local inbox = savesInboxDir(version)
local saveDir = love.filesystem.getSaveDirectory()
local rel = RomImporter.mtpHintPath(saveDir)
if rel ~= "" and rel:sub(-1) ~= "/" then rel = rel .. "/" end
local game = GameVersion.info(version).displayName
return Strings("Copy a %s .sav via MTP into %s/%s/\n"
.. "DBI MTP → 1: SD Card/%s%s/", game, saveDir, inbox, rel, inbox)
end
if self.android then
return Strings("Import or export a .sav with the system file picker.")
end
return Strings("Import a .sav to a new slot, or export the active slot.")
end
function RomImporter:_modsEmptyHint()
if self.isNX then
return Strings("No mods installed - copy a .zip into imports/mods/ "
.. "and tap Scan again.")
end
if self.android then
return "No mods installed - tap Import mod .zip to add one."
end
return Strings("No mods installed - drop a mod .zip here to add one.")
end
-- ------- FIND MODS: browsing a community mod index -------------------------
--
-- The index is metadata only (src/mods/ModIndex.lua): it says where a mod's
-- zip lives, and the install runs through exactly the same path "Import mod
-- .zip" does. Nothing here is automatic -- no index ships with the launcher,
-- and the tab stays an empty "Add an index" prompt until the player names one,
-- because subscribing to somebody's list of mods is a trust decision and not a
-- default.
--
-- Fetching is the same synchronous curl the update checks already use, cached
-- in options for a day, so the first open of the tab costs one round trip and
-- every later one is free until the player hits Refresh.
-- The sources list, reloaded from options. Cheap; called whenever the panel
-- has reason to think the list changed.
function RomImporter:_refreshFindSources()
local ModIndex = require("src.mods.ModIndex")
local ok, rows = pcall(ModIndex.sources)
self.findSources = ok and rows or {}
end
-- Fetch every source and merge into one listing. First source wins on a
-- duplicate id, matching how the mod loader resolves two mods with one id --
-- there is one "nuzlocke" as far as the installer is concerned, so the panel
-- must not offer two. Per-source failures are collected rather than fatal: an
-- index that is down should cost its own rows, not everybody else's.
-- ASYNC (was synchronous). Every source used to be fetched with a blocking
-- curl call inside the draw path, so opening Find Mods froze the window for
-- as long as the slowest index took -- measured at over two minutes on a
-- cold open, with no spinner, because the frame that would have drawn one
-- never ran. The fetch now starts here and completes across later frames in
-- _pumpFindFetch; the loader overlay is up for the whole flight.
function RomImporter:_refreshFind(force)
-- The notice is the fix, not the gate (#876). This branch used to return an
-- empty listing silently, and because the player had by then added a source,
-- the panel skipped its "No mod index added" card and rendered the merged
-- listing empty state instead: a valid feed reported as "This index lists no
-- mods yet." Every other failure on this panel surfaces through findNotice,
-- and this one has to as well, or adding an index looks like it worked and
-- the index looks empty.
if not Platform.canFetchRemote() then
self.findLoaded = true
self.findIndex = { mods = {}, categories = {} }
self.findNotice = { ok = false,
text = "Mod indexes cannot be fetched on this platform. Install a mod .zip from storage instead." }
return
end
local ModIndex = require("src.mods.ModIndex")
self:_refreshFindSources()
local sources = self.findSources or {}
if #sources == 0 then
self.findIndex = { mods = {}, categories = {} }
self.findLoaded = true
return
end
-- One in-flight refresh at a time: a second Refresh press while the first
-- is running would double-count every row into the merge.
if self._findFetch then return end
local handles = {}
for i, source in ipairs(sources) do
handles[i] = { source = source,
h = ModIndex.beginFetch(source, { force = force == true }) }
end
self._findFetch = {
handles = handles, force = force == true,
mods = {}, seen = {}, cats = {}, catSeen = {}, errs = {},
stale = false, oldest = nil, at = 1,
}
self:_setBusy(Strings("Fetching mod index"),
#sources == 1 and (sources[1].label or sources[1].feed)
or Strings("%d indexes", #sources))
end
-- Drive the in-flight index fetch one frame at a time. Called from update().
function RomImporter:_pumpFindFetch()
local f = self._findFetch
if not f then return end
local ModIndex = require("src.mods.ModIndex")
-- Pump every handle each frame; they run concurrently on the fetch pool.
