Files
gen1recomp/tests/engine/render_compose_seam.lua
T
Bart in 't Veld 218b9249a2 render: add render.compose seam + second-screen bridge
Expose a generic seam so a mod can drive a second screen without the
engine owning any dual-screen layout policy:

- render.compose hook in Renderer:endFrame hands a mod the finished
  world + UI canvases, their SGB zones, the frame metrics,
  Renderer:blitCanvas (lifted from the internal blit closure) and the
  SecondScreen bridge. Return true to take over the window; no wrap (or
  calling next) runs the normal single-window composite byte-for-byte.
- SecondScreen.lua + the Android Presentation bridge (love_android_
  secondary_* in common/android.cpp, GameActivity secondary display)
  as the optional physical-second-display transport.

No battle-render changes: a mod lays out the two screens (including any
battle split) itself. Ships with a unit test, no-mod parity via
gate_hooks, and docs/modding.md (D14).
2026-08-01 09:35:24 +02:00

63 lines
2.4 KiB
Lua

-- Unit coverage for the render.compose seam (D14: a public-API test names
-- the hook, gate_hooks supplies the no-mod parity, docs/modding.md documents
-- it). render.compose lets a mod take over window composition: a wrap that
-- returns true without calling next owns the whole window; a wrap that calls
-- next lets the engine's normal single-window composite run and decorates it.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Runtime = require("src.mods.Runtime")
local Hooks = require("src.mods.Hooks")
local savedEvents, savedHooks = Runtime.events, Runtime.hooks
local bus = Hooks.new()
Runtime.hooks = bus
-- the shape Renderer:endFrame hands the hook
local function fakeCtx()
return {
renderer = {}, worldCanvas = {}, uiCanvas = {},
worldActive = true, zones = {}, worldZones = nil,
ww = 480, wh = 432, ox = 0, oy = 12, scale = 3,
dpiX = 1, dpiY = 1, secondScreen = {},
}
end
-- takeover: a mod drawing its own layout returns true and never calls next,
-- so the engine's vanilla composite is skipped entirely
do
local vanillaRan, gotCtx = false, nil
bus:wrap("render.compose", function(next, renderer, ctx)
gotCtx = ctx
return true
end, 0, "ds-mod")
local handled = Runtime.call("render.compose",
function() vanillaRan = true; return false end,
{ tag = "renderer" }, fakeCtx())
T.eq(handled, true, "a mod returning true signals full window takeover")
T.eq(vanillaRan, false, "takeover skips the engine composite (vanilla not run)")
T.check(gotCtx ~= nil and gotCtx.ww == 480 and gotCtx.secondScreen ~= nil,
"the hook receives the frame ctx (metrics, canvases, secondScreen)")
bus.chains["render.compose"] = nil
end
-- decorate: a mod calling next lets the engine composite run, and the
-- engine's not-handled return (false) flows back through the chain
do
local vanillaRan = false
bus:wrap("render.compose", function(next, renderer, ctx)
return next()
end, 0, "ds-mod")
local handled = Runtime.call("render.compose",
function() vanillaRan = true; return false end,
{ tag = "renderer" }, fakeCtx())
T.eq(vanillaRan, true, "calling next runs the engine composite")
T.eq(handled, false, "the engine's not-handled return flows back through next")
bus.chains["render.compose"] = nil
end
Runtime.events, Runtime.hooks = savedEvents, savedHooks
T.finish("render_compose_seam")