Files
gen1recomp/src/import/LauncherView.lua
T
2026-08-06 10:20:23 -04:00

2550 lines
108 KiB
Lua

-- The launcher's view, drawn with the shared immediate-mode kit
-- (src/ui/kit/). RomImporter owns every piece of state and all
-- import/platform logic; this module paints that state once per frame, so the
-- UI can never drift from the importer and every window size lays out fresh.
--
-- WHAT CHANGED, AND WHY. This used to build a retained FlexLove element tree
-- every frame. That cost ~9ms of build+draw on a real profile before a
-- single row of content existed (measure it yourself: POKEPORT_LAUNCHER_PROF=
-- 200 love .), because the engine hashed props per element, snapshotted every
-- public scalar for its immediate-mode persistence, and re-ran an O(n^2)
-- auto-size pass. Painting the same screen directly is a small fraction of
-- that, and it removes a whole class of layout bug along with it: percentage
-- widths resolving against the wrong box, auto-sized buttons measuring zero
-- height, and flex-shrink compressing text until it overlapped.
--
-- THE RULES THIS FILE FOLLOWS:
-- * NO SCROLLING. Every list paginates (Kit.pager). Rows per page come
-- from the real viewport height, so a tall window shows more and a phone
-- shows fewer -- but a page's row count is bounded either way, which is
-- what makes a 500-mod index cost the same as a 10-mod one.
-- * Every click handler only QUEUES work (imp._uiActions); update() drains
-- the queue, so an action that tears the view down (Play, Edit save)
-- never runs inside the frame that dispatched it.
-- * Clicks are deduped per control key: a touch tap can surface as both a
-- touch release and a synthesized mouse click, and one action must not
-- fire twice (the shape of #553's double import).
-- * Anything that waits raises a non-dismissable loader (Loader.overlay),
-- driven by imp._busy / imp.workState.
-- * Layout is explicit pixels off Layout.metrics. No percentages.
local Kit = require("src.ui.kit.Kit")
local Theme = require("src.ui.kit.Theme")
local Layout = require("src.ui.kit.Layout")
local Loader = require("src.ui.kit.Loader")
local GameVersion = require("src.core.GameVersion")
local Version = require("src.core.Version")
local Strings = require("src.core.Strings")
local PAL = Theme.PAL
local LauncherView = {}
local COMMUNITY_URL = "https://bois.icu"
-- One dedup window covers a touch release plus the mouse click SDL
-- synthesizes for the same tap.
local ACT_DEDUP = 0.35
-- Finger travel past this (px) is a drag, not a tap.
local TAP_SLOP2 = 16 * 16
local function clamp(v, lo, hi) return math.max(lo, math.min(hi, v)) end
-- ------------------------------------------------------------- lifecycle
local function ensureState(imp)
if not imp._flex then
imp._flex = true
imp._hot = imp._hot or {}
imp._actAt = imp._actAt or {}
imp._uiActions = imp._uiActions or {}
imp._pages = imp._pages or {}
-- Held backspace/arrows must repeat in the text fields; restored on
-- detach because the game's Input does its own per-step edge detection
-- and never expects repeated keypressed events.
if love.keyboard and love.keyboard.setKeyRepeat then
pcall(love.keyboard.setKeyRepeat, true)
end
end
end
-- Kept as a no-op hook: the engine tier asserts this exists, and the guards
-- it used to apply were FlexLove's (performance monitoring, GC tuning). The
-- kit has neither a profiler nor a GC strategy to tune -- it does not
-- allocate per frame -- so there is nothing left to guard.
function LauncherView.applyNxPerfGuards(imp)
return imp ~= nil
end
-- Tear down before handing the screen to the game / editor.
function LauncherView.detach(imp)
-- Restore the NX mouse shim even if _flex was never set (the bridge can
-- install on the first update before the first draw).
if imp and imp.parkNxPointerForHost then
pcall(imp.parkNxPointerForHost, imp)
elseif imp and imp._restoreNxPointerBridge then
pcall(imp._restoreNxPointerBridge, imp)
end
if not imp or not imp._flex then return end
imp._flex = nil
if love.keyboard and love.keyboard.setKeyRepeat then
pcall(love.keyboard.setKeyRepeat, false)
end
Kit.clearCaches()
end
-- ---------------------------------------------------------------- input
-- The kit is polled, not evented: update() samples the mouse and turns a
-- rising edge into a click point that the next draw consumes. Host-forwarded
-- mousepressed stays unused, exactly as before, so Android's synthesized
-- mouse path cannot double-fire a tap (#553) -- the dedup window below is the
-- other half of that guarantee.
function LauncherView.update(imp, dt)
if not imp._flex then return end
local down = false
if love.mouse and love.mouse.isDown then
down = love.mouse.isDown(1) and true or false
end
if down and not imp._prevMouseDown and not imp._padCursorActive then
-- On touch platforms SDL synthesizes a mouse button from the finger, so
-- this rising edge fires at finger-DOWN while touchreleased dispatches
-- the same tap again at finger-UP: every control acted twice per tap
-- (the pager visibly jumped two pages). While a touch is alive, or
-- inside the dedup window one just closed, the polled mouse IS that
-- finger and must not mint a second click. A real desktop mouse has no
-- touches, so its press-down click is unchanged.
-- _suppressMouseUntil, NOT _suppressClickUntil: the latter is consulted
-- by queueAction and would swallow the tap's own action along with the
-- synthesized echo.
local now = love.timer.getTime()
local touching = imp._touchAt ~= nil and next(imp._touchAt) ~= nil
if not touching and now >= (imp._suppressMouseUntil or 0)
and now >= (imp._suppressClickUntil or 0) then
local mx, my = love.mouse.getPosition()
imp._clickPt = { x = mx, y = my }
end
end
imp._prevMouseDown = down
-- Drain the action queue OUTSIDE the draw, so an action is free to destroy
-- the view (Play/Edit) or block in a native picker. The batch is resolved
-- by RomImporter:runActions so the drop/disarm rules stay testable without
-- a live view (#780).
local queue = imp._uiActions
if queue and #queue > 0 then
imp._uiActions = {}
imp:runActions(queue)
end
end
function LauncherView.wheelmoved(imp, dx, dy)
if not imp._flex then return end
imp._wheelY = (imp._wheelY or 0) + (dy or 0)
end
function LauncherView.touchpressed(imp, id, x, y)
if not imp._flex then return end
imp._touchAt = imp._touchAt or {}
imp._touchAt[tostring(id)] = { x = x, y = y }
end
function LauncherView.touchmoved(imp, id, x, y)
if not imp._flex then return end
local start = imp._touchAt and imp._touchAt[tostring(id)]
if start then
local ddx, ddy = x - start.x, y - start.y
if ddx * ddx + ddy * ddy > TAP_SLOP2 then
start.dragged = true
end
-- Short-window mode: a vertical drag scrolls the page (draw() clamps).
if start.dragged and (imp._pageScrollMax or 0) > 0 then
local last = start.lastY or start.y
imp._pageScroll = (imp._pageScroll or 0) - (y - last)
end
start.lastY = y
end
end
-- A tap dispatches on RELEASE (not press) so a drag can disqualify it.
function LauncherView.touchreleased(imp, id, x, y)
if not imp._flex then return end
local start = imp._touchAt and imp._touchAt[tostring(id)]
if imp._touchAt then imp._touchAt[tostring(id)] = nil end
if start and start.dragged then
-- Suppress the mouse click SDL will synthesize for this same gesture.
imp._suppressClickUntil = love.timer.getTime() + ACT_DEDUP
return
end
-- The tap dispatches HERE, once: suppress update()'s rising-edge path for
-- the mouse press SDL synthesizes from this same gesture. Mouse-only
-- suppression -- _suppressClickUntil would also make queueAction drop the
-- tap's own action.
imp._suppressMouseUntil = love.timer.getTime() + ACT_DEDUP
imp._clickPt = { x = x, y = y }
end
-- Synthetic click for the gamepad virtual cursor.
function LauncherView.clickAt(imp, x, y)
if not imp._flex then return end
imp._clickPt = { x = x, y = y }
end
-- Keyboard focus ring. Returns true when the key was consumed. Arrows arm
-- the ring; Enter only activates a focused control once the user has actually
-- used the arrows this session, so the long-standing "Enter plays the visible
-- game" shortcut keeps working for anyone who never touches the ring.
function LauncherView.keypressed(imp, key)
if not imp._flex then return false end
if key == "up" or key == "down" or key == "left" or key == "right" then
imp._ringArmed = true
Kit.navigate(key)
return true
end
if imp._ringArmed and (key == "return" or key == "kpenter" or key == "space") then
Kit.activateFocused()
return true
end
return false
end
-- ------------------------------------------------------------- actions
local function queueAction(imp, key, fn, keepArm)
local now = love.timer.getTime()
local last = imp._actAt[key]
if last and now - last < ACT_DEDUP then return end
local untilT = imp._suppressClickUntil
if untilT and now < untilT then return end
imp._actAt[key] = now
-- Any press that is not a Delete's own second click disarms the pending
-- delete confirm (#433's rule). The disarm is applied by runActions when
-- the batch drains, not here: one touch lands on a row AND on the chip
-- inside it, and clearing the arm as the row queued left Delete stuck on
-- its first press (#780).
