mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 00:10:56 +02:00
261 lines
7.8 KiB
Lua
261 lines
7.8 KiB
Lua
-- Native LÖVE2D port of Pokemon Red. A packaged build creates its private
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-- game-data cache from a user-provided ROM on first boot.
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--
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-- Set POKEPORT_EDITOR=1 or pass `--editor` to `love .` to boot the save
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-- editor tool (tools/save-editor/) instead of the game.
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local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
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local Game, EditorApp, Importer
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local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
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local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
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-- coroutine that receives `Game` and yields once per
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-- frame; used headless (xvfb) for scripted screenshots
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-- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without
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-- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a
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-- bot or screenshot run is not at the mercy of the player's last choice.
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local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
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-- How many times to run a scripted act+step loop per rendered frame. Only
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-- scripted runs use this; interactive play fast-forwards through
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-- Game.speedOverride / the GAME SPEED option instead.
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local function scriptedIterations()
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if not (autopilot or driverCo) then return 1 end
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return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
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end
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local function bootGame()
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Game = require("src.core.Game")
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Game:load()
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if os.getenv("POKEPORT_AUTOPILOT") then
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autopilot = require("tests.autopilot")
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end
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local driverPath = os.getenv("POKEPORT_DRIVER")
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if driverPath then
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local fn = assert(loadfile(driverPath))()
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driverCo = coroutine.create(fn)
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end
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-- After the two above are known: a scripted run drives the multiplier
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-- from love.update's loop, so the in-engine one must stay at 1 or the
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-- two would compound (10x10 = 100 steps per observation).
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Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride
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end
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function love.load(args)
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local savePath
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for i, a in ipairs(args or {}) do
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if a == "--editor" then
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editorMode = true
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elseif a == "--developer" then
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_G.POKEPORT_DEV_MODE = true
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elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
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savePath = args[i + 1]
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elseif a == "--speed" and tonumber(args[i + 1]) then
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speedOverride = tonumber(args[i + 1])
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end
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end
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love.graphics.setDefaultFilter("nearest", "nearest")
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if editorMode then
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package.path = love.filesystem.getSource() .. "/tools/save-editor/?.lua;"
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.. love.filesystem.getSource() .. "/tools/save-editor/panels/?.lua;"
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.. package.path
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EditorApp = require("App")
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EditorApp.load(savePath)
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return
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end
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local RomImporter = require("src.import.RomImporter")
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if os.getenv("POKEPORT_FORCE_IMPORT") == "1" or not RomImporter.isReady() then
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Importer = RomImporter.new(function()
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if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
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love.event.quit()
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return
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end
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Importer = nil
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bootGame()
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end)
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local importPath = os.getenv("POKEPORT_IMPORT_ROM")
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if importPath then Importer:startPath(importPath) end
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return
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end
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bootGame()
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end
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function love.update(dt)
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if editorMode then return EditorApp.update(dt) end
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if Importer then return Importer:update(dt) end
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-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
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-- once per Game:update, so they must keep a 1:1 relationship with the
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-- logic step. Fast-forwarding them by scaling the step inside
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-- Game:update would run N steps per observation: a held direction walks
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-- through all N, the player slides past the waypoint, and the script
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-- re-plans from an overshot cell. So iterate the whole act+step loop
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-- instead -- same script, just more of it per rendered frame.
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local iterations = scriptedIterations()
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if autopilot then
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for _ = 1, iterations do
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autopilot.update()
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Game:update(1 / 60) -- deterministic stepping for the autopilot
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end
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return
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end
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if driverCo then
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for _ = 1, iterations do
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local ok, err = coroutine.resume(driverCo, Game)
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if not ok then
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print("driver error: " .. tostring(err))
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love.event.quit(1)
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return
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end
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if coroutine.status(driverCo) == "dead" then
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love.event.quit()
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return
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end
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Game:update(1 / 60)
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end
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return
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end
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Game:update(dt)
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end
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function love.draw()
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if editorMode then return EditorApp.draw() end
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if Importer then return Importer:draw() end
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Game:draw()
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-- frame capture requested by a driver
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if Game.capturePath then
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local path = Game.capturePath
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Game.capturePath = nil
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love.graphics.captureScreenshot(function(imagedata)
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local fd = imagedata:encode("png")
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local f = io.open(path, "wb")
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if f then
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f:write(fd:getString())
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f:close()
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end
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end)
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end
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end
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function love.keypressed(key, scancode, isrepeat)
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if editorMode then return EditorApp.keypressed(key) end
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if Importer then return Importer:keypressed(key) end
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Game:keypressed(key)
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end
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function love.keyreleased(key)
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if editorMode then return end
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if Importer then return end
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Game:keyreleased(key)
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end
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function love.gamepadpressed(joystick, button)
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if editorMode then return end
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if Importer then return end
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Game:gamepadpressed(joystick, button)
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end
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function love.gamepadreleased(joystick, button)
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if editorMode then return end
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if Importer then return end
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Game:gamepadreleased(joystick, button)
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end
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function love.gamepadaxis(joystick, axis, value)
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if editorMode then return end
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if Importer then return end
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Game:gamepadaxis(joystick, axis, value)
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end
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function love.joystickremoved(joystick)
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if editorMode then return end
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if Importer then return end
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Game:joystickremoved(joystick)
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end
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-- f is true on focus gained, false on focus lost (e.g. alt-tab). A held
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-- direction's key-up can be delivered to the OS instead of the game while
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-- unfocused, so reset input on either transition rather than trust it.
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function love.focus(f)
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if editorMode then return end
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if Importer then return end
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Game:focus(f)
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end
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-- v is true when the window becomes visible again, false on minimize.
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function love.visible(v)
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if editorMode then return end
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if Importer then return end
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Game:visible(v)
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end
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function love.touchpressed(id, x, y, dx, dy, pressure)
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if editorMode then return end
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if Importer then return Importer:mousepressed(x, y, 1) end
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Game:touchpressed(id, x, y)
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end
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function love.touchmoved(id, x, y, dx, dy, pressure)
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if editorMode then return end
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if Importer then return end
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Game:touchmoved(id, x, y)
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end
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function love.touchreleased(id, x, y, dx, dy, pressure)
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if editorMode then return end
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if Importer then return end
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Game:touchreleased(id, x, y)
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end
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function love.wheelmoved(x, y)
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if editorMode then
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if EditorApp.wheelmoved then return EditorApp.wheelmoved(x, y) end
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return
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end
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if Importer then return end
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Game:wheelmoved(x, y)
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end
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function love.mousepressed(x, y, button)
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if Importer then return Importer:mousepressed(x, y, button) end
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if editorMode and EditorApp.mousepressed then
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return EditorApp.mousepressed(x, y, button)
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end
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end
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function love.mousereleased(x, y, button)
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if Importer then return end
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if editorMode and EditorApp.mousereleased then
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return EditorApp.mousereleased(x, y, button)
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end
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end
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function love.textinput(text)
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if Importer then return end
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if editorMode and EditorApp.textinput then
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return EditorApp.textinput(text)
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end
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end
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function love.quit()
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if editorMode and EditorApp.quit then
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return EditorApp.quit() -- return true to abort quit
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end
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pcall(function()
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require("src.core.DiscordPresence").shutdown()
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end)
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end
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function love.filedropped(file)
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if editorMode and EditorApp and EditorApp.filedropped then
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return EditorApp.filedropped(file)
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end
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if Importer then Importer:filedropped(file) end
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end
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