local allDone = true
for _, item in ipairs(f.handles) do
if not item.done then
local ok, done, index, err, meta = pcall(ModIndex.pumpFetch, item.h)
if not ok then
item.done = true
f.errs[#f.errs + 1] = (item.source.label or item.source.feed)
.. ": " .. tostring(done)
elseif done then
item.done = true
if not index then
f.errs[#f.errs + 1] = (item.source.label or item.source.feed)
.. ": " .. tostring(err)
else
item.index, item.meta = index, meta
end
else
allDone = false
end
end
end
self._busyCount = nil
if not allDone then return end
-- Merge in SOURCE ORDER, not completion order: first source wins on a
-- duplicate id, matching how the mod loader resolves two mods with one id,
-- and that rule has to be stable regardless of which index answered first.
for _, item in ipairs(f.handles) do
local index, meta, source = item.index, item.meta, item.source
if index then
if meta and meta.stale then f.stale = true end
if meta and meta.checkedAt then
f.oldest = math.min(f.oldest or meta.checkedAt, meta.checkedAt)
end
for _, entry in ipairs(index.mods or {}) do
if not f.seen[entry.id] then
f.seen[entry.id] = true
entry._source = source.label or source.feed
entry._base = source.base
f.mods[#f.mods + 1] = entry
end
end
for _, c in ipairs(ModIndex.categoriesIn(index)) do
if not f.catSeen[c] then
f.catSeen[c] = true
f.cats[#f.cats + 1] = c
end
end
end
end
self.findIndex = { mods = f.mods, categories = f.cats, stale = f.stale,
checkedAt = f.oldest }
self.findLoaded = true
if #f.errs > 0 then
self.findNotice = { ok = false, text = table.concat(f.errs, " - ") }
elseif f.force then
self.findNotice = { ok = true,
text = Strings("Refreshed - %d mods listed", #f.mods) }
end
-- A category that no longer exists after a refresh would filter everything
-- away with no way back except guessing.
if self.findCategory and not f.catSeen[self.findCategory] then
self.findCategory = nil
end
self.findPage = 1
self._findFetch = nil
self:_clearBusy()
end
-- Clearing rebinds used to live here, behind a button on the game panel. It
-- is now the RESET REBINDS row of the settings model
-- (src/import/LauncherSettings.lua), which edits the same options table the
-- rest of that panel does and saves through the same save() -- one control
-- for a setting that was never per-game in the first place.
-- ------- busy state (drives the non-dismissable loader overlay)
-- Anything that makes the user wait sets this; LauncherView renders it as a
-- blocking overlay so no operation can ever run invisibly.
function RomImporter:_setBusy(title, detail, cancel)
self._busy = { title = title, detail = detail, cancel = cancel }
end
function RomImporter:_clearBusy()
self._busy = nil
end
function RomImporter:_ensureFind()
if not self.findLoaded then
self:_refreshFindSources()
if #(self.findSources or {}) == 0 then
-- Nothing to fetch, but the panel is loaded: the empty state is the
-- answer, not a pending request.
self.findIndex = { mods = {}, categories = {} }
self.findLoaded = true
else
self:_refreshFind(false)
end
end
end
-- The rows the filters leave, and the installed-mod context the compatibility
-- warnings are judged against.
function RomImporter:_findRows()
local all = (self.findIndex and self.findIndex.mods) or {}
-- The view asks every frame (immediate mode); only re-filter when the
-- index, query, or category actually changed.
local c = self._findRowsCache
if c and c.src == all and c.query == self.findQuery
and c.category == self.findCategory then
return c.rows
end
local ModIndex = require("src.mods.ModIndex")
local rows = ModIndex.filter(all, {
query = self.findQuery,
category = self.findCategory,
})
self._findRowsCache = { src = all, query = self.findQuery,
category = self.findCategory, rows = rows }
return rows
end
function RomImporter:_findInstalledMap()
local map = {}
for _, m in ipairs(self.mods or {}) do map[m.id] = m.version or true end
return map
end
-- One thumbnail per frame, and only for a card actually on screen: the fetch
-- is a blocking curl, so downloading a whole listing's worth on open would
-- stall the launcher for as many seconds as there are mods. A failure is
-- remembered as `false` so a broken URL is tried once, not every frame.