imp._uiActions[#imp._uiActions + 1] = { key = key, fn = fn, keepArm = keepArm }
end
-- Every interactive control in this file goes through one of these two, so
-- the queueing and dedup rules cannot be forgotten at a call site.
local function btn(imp, x, y, w, h, key, label, opts)
opts = opts or {}
opts.id = key
if Kit.button(x, y, w, h, label, opts) and opts.action then
queueAction(imp, key, opts.action, opts.keepArm)
end
end
local function rowHit(imp, x, y, w, h, selected, key, action)
local clicked, ink = Kit.row(x, y, w, h, selected, key)
if clicked and action then queueAction(imp, key, action) end
return ink
end
-- ------------------------------------------------------- shared widgets
-- Read-only text field. The importer owns the string (its textinput /
-- keypressed routing writes it); this only renders it, keeps the TAIL
-- visible while typing, and blinks a caret on the importer's pulse clock.
local function textField(imp, x, y, w, h, key, rawText, placeholder, focused, action)
Kit._audit("control", x, y, w, h, key)
Kit.focusable(key, x, y, w, h)
Theme.fill(x, y, w, h, PAL.bg, 1)
Theme.stroke(x, y, w, h, PAL.line,
focused and Theme.A.focus or
(Kit.hover(x, y, w, h) and Theme.A.hover or Theme.A.hairline),
focused and 2 or 1)
local pad = math.floor(10 * Kit.scale)
local ty = y + (h - Kit.textHeight("button")) / 2
local text = rawText or ""
if text == "" and not focused then
Kit.text("button", Kit.ellipsize("button", placeholder or "", w - 2 * pad),
x + pad, ty, PAL.faint)
else
local shown = Kit.ellipsizeLeft("button", text, w - 2 * pad)
local tw = Kit.text("button", shown, x + pad, ty, PAL.heading)
if focused and (imp.pulse * 2 % 1) < 0.5 then
Theme.fill(x + pad + tw + 2, ty, math.max(1, Kit.scale),
Kit.textHeight("button"), PAL.ink, 1)
end
end
if action and (Kit.press(x, y, w, h) or Kit._activateId == key) then
queueAction(imp, key, action)
end
end
-- A square icon control: the header's gear and quit, and the game panel's
-- manage button. Inverts to a solid white fill when hot, the same signal
-- every other control here uses, and rounds to the shared control radius.
-- `image` draws a texture; `drawFn(x, y, size, hot)` draws a hand-rolled
-- glyph (the quit X, which ships no asset).
local function iconButton(imp, key, x, y, size, image, action, drawFn)
Kit._audit("control", x, y, size, size, key)
local focused = Kit.focusable(key, x, y, size, size)
local hot = focused or Kit.hover(x, y, size, size)
Theme.fillRounded(x, y, size, size, hot and PAL.ink or PAL.surface, 1)
Theme.strokeRounded(x, y, size, size, PAL.line,
hot and Theme.A.focus or Theme.A.hairline, 1)
if image then
local iw, ih = image:getDimensions()
local pad = math.floor(size * 0.24)
local s = math.min((size - 2 * pad) / iw, (size - 2 * pad) / ih)
if hot then love.graphics.setColor(0, 0, 0, 1)
else love.graphics.setColor(1, 1, 1, 0.85) end
love.graphics.draw(image, Theme.snap(x + (size - iw * s) / 2),
Theme.snap(y + (size - ih * s) / 2), 0, s, s)
love.graphics.setColor(1, 1, 1, 1)
elseif drawFn then
drawFn(x, y, size, hot)
end
if action and (Kit.press(x, y, size, size) or Kit._activateId == key) then
queueAction(imp, key, action)
end
end
-- The cartridge colour for a game, matching its tab in the header. Play
-- wears it, so "which game is this button going to boot" is answered before
-- the label is read. Unknown versions fall back to the commit green.
local CART_COLOR = {
red = PAL.railRed, blue = PAL.railBlue, yellow = PAL.railGold,
}
local function cartColor(version)
return CART_COLOR[version] or PAL.green
end
local function modStatusColor(status)
if status == "ok" then return Strings("Ready"), PAL.green end
if status == "conflict" then return Strings("Conflict"), PAL.red end
return Strings("Incompatible"), PAL.yellow
end
local function findActionFor(entry, installedVersion)
local ModIndex = require("src.mods.ModIndex")
if not ModIndex.canInstall(entry) then
return nil, Strings("Not installable from this index")
end
if not installedVersion then return Strings("Install"), nil end
local listed = ModIndex.displayVersion(entry)
local ModUpdate = require("src.mods.ModUpdate")
if type(installedVersion) == "string"
and ModUpdate.isNewer(installedVersion, listed) then
return Strings("Update"), "Installed v" .. installedVersion
end
return Strings("Reinstall"), "Installed v" .. tostring(installedVersion)
end
local function DELETE_LABEL(armed)
return armed and Strings("Sure?") or Strings("Delete")
end
local function deleteArmed(imp, kind, id, version)
local a = imp._confirmDelete
return a ~= nil and a.kind == kind and a.id == id and a.version == version
end
-- Page state lives on the importer keyed by list, so switching tabs and
-- coming back keeps your place -- the one thing scrolling did better.
local function page(imp, key)
return imp._pages[key] or 1
end
local function setPage(imp, key, v)
imp._pages[key] = v
end
-- A hand-drawn X, for the same reason drawCheck exists below: the UI font has
-- no guaranteed glyph, and the launcher ships no icon asset for it.
local function drawCross(x, y, size, color)
love.graphics.push("all")
love.graphics.setColor(color)
love.graphics.setLineWidth(math.max(2, size * 0.16))
love.graphics.setLineJoin("bevel")
love.graphics.line(x, y, x + size, y + size)
love.graphics.line(x + size, y, x, y + size)
love.graphics.pop()
end
-- ------------------------------------------------------------- header
-- Rail, logo row (settings and quit on the right), tab bar.
-- Returns the y at which content may start. Its vertical arithmetic is
-- mirrored by headerHeight() at the bottom of this file (the short-window
-- scroll decision needs the height before anything draws) -- keep in sync.
local function buildHeader(imp, m)
local y = m.top
Theme.versionRail(m.x, y, m.w, m.railH)
y = y + m.railH
-- logo row
local rowH = m.logoH + math.floor(12 * m.s)
local gear = m.chip
-- The wordmark is centred in the row MINUS the right cluster, mirrored on
-- the left so it still reads as centred in the window. Centring it in the
-- FULL row (what this used to do) let a phone-width wordmark run straight
-- under the gear and the quit X -- "the settings is covering the logo".
-- Reserving the space on both sides costs a little width and cannot
-- overlap at any window size.
local clusterW = 2 * gear + math.floor(6 * m.s) + m.pad
local boxX = m.x + clusterW
local boxW = math.max(0, m.w - 2 * clusterW)
if imp.logo and boxW > 0 then
local lw, lh = imp.logo:getDimensions()
local maxW = math.min(320 * m.s, boxW)
local scale = math.min(maxW / lw, m.logoH / lh)
local dw, dh = lw * scale, lh * scale
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(imp.logo, Theme.snap(boxX + (boxW - dw) / 2),
Theme.snap(y + (rowH - dh) / 2), 0, scale, scale)
end
local rx = m.x + m.w - m.pad
local by = y + (rowH - gear) / 2
-- Switch-only: show the running app version opposite the settings gear so
-- players can confirm which build is on the microSD (OTA / zip updates).
if imp.isNX then
local label = "v" .. tostring(Version.engine or "?")
local tw = Kit.textWidth("small", label)
local padX = math.floor(12 * m.s)
local chipW = math.max(tw + 2 * padX, gear)
local lx = m.x + m.pad
Theme.fill(lx, by, chipW, gear, PAL.bg, 1)
Theme.stroke(lx, by, chipW, gear, PAL.yellow, Theme.A.hover, 1)
local th = Kit.textHeight("small")
Kit.text("small", label, lx + math.floor((chipW - tw) / 2),
by + math.floor((gear - th) / 2), PAL.yellow)
end
-- The right cluster is laid out right to left -- Quit outermost, the gear
-- inboard of it -- but the two are REGISTERED gear first, because the first
-- focusable of the first frame adopts the keyboard ring and that must not be
-- the button that exits the app.
local quitX = rx - gear
rx = quitX - math.floor(6 * m.s)
-- Settings gear. It now also owns the CONTROL settings (touch overlay
-- editor, reset rebinds), which used to be buttons stacked in the game
-- panel -- see LauncherSettings.coreRows.
imp._gearIcon = imp._gearIcon
or love.graphics.newImage("assets/launcher/gear.png")
rx = rx - gear
iconButton(imp, "gear", rx, by, gear, imp._gearIcon,
function() imp:_openSettings() end)
-- Quit, top-right corner.