function RomImporter:_findThumb(entry)
self._findThumbs = self._findThumbs or {}
local cached = self._findThumbs[entry.id]
if cached ~= nil then return cached or nil end
local ModIndex = require("src.mods.ModIndex")
local url = ModIndex.joinUrl(entry._base, entry.thumbnail)
if not url then
self._findThumbs[entry.id] = false
return nil
end
-- ASYNC (was one blocking download per frame). Only rows on the current
-- page ever ask, so pagination already bounds this to a page's worth of
-- requests; the fetch pool runs them off-thread and the card shows its
-- placeholder until the image lands.
self._findThumbFetch = self._findThumbFetch or {}
if not self._findThumbFetch[entry.id] then
local ext = url:match("%.(%a%a%a?%a?)$") or "png"
local name = ("mod_thumb_%s.%s")
:format(tostring(entry.id):gsub("[^%w%-_]", "_"), ext)
local Fetch = require("src.net.Fetch")
self._findThumbFetch[entry.id] = {
-- A short ceiling on purpose: a page of these is queued at once, and
-- each one's ceiling is part of the worst case for closing the window
-- (Fetch.shutdown). A thumbnail that has not arrived in 15s is not
-- worth holding the process open for -- the card shows its placeholder.
job = Fetch.download(url, name,
{ userAgent = "gen1recomp-mod-index", maxSeconds = 15 }),
}
end
return nil
end
-- Turn finished thumbnail downloads into images. Called from update(), so
-- love.graphics.newImage runs on the render thread where it belongs.
function RomImporter:_pumpFindThumbs()
local pending = self._findThumbFetch
if not pending then return end
local Fetch = require("src.net.Fetch")
for id, item in pairs(pending) do
local st = Fetch.poll(item.job)
if st.status ~= "pending" then
Fetch.release(item.job)
pending[id] = nil
local image
if st.status == "ok" and st.path then
local ok, img = pcall(love.graphics.newImage, st.path)
image = ok and img or nil
end
self._findThumbs = self._findThumbs or {}
self._findThumbs[id] = image or false
end
end
if next(pending) == nil then self._findThumbFetch = nil end
end
-- Release stats for a FIND MODS row, resolved the same way the MODS tab
-- does it: the mod's own GitHub releases through ModUpdate's cached fetch,
-- so an installed mod's repo is instant and every result lands in
-- options.modUpdateCache for six hours. A feed that publishes stats wins
-- outright (fresher, zero network); otherwise the repo is fetched, one
-- entry per frame so opening the tab cannot stall for the whole listing.
-- The result is memoized per id for the session; a repo with no releases
-- or a failed fetch resolves to an empty table so it is tried once.
function RomImporter:_findStats(entry)
self._findStatsCache = self._findStatsCache or {}
local cached = self._findStatsCache[entry.id]
if cached then
if cached.done or (cached.retryAt and os.time() < cached.retryAt) then
return cached
end
self._findStatsCache[entry.id] = nil -- retry window open, refetch
end
if entry.downloads ~= nil or entry.first_release or entry.last_release then
cached = { total = entry.downloads, first = entry.first_release,
latest = entry.last_release, done = true }
self._findStatsCache[entry.id] = cached
return cached
end
if not entry.github or entry.github == "" then
cached = { done = true }
self._findStatsCache[entry.id] = cached
return cached
end
-- ASYNC (was a blocking fetch, one row per frame). "One per frame" bounded
-- how many stalls happened at once, not how long each one lasted: every
-- frame that started a fetch blocked for the whole round trip, so scrolling
-- a listing juddered once per row. Rows now queue a handle and fill in
-- when it lands; until then the row simply has no stats line.
self._findStatsPending = self._findStatsPending or {}
if not self._findStatsPending[entry.id] then
local ModUpdate = require("src.mods.ModUpdate")
self._findStatsPending[entry.id] = {
id = entry.id,
h = ModUpdate.beginFetchReleases(entry.github, entry.id, {}),
}
end
return nil
end
-- Drive in-flight FIND MODS stats lookups. Called from update().