iconButton(imp, "quit", quitX, by, gear, nil,
function() imp:_quitApp() end,
function(x, y, size, hot)
local pad = math.floor(size * 0.32)
drawCross(x + pad, y + pad, size - 2 * pad,
hot and { 0, 0, 0, 1 } or { 1, 1, 1, 0.85 })
end)
-- The self-update control lives in the FOOTER next to the BCG mark (small,
-- out of the wordmark's way -- it used to overlap the logo on a phone). It
-- still GLOWS through Kit.button when there is something to act on.
y = y + rowH
-- tab bar
imp._modsIcon = imp._modsIcon
or love.graphics.newImage("assets/launcher/mods.png")
imp._findIcon = imp._findIcon
or love.graphics.newImage("assets/launcher/find.png")
-- The three game tabs keep their cartridge colours -- that is the one piece
-- of brand identity in the launcher, and "the red one" is how people
-- actually refer to these. The colour rides the outline and the glyph at
-- rest and becomes the fill when active, the same rule the buttons follow.
local tabs = {
{ id = "red", letter = "R", label = Strings("RED"), color = PAL.railRed },
{ id = "blue", letter = "B", label = Strings("BLUE"), color = PAL.railBlue },
{ id = "yellow", letter = "Y", label = Strings("YELLOW"), color = PAL.railGold },
{ id = "mods", icon = imp._modsIcon, label = Strings("MODS") },
{ id = "find", icon = imp._findIcon, label = Strings("FIND MODS") },
}
local tabH = m.chip
local tx = m.x + m.pad
local ty = y + math.floor(6 * m.s)
for _, t in ipairs(tabs) do
local active = imp.tab == t.id
local key = "tab-" .. t.id
local labelW = Kit.textWidth("tab", t.label)
-- The active tab spells its name out; inactive tabs are the glyph alone,
-- so five tabs fit a phone width without wrapping.
local w = active and (tabH + math.floor(8 * m.s) + labelW + math.floor(12 * m.s))
or tabH
Kit._audit("control", tx, ty, w, tabH, key)
local focused = Kit.focusable(key, tx, ty, w, tabH)
local hot = focused or Kit.hover(tx, ty, w, tabH)
local invert = active or hot
local tint = t.color or PAL.ink
Theme.fillRounded(tx, ty, w, tabH, invert and tint or PAL.surface, 1)
if not invert then
Theme.strokeRounded(tx, ty, w, tabH, tint,
t.color and Theme.A.hover or Theme.A.hairline, 1)
end
-- Ink on a filled tab must contrast with THAT fill: black on the light
-- red/blue/gold cartridge colours, which are all high-luminance.
local ink = invert and PAL.inverse or (t.color or PAL.text)
if t.icon then
local iw, ih = t.icon:getDimensions()
local pad = math.floor(tabH * 0.24)
local s = math.min((tabH - 2 * pad) / iw, (tabH - 2 * pad) / ih)
if invert then love.graphics.setColor(0, 0, 0, 1)
else love.graphics.setColor(1, 1, 1, 0.9) end
love.graphics.draw(t.icon, Theme.snap(tx + (tabH - iw * s) / 2),
Theme.snap(ty + (tabH - ih * s) / 2), 0, s, s)
love.graphics.setColor(1, 1, 1, 1)
else
Kit.textCenter("tab", t.letter, tx,
ty + (tabH - Kit.textHeight("tab")) / 2, tabH, ink)
end
if active then
Kit.text("tab", t.label, tx + tabH + math.floor(4 * m.s),
ty + (tabH - Kit.textHeight("tab")) / 2, ink)
end
if Kit.press(tx, ty, w, tabH) or Kit._activateId == key then
queueAction(imp, key, function() imp:_switchTab(t.id) end)
end
tx = tx + w + math.floor(6 * m.s)
end
y = ty + tabH + math.floor(8 * m.s)
Theme.fill(m.x, y, m.w, 1, PAL.line, Theme.A.hairline)
return y + math.floor(10 * m.s)
end
-- The state of the self-updater, as a top-right control.
-- Returns status, label, action, glow.
function LauncherView._updateControl(imp)
if not imp.Check then return nil end
local ok, st = pcall(imp.Check.state)
st = (ok and type(st) == "table") and st or nil
local status = st and st.status or "idle"
if status == "checking" then
return status, Strings("Checking..."), nil, false
elseif status == "downloading" then
local pct = st.progress and math.floor(st.progress * 100) or 0
return status, Strings("Updating %d%%", pct), nil, false
elseif status == "available" then
return status, st.latest and (Strings("Update v") .. st.latest)
or Strings("Update"), function() pcall(imp.Check.download) end, true
elseif status == "ready" then
return status, Strings("Restart to update"),
function() require("src.core.HostShell").restart() end, true
elseif status == "needs_full" then
return status, Strings("Open releases"),
function() love.system.openURL(imp.Check.releaseUrl()) end, true
end
-- idle / uptodate / error: offer a manual check, with no glow.
return status, Strings("Check for updates"),
function() pcall(imp.Check.start) end, false
end
-- ------------------------------------------------------------ game panel
-- What this version's ROM situation is, as a plain table. The panel and the
-- per-game manage modal both read it, so the two can never disagree about
-- whether a ROM is present or what the import button should say.
-- state a headline, or nil when there is nothing to report (ready)
-- detail the paragraph under it
-- label the import button's caption
-- enabled whether that button may be pressed
-- progress 0-1 while an import for THIS version is running
local function romModel(imp, version, info, ready, locked)
local importLabel = imp.isNX and Strings("Scan again") or Strings("Import ROM")
if locked then
return { state = Strings("Not supported yet"),
detail = Strings("Support for this game is on the way."),
label = Strings("Import unavailable"), enabled = false }
end
local dropHint = imp.isNX and Strings("Copy the .gb/.gbc via MTP into imports/.")
or (imp.baseRomDiscovery and Strings("Or copy the .gb/.gbc into baseroms/.")
or (imp.android and Strings("Copy the .gb/.gbc via USB.")
or Strings("Or drop the .gb/.gbc file here.")))
local importing = imp.importing == version
local erroring = imp.workState == "error" and imp.errorVersion == version
local notice = imp.notice and imp.notice.version == version and imp.notice
local baseRom = imp.baseRoms and imp.baseRoms[version]
local scanning = imp.baseRomDiscovery and imp.baseRomScan
and imp.baseRomScan.state ~= "done"
if importing and (imp.workState == "working" or imp.workState == "complete") then
return { state = imp.status or Strings("Importing"),
detail = imp.detail or "", progress = imp.progress or 0 }
elseif erroring then
-- An import that FAILED is reported even on a ready game (a re-import
-- that could not read the new file): the failure is the only reason the
-- library still holds the old cache, and it must not be silent (the
-- "Import failed with no explanation" report).
return { state = Strings("Import failed"),
detail = imp.detail or Strings("That ROM could not be imported."),
label = importLabel, enabled = true }
elseif ready then
return { label = Strings("Re-import ROM"), enabled = true }
elseif notice then
return { state = Strings("No ROM imported"),
detail = ((notice.status or "") .. " " .. (notice.detail or ""))
:gsub("^%s+", ""):gsub("%s+$", ""),
label = importLabel, enabled = true }
elseif baseRom then
return { state = Strings("Compatible ROM found"),
detail = Strings("Found in baseroms/: %s", baseRom.name),
label = Strings("Import detected ROM"), enabled = true }
elseif scanning then
return { state = Strings("Checking baseroms..."),
detail = Strings("Looking for compatible Red, Blue, and Yellow ROMs."),
label = Strings("Import ROM"), enabled = false }
elseif imp.returning[version] then
return { state = Strings("Update required"),
detail = Strings("This build needs a few more things from your ")
.. info.label .. Strings(" ROM. Re-import to continue."),
label = Strings("Re-import ROM"), enabled = true }
end
return { state = Strings("No ROM imported"),
detail = Strings("The ROM is verified before any files are created. ")
.. dropHint,
label = importLabel, enabled = true }
end
-- The import action behind whichever button carries it.
local function romAction(imp, version, mdl)
if not mdl.enabled then return nil end
return function()
if imp.ready[version] then imp:reimport(version)
else imp:choose(version) end
end
end
-- The ROM card: the state headline, its paragraph, and the Import button.
-- It exists ONLY while there is something to report -- a game with a verified
-- ROM shows Play, not a card of file management (that moved behind the manage
-- button next to Play, and the save file controls moved into the slot card).