function RomImporter:_pumpFindStats()
local pending = self._findStatsPending
if not pending then return end
local ModUpdate = require("src.mods.ModUpdate")
for id, item in pairs(pending) do
local ok, done, releases, err = pcall(ModUpdate.pumpFetchReleases, item.h)
if not ok or done then
pending[id] = nil
local stats = (ok and releases) and ModUpdate.statsForReleases(releases) or nil
local cached
if stats then
cached = { total = stats.total, first = stats.first,
latest = stats.latest, done = true }
else
-- A repo that does not exist is permanent; every other failure (the
-- hourly API rate limit, a hiccup) is retried in a minute so rows can
-- recover without restarting the launcher.
local permanent = tostring(ok and err or done)
:find("Not Found", 1, true) ~= nil
cached = { done = permanent, retryAt = os.time() + 60 }
end
self._findStatsCache = self._findStatsCache or {}
self._findStatsCache[id] = cached
-- The FIND list's sort cache is keyed on this revision; without the
-- bump a Popularity/date sort stays frozen in the order of the first
-- frame (no stats yet = name order) even after every fetch lands.
self._findStatsRev = (self._findStatsRev or 0) + 1
end
end
if next(pending) == nil then self._findStatsPending = nil end
end
-- Open the "add an index" text prompt. Deliberately a typed URL rather than a
-- picked-from-a-list affair: there is no blessed index, and presenting one
-- would make the launcher's choice look like an endorsement.
function RomImporter:_promptAddIndex()
self._indexPrompt = { text = "" }
self:_armTextInput()
end
function RomImporter:_commitAddIndex()
local prompt = self._indexPrompt
self._indexPrompt = nil
self:_disarmTextInput()
if not prompt then return end
local ModIndex = require("src.mods.ModIndex")
local row, err = ModIndex.addSource(prompt.text or "")
if not row then
self.findNotice = { ok = false, text = tostring(err) }
return
end
self.findNotice = { ok = true, text = Strings("Added %s", row.label or row.feed) }
self.findLoaded = false
self:_ensureFind()
end
function RomImporter:_removeIndex(feed)
local ModIndex = require("src.mods.ModIndex")
local ok, err = ModIndex.removeSource(feed)
if not ok then
self.findNotice = { ok = false, text = tostring(err) }
return
end
self.findNotice = { ok = true, text = Strings("Index removed") }
self.findLoaded = false
self:_ensureFind()
end
-- Fetch and show an entry's description markdown. Loaded on demand, never
-- with the listing: a feed of any size would otherwise be one request per mod.
function RomImporter:_findShowDetails(entry)
local ModIndex = require("src.mods.ModIndex")
local url = ModIndex.joinUrl(entry._base, entry.description_url)
local body = entry.summary or ""
if url then
local ok, text = pcall(ModIndex.fetchText, url)
if ok and type(text) == "string" and text ~= "" then body = text end
end
self._findDetails = {
title = entry.title or entry.id,
body = body,
scroll = 0,
}
end
-- Arm the install confirm. The compatibility list is the whole point of the
-- dialog: the panel deliberately does not hide an incompatible mod (an index
-- entry can be months stale, and a hidden mod looks like a missing one), so
-- this is where the player is told what the author declared before anything
-- is downloaded.
function RomImporter:_findConfirmInstall(entry)
local ModIndex = require("src.mods.ModIndex")
local Version = require("src.core.Version")
local url, why = ModIndex.installUrl(entry)
if not url then
self.findNotice = { ok = false,
text = (entry.title or entry.id) .. ": " .. tostring(why) }
return
end
local installed = self:_findInstalledMap()
local issues = ModIndex.compatIssues(entry, {
modApi = Version.modApi,
engineVersion = Version.engine,
installed = installed,
})
local version = ModIndex.displayVersion(entry)
local lines = { (entry.title or entry.id) .. " v" .. tostring(version) }
if entry.author then lines[#lines + 1] = "by " .. entry.author end
local have = installed[entry.id]
if have then
lines[#lines + 1] = "Replaces installed v" .. tostring(have)
end
for _, issue in ipairs(issues) do
lines[#lines + 1] = "! " .. issue.text
end
lines[#lines + 1] = "Mods are not reviewed - trust the author."
self._modConfirm = {
kind = (#issues > 0) and "warn" or "update",
indexEntry = entry,
title = have and "Reinstall mod" or "Install mod",
yesLabel = have and "Reinstall" or "Install",
lines = lines,
}
end
function RomImporter:_findInstall(entry)
self:_beginModInstall({
modId = entry.id, name = entry.title or entry.id, entry = entry,
verb = "Installed", notice = "find",
})
end
return RomImporter