-- Returns the height it consumed, 0 when it drew nothing.
local function buildRomCard(imp, x, y, w, m, version, mdl, maxH)
if not (mdl.state or mdl.progress) then return 0 end
local pad = math.floor(14 * m.s)
local iw = w - 2 * pad
local lineH = Kit.textHeight("small")
local hasButton = mdl.progress == nil and mdl.label ~= nil
-- Pads and the button are fixed furniture that always fits; the detail
-- paragraph is the elastic part and gets trimmed to whatever lines the
-- budget leaves. Without that trim the card overflowed and got clipped
-- mid-button, which is the failure a no-scroll layout must design out.
local fixedH = pad + Kit.textHeight("button") + math.floor(4 * m.s)
+ math.floor(10 * m.s)
+ ((hasButton or mdl.progress) and (m.btnH + math.floor(2 * m.s)) or 0)
+ pad
local detailLines = 3
if maxH then
detailLines = math.max(0,
math.min(detailLines, math.floor((maxH - fixedH) / lineH)))
end
local detailH = Kit.wrapHeight("small", mdl.detail or "", iw, detailLines)
local h = fixedH + detailH
Kit.card(x, y, w, h)
local cy = y + pad
Kit.text("button", Kit.ellipsize("button", mdl.state or "", iw), x + pad, cy,
PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(4 * m.s)
cy = cy + Kit.textWrapped("small", mdl.detail or "", x + pad, cy, iw,
PAL.detail, detailLines)
cy = cy + math.floor(10 * m.s)
if mdl.progress ~= nil then
Kit.progress(x + pad, cy + (m.btnH - math.floor(10 * m.s)) / 2, iw,
math.floor(10 * m.s), mdl.progress)
elseif hasButton then
btn(imp, x + pad, cy, iw, m.btnH, "rom-" .. version, mdl.label, {
kind = "accent", enabled = mdl.enabled,
action = romAction(imp, version, mdl),
})
end
return h
end
-- Save slots, PAGINATED. This was a fixed-height scroller with momentum; it
-- is now a page of rows sized to whatever height the column has left, which
-- is why 40 slots cost exactly what 4 do.
-- Lay a row's action chips out right-aligned, wrapping onto further lines
-- when they cannot all fit across the row. A narrow window (the 150%-scaled
-- desktop and the portrait phone in the reports) could not fit four chips on
-- one line, and a fixed right-to-left cluster simply walked them off the left
-- edge and under the row's own text. Returns an array of lines, each an
-- array of chips, so the caller can size the row BEFORE drawing it.
local function chipLines(chips, inner, gap)
local lines, line, used = {}, {}, 0
for _, c in ipairs(chips) do
if #line > 0 and used + gap + c.w > inner then
lines[#lines + 1] = line
line, used = {}, 0
end
used = used + ((#line > 0) and gap or 0) + c.w
line[#line + 1] = c
end
if #line > 0 then lines[#lines + 1] = line end
return lines
end
-- The width a chip needs for its caption, at the row-chip font.
local function chipWidth(label, m)
return Kit.textWidth("small", label) + math.floor(20 * m.s)
end
local function buildSlotCard(imp, x, y, w, availH, m, version, ready)
imp:_ensureSlots(version)
local slots = imp.slots[version] or {}
local active = imp.activeSlot[version]
local n = #slots
local pad = math.floor(14 * m.s)
local iw = w - 2 * pad
local gap = math.floor(8 * m.s)
-- A slot row: name + LOADED tag, meta line, then the action chips. The
-- chip set is measured against the WIDEST possible row (every chip present)
-- so every row on the page is the same height even though an empty slot
-- offers fewer -- pagination derives its row count from a uniform height.
local chipH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local rowInner = iw - math.floor(20 * m.s)
local maxChips = {
{ w = chipWidth(Strings("Export"), m) },
{ w = chipWidth(Strings("Rename"), m) },
{ w = chipWidth(Strings("Edit"), m) },
-- Delete's width is pinned to the WIDER of its two captions so arming to
-- "Sure?" never reflows the row under the pointer (#433).
{ w = math.max(chipWidth(DELETE_LABEL(false), m),
chipWidth(DELETE_LABEL(true), m)) },
}
local chipGap = math.floor(6 * m.s)
local maxChipsW = 0
for i, c in ipairs(maxChips) do
maxChipsW = maxChipsW + c.w + ((i > 1) and chipGap or 0)
end
-- BESIDE the text when the row is wide enough to hold both and still leave
-- the name and meta lines a readable share, UNDER it when it is not. A
-- desktop row costs one text block instead of a text block plus a button
-- strip, which is what lets a two-column window show several slots per page
-- instead of one; a phone row keeps the taller shape rather than squeezing
-- four chips and a name into one line.
local textH = Kit.textHeight("button") + math.floor(4 * m.s)
+ Kit.textHeight("small")
-- The threshold is what the TEXT needs, not a fraction of the row: a slot
-- name plus its badges/time/dex line wants about this much before it starts
-- ellipsizing anything a player came to read.
local textMinW = math.floor(150 * m.s)
local sideBySide =
(rowInner - maxChipsW - math.floor(12 * m.s)) >= textMinW
local chipRowCount = #chipLines(maxChips, rowInner, chipGap)
local chipBlockH = chipRowCount * chipH
+ math.max(0, chipRowCount - 1) * chipGap
local rowH
if sideBySide then
rowH = math.floor(8 * m.s) + math.max(textH, chipH) + math.floor(8 * m.s)
else
rowH = math.floor(8 * m.s) + textH + math.floor(8 * m.s) + chipBlockH
+ math.floor(8 * m.s)
end
-- The header carries "Import save": a .sav import CREATES a slot, so it
-- belongs to the slot list rather than to the ROM card it used to sit in.
local headH = math.max(Kit.textHeight("caption"), m.btnH) + math.floor(8 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local newBtnH = m.btnH
local sfNotice = imp.saveNotice[version]
local hintText, hintCol
if sfNotice then
hintText, hintCol = sfNotice.text, (sfNotice.ok and PAL.green or PAL.red)
else
hintText, hintCol = nil, PAL.muted
end
local hintH = hintText
and (Kit.wrapHeight("small", hintText, iw, 2) + math.floor(8 * m.s)) or 0
local folderRow = sfNotice and sfNotice.dir
if folderRow then hintH = hintH + Kit.textHeight("small") + math.floor(4 * m.s) end
-- Rows get whatever is left after the card's fixed furniture.
local listH = availH
- (pad * 2 + headH + hintH + pagerH + gap + newBtnH + gap)
local perPage = Kit.rowsThatFit(listH, rowH, gap, 1, 12)
local pageKey = "slots-" .. version
local first, last, cur, pages = Kit.pageBounds(page(imp, pageKey), n, perPage)
setPage(imp, pageKey, cur)
local shown = math.max(0, last - first + 1)
local usedListH = (n == 0) and math.floor(70 * m.s)
or (shown * rowH + math.max(0, shown - 1) * gap)
local h = pad + headH + usedListH + gap + hintH
+ (pages > 1 and (pagerH + gap) or 0) + newBtnH + pad
Kit.card(x, y, w, h)
local cy = y + pad
local capY = cy + math.floor((m.btnH - Kit.textHeight("caption")) / 2)
Kit.caption(x + pad, capY, Strings("SAVE SLOT"))
local savImportLabel = imp.isNX and Strings("Scan again")
or Strings("Import save")
local impW = chipWidth(savImportLabel, m) + math.floor(8 * m.s)
btn(imp, x + w - pad - impW, cy, impW, m.btnH, "sav-import-" .. version,
savImportLabel, {
kind = "accent", font = "small", enabled = ready and true or false,
action = ready and function() imp:chooseSaveImport(version) end or nil,
})
local countW = (x + w - pad - impW - math.floor(8 * m.s))
- (x + pad + Kit.captionWidth(Strings("SAVE SLOT")) + math.floor(8 * m.s))
if countW > 0 then
Kit.textRight("small",
n == 1 and Strings("1 slot") or Strings("%d slots", n),
x + w - pad - impW - math.floor(8 * m.s), capY, PAL.muted)
end
cy = cy + headH
if n == 0 then
Kit.emptyBox(x + pad, cy, iw, usedListH,
Strings("No saves yet - start a new game or import one."))
cy = cy + usedListH + gap
else
-- Wheel over the list turns pages; the page index is bounded, so there is
-- no scroll offset to interpolate and nothing to clamp against content.
setPage(imp, pageKey,
Kit.wheelPage(x + pad, cy, iw, usedListH, cur, n, perPage))
for i = first, last do
local slot = slots[i]
local selected = slot.id == active
local rowKey = "slot-" .. version .. "-" .. slot.id
local ry = cy + (i - first) * (rowH + gap)
local ink = rowHit(imp, x + pad, ry, iw, rowH, selected, rowKey,
function() imp:_selectSlot(version, slot.id) end)
local px = x + pad + math.floor(10 * m.s)
local inner = iw - math.floor(20 * m.s)
-- Beside the chips, the text block only owns what they leave; under
-- them it owns the row. Either way the width is fixed before anything
-- prints, so the name ellipsizes into its own space rather than into
-- a button.
local textW = sideBySide
and (inner - maxChipsW - math.floor(12 * m.s)) or inner
local ly = ry + math.floor(8 * m.s)
+ (sideBySide and math.floor((math.max(textH, chipH) - textH) / 2) or 0)
local name = slot.label or slot.name or Strings("NEW GAME")
local tagW = 0
if selected then
tagW = Kit.textWidth("micro", Strings("LOADED")) + math.floor(16 * m.s)
Kit.tag(px + textW - tagW, ly, tagW, Kit.textHeight("button"),
Strings("LOADED"), PAL.inverse)
tagW = tagW + math.floor(8 * m.s)
end
Kit.text("button", Kit.ellipsize("button", name, textW - tagW), px, ly, ink)
ly = ly + Kit.textHeight("button") + math.floor(4 * m.s)
local metaTxt
if slot.exists and slot.meta then
metaTxt = Strings("%d badges - %s - %d caught", slot.meta.badges or 0,
slot.meta.timeText or "0:00", slot.meta.dexCount or 0)
else
metaTxt = Strings("empty slot")
end
Kit.text("small", Kit.ellipsize("small", metaTxt, textW), px, ly,
selected and PAL.inverse or PAL.muted)
-- Where the chip block starts: centred on the row beside the text, or
-- on its own line under it.
ly = sideBySide and (ry + (rowH - chipBlockH) / 2)
or (ly + Kit.textHeight("small") + math.floor(8 * m.s))
-- Action chips, right-aligned and wrapped onto as many lines as the row
-- width needs. Export lives HERE rather than beside the ROM buttons:
-- an export is a property of a slot, so the control belongs on the slot
-- it exports (it selects the row first, since the exporter writes
-- whichever slot is active).
local armed = deleteArmed(imp, "slot", slot.id, version)
local chips = {}
if slot.exists then
chips[#chips + 1] = { label = Strings("Export"), kind = "accent",
key = rowKey .. "-export",
action = function()
imp:_selectSlot(version, slot.id)
imp:exportSave(version)
end }
end
if not imp.android then
chips[#chips + 1] = { label = Strings("Rename"), kind = "accent",
key = rowKey .. "-rename",
action = function() imp:_beginRename(version, slot.id) end }
end
if imp.onEditSave and slot.exists then
chips[#chips + 1] = { label = Strings("Edit"), kind = "accent",
key = rowKey .. "-edit",
action = function() imp.onEditSave(version, slot.id) end }
end
chips[#chips + 1] = { label = DELETE_LABEL(armed), kind = "danger",
keepArm = true, key = rowKey .. "-del",
-- Pinned width, so arming to "Sure?" cannot reflow the cluster.
w = math.max(chipWidth(DELETE_LABEL(false), m),
chipWidth(DELETE_LABEL(true), m)),
action = function()
imp:pressDelete("slot", slot.id, version, function()
imp:_deleteSlot(version, slot.id)
end)
end }
for _, c in ipairs(chips) do c.w = c.w or chipWidth(c.label, m) end
for li, line in ipairs(chipLines(chips, inner, chipGap)) do
local total = 0
for i, c in ipairs(line) do
total = total + c.w + ((i > 1) and chipGap or 0)
end
local cx = px + inner - total
local cly = ly + (li - 1) * (chipH + chipGap)
for _, c in ipairs(line) do
btn(imp, cx, cly, c.w, chipH, c.key, c.label, {
kind = c.kind, font = "small", keepArm = c.keepArm,
action = c.action,
})
cx = cx + c.w + chipGap
end
end
end
cy = cy + usedListH + gap
end
-- The save-file notice (import/export result) lands in this card now that
-- the buttons that produce it do.
if hintText then
cy = cy + Kit.textWrapped("small", hintText, x + pad, cy, iw, hintCol, 2)
if folderRow then
cy = cy + math.floor(4 * m.s)
local key = "sav-folder-" .. version
local label = Strings("Open folder")
local lw = Kit.textWidth("small", label)
local lh = Kit.textHeight("small")
Kit.focusable(key, x + pad, cy, lw, lh)
Kit.text("small", label, x + pad, cy, PAL.blue)
Theme.fill(x + pad, cy + lh - 1, lw, 1, PAL.blue, 0.6)
if Kit.press(x + pad, cy, lw, lh) or Kit._activateId == key then
local dir = sfNotice.dir
queueAction(imp, key, function()
love.system.openURL(imp:fileUrl(dir))
end)
end
cy = cy + lh
end
cy = cy + math.floor(8 * m.s)
end
if pages > 1 then
local newPage = Kit.pager(x + pad, cy, iw, cur, n, perPage, pageKey)
setPage(imp, pageKey, newPage)
cy = cy + pagerH + gap
end
btn(imp, x + pad, cy, iw, newBtnH, "slot-new-" .. version,
Strings("+ New save slot"), {
kind = "good",
action = function() imp:_newSlot(version) end,
})
return h
end
local function buildGamePanel(imp, x, y, w, availH, m, version)
imp.panelVersion = version
local info = GameVersion.info(version)
local locked = info == nil
local gameName = info and (info.launcherName or info.displayName)
or tostring(version)
local ready = (not locked) and imp.ready[version] or false
-- title + status tag
local titleH = Kit.textHeight("title")
Kit.text("title", Kit.ellipsize("title", gameName, w * 0.6), x, y, PAL.heading)
local tagText, tagCol
if ready then tagText, tagCol = Strings("GOOD TO GO"), PAL.green
elseif imp.baseRoms and imp.baseRoms[version] then
tagText, tagCol = Strings("ROM FOUND"), PAL.green
elseif locked then tagText, tagCol = Strings("COMING SOON"), PAL.steel
else tagText, tagCol = Strings("ROM REQUIRED"), PAL.yellow end
local tagW = Kit.textWidth("micro", tagText) + math.floor(18 * m.s)
local tagH = Kit.textHeight("micro") + math.floor(10 * m.s)
Kit.tag(x + Kit.textWidth("title", Kit.ellipsize("title", gameName, w * 0.6))
+ math.floor(12 * m.s), y + (titleH - tagH) / 2, tagW, tagH, tagText, tagCol)
local cy = y + titleH + math.floor(12 * m.s)
local remaining = availH - (titleH + math.floor(12 * m.s))
local gap = m.gap
local lx, lw, rx2, rw
if m.twoCol then
lx, lw = x, m.colW
rx2, rw = x + m.colW + m.colGap, m.colW
else
lx, lw, rx2, rw = x, w, x, w
end
-- LEFT COLUMN, laid out DOWNWARD from the top. It used to pin Play and a
-- Touch-Controls/Reset-rebinds pair to the BOTTOM and fill the cards
-- downward into whatever was left, which meant the column's height was
-- whatever its text happened to need -- and on any window shorter than
-- that pile the pinned block simply left the window (Play was measurably
-- off-screen at 1280x720 and on every phone shape). The controls pair has
-- moved behind the gear (they are global settings, not per-game), the ROM
-- and save file management moved into the manage modal and the slot card,
-- and what is left is short enough to lay out top-down and always fit.
local mdl = romModel(imp, version, info, ready, locked)
local ly = cy
if ready then
-- Play IS the panel: it takes the space the ROM buttons used to hold, at
-- the top of the column where the eye lands, wearing this game's own
-- cartridge colour rather than a generic green.
-- Play grows into the room the column has: it is the one thing on this
-- screen the player came for, and the space freed by moving ROM and
-- control management out belongs to it rather than to a gap. Clamped at
-- both ends so a short window still gets a real button and a tall one
-- does not get a billboard.
local playH = math.floor(clamp(remaining * 0.30, 64 * m.s, 132 * m.s))
local mgW = playH
local bgap = math.floor(8 * m.s)
btn(imp, lx, ly, lw - mgW - bgap, playH, "play-" .. version,
Strings("Play ") .. gameName, {
fill = cartColor(version), ink = PAL.inverse, font = "stat",
action = function() imp:play(version) end,
})
imp._gearIcon = imp._gearIcon
or love.graphics.newImage("assets/launcher/gear.png")
iconButton(imp, "manage-" .. version, lx + lw - mgW, ly, playH,
imp._gearIcon, function() imp._gameManage = version end)
ly = ly + playH + gap
end
-- The ROM card, which now only exists while there is something to report:
-- no ROM, a failed import, an import in flight, or an unsupported game.
local romH = buildRomCard(imp, lx, ly, lw, m, version, mdl,
m.twoCol and remaining or math.floor(remaining * 0.5))
if romH > 0 then ly = ly + romH + gap end
-- Save slots. Two columns put them beside the left stack; ONE column
-- stacks them underneath. Either way the card is clipped to the room it
-- actually has, and sizes its own list to that budget.
if not locked then
local slotY = m.twoCol and cy or ly
local slotAvail = m.twoCol and remaining or (cy + remaining - ly)
if slotAvail > 80 * m.s then
Kit.pushClip(rx2, slotY, rw, math.max(0, slotAvail))
buildSlotCard(imp, rx2, slotY, rw, slotAvail, m, version, ready)
Kit.popClip()
end
end
end
-- --------------------------------------------------------------- mods panel
-- One line of { text, color } segments, ellipsized as a whole: each segment
-- gets whatever width the previous ones left, and the first segment that has
-- to ellipsize ends the line. Lets the download count sit green inside an
-- otherwise muted stats line without two competing ellipsis passes.
local function segLine(fontName, segs, x, y, maxW)
local sx = x
for _, seg in ipairs(segs) do
local text = seg[1]
local avail = maxW - (sx - x)
if avail <= 0 then break end
local shown = Kit.ellipsize(fontName, text, avail)
Kit.text(fontName, shown, sx, y, seg[2])
if shown ~= text then break end
sx = sx + Kit.textWidth(fontName, text)
end
end
-- The persisted sort choice both mod panels share. The chooser itself is a
-- popup (buildSortModal); panels just read the current key and offer a
-- "Sort" button, which is what freed the chip row's two lines of space.
local function sortDefs()
return {
{ key = "name", label = Strings("Name") },
{ key = "popularity", label = Strings("Popularity") },
{ key = "release", label = Strings("Release date") },
{ key = "updated", label = Strings("Last updated") },
}
end
local function currentSort(imp)
local sortKey = imp.modSort
if sortKey == nil then
local ok, opts = pcall(require("src.core.SaveData").loadOptions)
if ok and type(opts) == "table" and type(opts.modSort) == "string" then
sortKey = opts.modSort
end
sortKey = sortKey or "popularity"
imp.modSort = sortKey
end
return sortKey
end
-- A hand-drawn check mark: the UI font has no guaranteed glyph for one, and
-- a tofu box on the "you already have this" signal would be worse than none.
local function drawCheck(x, y, size, color)
love.graphics.push("all")
love.graphics.setColor(color)
love.graphics.setLineWidth(math.max(2, size * 0.16))
love.graphics.setLineJoin("bevel")
love.graphics.line(
x, y + size * 0.55,
x + size * 0.35, y + size * 0.85,
x + size * 0.95, y + size * 0.15)
love.graphics.pop()
end
local function buildModsPanel(imp, x, y, w, availH, m)
imp:_ensureMods()
local ModUpdate = require("src.mods.ModUpdate")
local mods = imp.mods or {}
local gap = m.gap
local cy = y
-- header: just the action cluster, right-aligned. No "Mods" headline (the
-- active tab already says it) and no enabled count (the toggles show it).
local place = Layout.rightCluster(x, w, math.floor(6 * m.s))
local bh = m.btnH
local importLabel = imp:_modsImportButtonLabel()
local iw2 = Kit.textWidth("small", importLabel) + math.floor(24 * m.s)
btn(imp, place(iw2), cy, iw2, bh, "mods-import", importLabel, {
kind = "accent", font = "small",
action = function() imp:chooseMod() end })
if #mods > 0 then
local dw = Kit.textWidth("small", Strings("Disable all")) + math.floor(20 * m.s)
btn(imp, place(dw), cy, dw, bh, "mods-disable-all", Strings("Disable all"), {
kind = "warn", font = "small",
action = function() imp:_setAllMods(false) end })
local ew = Kit.textWidth("small", Strings("Enable all")) + math.floor(20 * m.s)
btn(imp, place(ew), cy, ew, bh, "mods-enable-all", Strings("Enable all"), {
kind = "good", font = "small",
action = function() imp:_setAllMods(true) end })
local sw = Kit.textWidth("small", Strings("Sort")) + math.floor(24 * m.s)
btn(imp, place(sw), cy, sw, bh, "mods-sort", Strings("Sort"), {
font = "small",
action = function() imp._sortPopup = true end })
end
cy = cy + bh + math.floor(8 * m.s)
-- notice line
local noticeText, noticeCol
if imp.modNotice then
noticeText = imp.modNotice.text
noticeCol = imp.modNotice.ok and PAL.green or PAL.red
else
noticeText, noticeCol = imp:_modsDefaultHint(), PAL.muted
end
cy = cy + Kit.textWrapped("small", noticeText, x, cy, w, noticeCol, 2)
+ math.floor(8 * m.s)
if #mods == 0 then
Kit.emptyBox(x, cy, w, math.floor(110 * m.s), imp:_modsEmptyHint())
return
end
local sortKey = currentSort(imp)
-- Immediate mode paints this panel every frame; re-sorting the whole list
-- per frame (with lowercased-string allocations in the comparator) fed the
-- GC for nothing. Cache the sorted array, keyed on the list identity, the
-- sort mode, and the update-info revision the fetch pump bumps.
local cache = imp._modSortCache
if cache and cache.src == mods and cache.n == #mods
and cache.key == sortKey and cache.rev == (imp._modUpdateRev or 0) then
mods = cache.list
else
local sorted = {}
for i, v in ipairs(mods) do sorted[i] = v end
table.sort(sorted, function(a, b)
local function value(mod)
if sortKey == "name" then return (mod.name or ""):lower() end
local info = mod.github and mod.github ~= "" and imp:_modUpdateInfo(mod.id)
if sortKey == "popularity" then
return info and info.downloads and info.downloads.total or -1
end
local date = info and info.dates
if sortKey == "release" then return date and date.first or "0000-00-00" end
return date and date.latest or "0000-00-00"
end
local va, vb = value(a), value(b)
if va ~= vb then
if sortKey == "name" then return va < vb end
return va > vb -- data sorts newest / most popular first
end
return (a.name or ""):lower() < (b.name or ""):lower()
end)
imp._modSortCache = { src = imp.mods, n = #mods, key = sortKey,
rev = imp._modUpdateRev or 0, list = sorted }
mods = sorted
end
-- A mod row is a fixed height: name line, version + status line, one line
-- of description, and an action row. Fixed because a page of uniform rows
-- is what lets perPage come from the viewport.
local chipH = math.max(Kit.tapMin(), math.floor(30 * m.s))
-- Text block on the left, chips right-aligned beside it: one row, not a
-- text block with a button strip stacked under it.
local textH = Kit.textHeight("button") + math.floor(4 * m.s)
+ Kit.textHeight("small") + math.floor(2 * m.s) + Kit.textHeight("small")
local rowH = math.floor(8 * m.s) + math.max(textH, chipH)
+ math.floor(8 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local listH = availH - (cy - y) - pagerH - gap
local perPage = Kit.rowsThatFit(listH, rowH, gap, 1, 20)
local first, last, cur, pages = Kit.pageBounds(page(imp, "mods"), #mods, perPage)
setPage(imp, "mods", cur)
local listTop = cy
setPage(imp, "mods",
Kit.wheelPage(x, listTop, w, listH, cur, #mods, perPage))
for i = first, last do
local mod = mods[i]
local ry = listTop + (i - first) * (rowH + gap)
local rowKey = "mod-row-" .. mod.id
-- The whole row is the control: it opens the per-mod actions popup
-- (update / versions / delete moved there). Only the enable toggle
-- stays inline, because flipping a mod on and off is the everyday act.
local focused = Kit.focusable(rowKey, x, ry, w, rowH)
local hot = focused or Kit.hover(x, ry, w, rowH)
Kit.card(x, ry, w, rowH, hot)
local pad = math.floor(12 * m.s)
local px, inner = x + pad, w - 2 * pad
local ly = ry + math.floor(10 * m.s)
local togW = math.floor(56 * m.s)
local togH = math.floor(26 * m.s)
local info = mod.github and mod.github ~= "" and imp:_modUpdateInfo(mod.id)
local togKey = "mod-toggle-" .. mod.id
-- The toggle reports its own new value, but the importer owns the state:
-- queue the flip and let _toggleMod (which may raise an experimental-mod
-- confirm) decide what actually happens.
local _, flipped = Kit.toggle(px + inner - togW,
ry + (rowH - togH) / 2, togW, togH, mod.enabled, togKey)
if flipped then
queueAction(imp, togKey, function() imp:_toggleMod(mod.id) end)
end
-- The toggle sits inside the row's rect, so its press also passes the
-- row's hit test; `flipped` gates the row action to everywhere else.
if not flipped
and (Kit.press(x, ry, w, rowH) or Kit._activateId == rowKey) then
local id = mod.id
queueAction(imp, rowKey, function() imp._modActions = id end)
end
local chipsW = togW + math.floor(6 * m.s)
local textW = inner - chipsW - math.floor(12 * m.s)
local badgeW = Kit.textWidth("micro", mod.badge) + math.floor(12 * m.s)
local nameShown = Kit.ellipsize("button", mod.name,
textW - badgeW - math.floor(8 * m.s))
Kit.text("button", nameShown, px, ly, PAL.heading)
Kit.tag(px + Kit.textWidth("button", nameShown) + math.floor(8 * m.s), ly,
badgeW, Kit.textHeight("button"), mod.badge,
mod.experimental and PAL.yellow or PAL.muted)
ly = ly + Kit.textHeight("button") + math.floor(4 * m.s)
-- version + status + update state
local statusText, statusCol = modStatusColor(mod.status)
local line = "v" .. tostring(mod.version or "?") .. " " .. statusText
Kit.text("small", line, px, ly, statusCol)
local lx = px + Kit.textWidth("small", line) + math.floor(12 * m.s)
if imp:_modInfoPending(mod.id) then
-- An inline spinner, because this row's release check is genuinely in
-- flight -- the list stays usable while it resolves.
Loader.dot(lx, ly, Kit.textHeight("small"))
Kit.text("small", Strings("Checking..."),
lx + Kit.textHeight("small") + math.floor(6 * m.s), ly, PAL.muted)
elseif info and info.status == "available" then
Kit.text("small", Strings("v%s available", tostring(info.latest)),
lx, ly, PAL.yellow)
elseif info and info.status == "current" then
Kit.text("small", Strings("up to date"), lx, ly, PAL.muted)
elseif info and info.status == "error" then
Kit.text("small", Strings("check failed"), lx, ly, PAL.red)
end
ly = ly + Kit.textHeight("small") + math.floor(2 * m.s)
-- one line of description, or the download stats when we have them
-- (download count in green so popularity reads at a glance)
if info and info.downloads then
local d = info.dates
local dl = ModUpdate.downloadsLine(info.downloads.total)
local dates = ModUpdate.datesLine(d and d.first, d and d.latest)
local segs = {}
if dl then segs[#segs + 1] = { dl, PAL.green } end
if dates then
segs[#segs + 1] = { (dl and " - " or "") .. dates, PAL.detail }
end
segLine("small", segs, px, ly, textW)
elseif (mod.description or "") ~= "" then
Kit.text("small", Kit.ellipsize("small", mod.description, textW),
px, ly, PAL.detail)
end
end
local pagerY = listTop + (last - first + 1) * (rowH + gap)
local newPage = Kit.pager(x, pagerY, w, cur, #mods, perPage, "mods")
setPage(imp, "mods", newPage)
end
-- ---------------------------------------------------------- find mods panel
local function buildFindPanel(imp, x, y, w, availH, m)
imp:_ensureFind()
imp:_ensureMods()
local ModIndex = require("src.mods.ModIndex")
local ModUpdate = require("src.mods.ModUpdate")
local sources = imp.findSources or {}
local rows = imp:_findRows()
local total = #((imp.findIndex and imp.findIndex.mods) or {})
local gap = m.gap
local cy = y
-- No headline, no disclaimer paragraph: the active tab already names this
-- panel, and the index list, the category filter and the sort choice all
-- moved into popups (Indexes / Filter / Sort) so the space goes to rows.
-- Only a live action-feedback notice (Installed X / errors) earns a line.
if imp.findNotice then
cy = cy + Kit.textWrapped("small", imp.findNotice.text, x, cy, w,
imp.findNotice.ok and PAL.green or PAL.red, 2) + math.floor(8 * m.s)
end
if #sources == 0 then
local h = math.floor(140 * m.s)
Kit.card(x, cy, w, h)
Kit.textCenter("button", Strings("No mod index added"), x,
cy + math.floor(24 * m.s), w, PAL.heading)
Kit.textWrapped("small", Strings(
"Add an index to browse mods. An index is a published list; paste its URL or its owner/repo."),
x + math.floor(24 * m.s), cy + math.floor(54 * m.s),
w - math.floor(48 * m.s), PAL.muted, 2)
local aw = Kit.textWidth("small", Strings("Add an index"))
+ math.floor(28 * m.s)
btn(imp, x + math.floor((w - aw) / 2), cy + h - m.btnH - math.floor(14 * m.s),
aw, m.btnH, "find-add", Strings("Add an index"), {
kind = "accent", font = "small",
action = function() imp._indexManage = true end })
return
end
-- One row: the search field, then Filter / Sort / Indexes popup buttons.
local fieldH = math.max(Kit.tapMin(), math.floor(36 * m.s))
local bgap = math.floor(6 * m.s)
local place = Layout.rightCluster(x, w, bgap)
local xw = Kit.textWidth("small", Strings("Indexes")) + math.floor(20 * m.s)
btn(imp, place(xw), cy, xw, fieldH, "find-indexes", Strings("Indexes"), {
font = "small",
action = function() imp._indexManage = true end })
local sw = Kit.textWidth("small", Strings("Sort")) + math.floor(20 * m.s)
btn(imp, place(sw), cy, sw, fieldH, "find-sort", Strings("Sort"), {
font = "small",
action = function() imp._sortPopup = true end })
-- The Filter button carries its state: blue while a category is active,
-- so a filtered-down list never reads as "the index shrank".
local fw = Kit.textWidth("small", Strings("Filter")) + math.floor(20 * m.s)
btn(imp, place(fw), cy, fw, fieldH, "find-filter", Strings("Filter"), {
kind = imp.findCategory and "accent" or "ghost", font = "small",
action = function() imp._filterPopup = true end })
local searchW = place(0) - x - bgap
textField(imp, x, cy, searchW, fieldH, "find-search", imp.findQuery or "",
Strings("Search mods"), imp._findSearchFocus == true,
function() imp:_toggleFindSearchFocus() end)
cy = cy + fieldH + math.floor(8 * m.s)
if #rows == 0 then
Kit.emptyBox(x, cy, w, math.floor(110 * m.s),
(total == 0) and Strings("This index lists no mods yet.")
or Strings("No mods match that search."))
return
end
local sortKey = currentSort(imp)
-- Same caching rule as the MODS tab: the comparator allocates, so only
-- re-sort when the inputs actually change.
local fcache = imp._findSortCache
if fcache and fcache.src == rows and fcache.key == sortKey
and fcache.rev == (imp._findStatsRev or 0) then
rows = fcache.list
else
local sorted = {}
for i, v in ipairs(rows) do sorted[i] = v end
table.sort(sorted, function(a, b)
local function value(entry)
if sortKey == "name" then return (entry.title or entry.id or ""):lower() end
local stats = imp:_findStats(entry)
if sortKey == "popularity" then return stats and stats.total or -1 end
if sortKey == "release" then return stats and stats.first or "0000-00-00" end
return stats and stats.latest or "0000-00-00"
end
local va, vb = value(a), value(b)
if va ~= vb then
if sortKey == "name" then return va < vb end
return va > vb
end
return (a.title or a.id or ""):lower() < (b.title or b.id or ""):lower()
end)
imp._findSortCache = { src = rows, key = sortKey,
rev = imp._findStatsRev or 0, list = sorted }
rows = sorted
end
local installed = imp:_findInstalledMap()
-- The thumbnail sits BESIDE the text and the action chips share the title
-- line's row, so a card is only as tall as its text block. The old layout
-- stacked chips under a 64px thumbnail and got ~2 rows per screen; this
-- fits roughly twice as many without shrinking a single tap target.
local thumb = math.floor(44 * m.s)
local chipH = math.max(Kit.tapMin(), math.floor(30 * m.s))
-- TWO text lines, not three: the version/author/category meta and the
-- download stats share a line. A third line cost every row ~20px, which
-- at this UI scale was the difference between one and two rows per page.
local textH = Kit.textHeight("button") + math.floor(4 * m.s)
+ Kit.textHeight("small")
local rowH = math.floor(8 * m.s) + math.max(thumb, textH, chipH)
+ math.floor(8 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local listH = availH - (cy - y) - pagerH - gap
local perPage = Kit.rowsThatFit(listH, rowH, gap, 1, 20)
local first, last, cur, pages = Kit.pageBounds(page(imp, "find"), #rows, perPage)
setPage(imp, "find", cur)
local listTop = cy
setPage(imp, "find", Kit.wheelPage(x, listTop, w, listH, cur, #rows, perPage))
for i = first, last do
local entry = rows[i]
local ry = listTop + (i - first) * (rowH + gap)
local rowKey = "find-row-" .. entry.id
-- The whole row is the control: it opens the per-mod popup where
-- Install / Details / Source moved. The only inline signal left is a
-- green check when the mod is already installed.
local focused = Kit.focusable(rowKey, x, ry, w, rowH)
local hot = focused or Kit.hover(x, ry, w, rowH)
Kit.card(x, ry, w, rowH, hot)
local pad = math.floor(12 * m.s)
local px, inner = x + pad, w - 2 * pad
local ly = ry + math.floor(8 * m.s)
if Kit.press(x, ry, w, rowH) or Kit._activateId == rowKey then
local e = entry
queueAction(imp, rowKey, function() imp._findEntry = e end)
end
local _, note = findActionFor(entry, installed[entry.id])
local chipsW = 0
if installed[entry.id] then
local ck = math.floor(20 * m.s)
drawCheck(px + inner - ck, ry + (rowH - ck) / 2, ck, PAL.green)
chipsW = ck + math.floor(6 * m.s)
end
-- thumbnail (or its placeholder while the async fetch is in flight)
local image = imp:_findThumb(entry)
if image then
local iw3, ih3 = image:getDimensions()
local s = math.min(thumb / iw3, thumb / ih3)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(image, Theme.snap(px), Theme.snap(ly), 0, s, s)
else
Theme.stroke(px, ly, thumb, thumb, PAL.line, Theme.A.hairline, 1)
Kit.textCenter("micro", "MOD", px,
ly + (thumb - Kit.textHeight("micro")) / 2, thumb, PAL.faint)
end
local bx = px + thumb + math.floor(10 * m.s)
local bw = inner - thumb - math.floor(10 * m.s) - chipsW
Kit.text("button", Kit.ellipsize("button", entry.title or entry.id, bw),
bx, ly, PAL.heading)
local by2 = ly + Kit.textHeight("button") + math.floor(4 * m.s)
-- meta and stats on one line, the download count first (and green)
-- because it is what the default Popularity sort is ordering by: a
-- narrow window ellipsizes the tail, and the count must survive that.
local stats = imp:_findStats(entry)
local baseCol = note and PAL.green or PAL.detail
local lead = "v" .. tostring(ModIndex.displayVersion(entry))
if note then lead = lead .. " - " .. note end
local dl = stats and ModUpdate.downloadsLine(stats.total) or nil
local dates = stats and ModUpdate.datesLine(stats.first, stats.latest)
or nil
local rest = {}
if entry.author then rest[#rest + 1] = entry.author end
if entry.categories and entry.categories[1] then
rest[#rest + 1] = entry.categories[1]
end
if dates then
rest[#rest + 1] = dates
elseif not dl and (entry.summary or "") ~= "" then
rest[#rest + 1] = entry.summary
end
local segs = { { lead, baseCol } }
if dl then segs[#segs + 1] = { " - " .. dl, PAL.green } end
if #rest > 0 then
segs[#segs + 1] = { " - " .. table.concat(rest, " - "), baseCol }
end
segLine("small", segs, bx, by2, bw)
end
local pagerY = listTop + (last - first + 1) * (rowH + gap)
setPage(imp, "find", Kit.pager(x, pagerY, w, cur, #rows, perPage, "find"))
end
-- ------------------------------------------------------------------ footer
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)"
-- Pinned to the bottom of the window; returns the y it starts at, so the
-- panels above know how much room they have.
-- Deliberately compact: at a large UI scale the footer is pure overhead
-- competing with the panel for a short window's height, so the mark and the
-- link share one line and the trust warning is capped at a single line.
local function footerHeight(imp, m)
-- Top pad + mark/update row + gap + the FULL wrapped trust message +
-- bottom pad. The message wraps to as many lines as it needs: truncating
-- a trust warning defeats its purpose, and the bottom pad is not optional
-- either (without it the last line sits flush on the window edge and its
-- lower half clips off). The row is tapMin tall because the small update
-- button rides beside the mark.
local rowH = math.max(math.floor(22 * m.s), Kit.tapMin())
return math.floor(8 * m.s) + rowH + math.floor(6 * m.s)
+ Kit.wrapHeight("micro", TRUST_WARNING, m.contentW)
+ math.floor(8 * m.s)
end
local function buildFooter(imp, m, y)
Theme.fill(m.x, y, m.w, 1, PAL.line, Theme.A.hairline)
local cy = y + math.floor(8 * m.s)
-- The BCG mark is dark ink; invert it for the black field.
imp.invertShader = imp.invertShader or love.graphics.newShader([[
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 p = Texel(tex, tc);
return vec4((vec3(1.0) - p.rgb) * color.rgb, p.a * color.a);
}
]])
local bw, bh = imp.bcg:getDimensions()
local scale = math.min((130 * m.s) / bw, (22 * m.s) / bh)
local dw, dh = bw * scale, bh * scale
local rowH = math.max(math.floor(22 * m.s), Kit.tapMin())
-- The mark and the small self-update control share the row, centred as a
-- group. The updater moved down here from the header, where it overlapped
-- the wordmark on a phone; small on purpose, its glow still carries the
-- "act on me" signal.
local upStatus, upLabel, upAction, upGlow = LauncherView._updateControl(imp)
-- Kit.button insets its label 16*scale per side, so the width must budget
-- more than that or the label ellipsizes ("Check for updat...").
local uw = upStatus
and (Kit.textWidth("micro", upLabel) + math.floor(36 * m.s)) or 0
local groupW = dw + (upStatus and (math.floor(10 * m.s) + uw) or 0)
local bx = m.x + math.floor((m.w - groupW) / 2)
local my = cy + math.floor((rowH - dh) / 2)
local hot = Kit.hover(bx, my, dw, dh)
love.graphics.setShader(imp.invertShader)
love.graphics.setColor(1, 1, 1, hot and 1 or 0.85)
love.graphics.draw(imp.bcg, Theme.snap(bx), Theme.snap(my), 0, scale, scale)
love.graphics.setShader()
love.graphics.setColor(1, 1, 1, 1)
if Kit.press(bx, my, dw, dh) then
queueAction(imp, "bcg", function() love.system.openURL(COMMUNITY_URL) end)
end
if upStatus then
btn(imp, bx + dw + math.floor(10 * m.s), cy, uw, rowH, "updater",
upLabel, {
kind = upGlow and "warn" or "ghost", font = "micro",
glow = upGlow, action = upAction,
})
end
cy = cy + rowH + math.floor(6 * m.s)
-- The trust message wraps in full, each line centred under the mark, and
-- the URL inside it IS the link -- no separate link floating elsewhere.
-- font:getWrap never splits an unspaced word, so the URL stays whole on
-- one line and a plain substring find locates it.
local lines = Kit.wrapLines("micro", TRUST_WARNING, m.contentW)
local lh = Kit.textHeight("micro")
for i, line in ipairs(lines or {}) do
local lw = Kit.textWidth("micro", line)
local lx = m.contentX + math.floor((m.contentW - lw) / 2)
local ly = cy + (i - 1) * lh
local s0, e0 = line:find(COMMUNITY_URL, 1, true)
if s0 then
local pre = line:sub(1, s0 - 1)
local url = line:sub(s0, e0)
Kit.text("micro", pre, lx, ly, PAL.muted)
local ux = lx + Kit.textWidth("micro", pre)
local uw = Kit.textWidth("micro", url)
Kit.text("micro", url, ux, ly, PAL.blue)
Theme.fill(ux, ly + lh - 1, uw, 1, PAL.blue, 0.6)
if Kit.press(ux, ly, uw, lh) then
queueAction(imp, "bois", function()
love.system.openURL(COMMUNITY_URL)
end)
end
Kit.text("micro", line:sub(e0 + 1), ux + uw, ly, PAL.muted)
else
Kit.text("micro", line, lx, ly, PAL.muted)
end
end
end
-- ------------------------------------------------------------------ modals
-- A modal draws its own scrim, then raises Kit.blockClicks so everything
-- underneath is inert, then lowers it for its own panel. There is no
-- z-ordered hit test, so this ordering IS the z-order.
local function modalPanel(m, w, h)
-- A near-opaque scrim, not a tint. At 0.82 the header and the wordmark
-- still read through the settings panel and the screen looked like two
-- layouts fighting rather than one panel on top ("the settings is covering
-- the logo"); at this weight the page behind is present but plainly out of
-- play, which is what a modal is supposed to say.
Theme.fill(0, 0, m.W, m.H, PAL.bg, 0.93)
Kit.blockClicks = true
local pw = math.floor(math.min(w, m.W - 2 * m.pad))
local ph = math.floor(math.min(h, m.H - 2 * m.pad))
local px = math.floor((m.W - pw) / 2)
local py = math.floor((m.H - ph) / 2)
Kit.card(px, py, pw, ph, true)
Kit.blockClicks = false
return px, py, pw, ph
end
-- Shared prompt: title, read-only field over the importer's text, buttons.
local function buildPrompt(imp, m, spec)
local pad = math.floor(18 * m.s)
local fieldH = math.max(Kit.tapMin(), math.floor(36 * m.s))
local w = math.floor(460 * m.s)
local hintH = spec.hint and (Kit.wrapHeight("small", spec.hint,
w - 2 * pad, 2) + math.floor(6 * m.s)) or 0
local footH = spec.footnote and (Kit.textHeight("micro")
+ math.floor(8 * m.s)) or 0
local h = pad + Kit.textHeight("button") + math.floor(10 * m.s) + hintH
+ fieldH + math.floor(12 * m.s) + m.btnH + footH + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", spec.title, px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(10 * m.s)
if spec.hint then
cy = cy + Kit.textWrapped("small", spec.hint, px + pad, cy,
pw - 2 * pad, PAL.detail, 2) + math.floor(6 * m.s)
end
textField(imp, px + pad, cy, pw - 2 * pad, fieldH, spec.key .. "-field",
spec.text or "", nil, true)
cy = cy + fieldH + math.floor(12 * m.s)
local place = Layout.rightCluster(px + pad, pw - 2 * pad, math.floor(8 * m.s))
local okW = Kit.textWidth("small", spec.okLabel or Strings("Save"))
+ math.floor(28 * m.s)
btn(imp, place(okW), cy, okW, m.btnH, spec.key .. "-ok",
spec.okLabel or Strings("Save"),
{ kind = "primary", font = "small", action = spec.commit })
local cw = Kit.textWidth("small", Strings("Cancel")) + math.floor(28 * m.s)
btn(imp, place(cw), cy, cw, m.btnH, spec.key .. "-cancel", Strings("Cancel"),
{ font = "small", action = spec.cancel })
if spec.paste then
local pwid = Kit.textWidth("small", Strings("Paste")) + math.floor(28 * m.s)
btn(imp, px + pad, cy, pwid, m.btnH, spec.key .. "-paste", Strings("Paste"),
{ kind = "accent", font = "small", action = spec.paste })
end
cy = cy + m.btnH + math.floor(8 * m.s)
if spec.footnote then
Kit.text("micro", spec.footnote, px + pad, cy, PAL.muted)
end
end
local function buildConfirmModal(imp, m)
local c = imp._modConfirm
local pad = math.floor(22 * m.s)
local w = math.floor(520 * m.s)
local lineH = Kit.textHeight("small") + math.floor(4 * m.s)
local h = pad + Kit.textHeight("stat") + math.floor(12 * m.s)
+ #(c.lines or {}) * lineH + math.floor(12 * m.s) + m.btnH + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("stat", c.title or Strings("Confirm"), px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("stat") + math.floor(12 * m.s)
for _, line in ipairs(c.lines or {}) do
Kit.text("small", Kit.ellipsize("small", line, pw - 2 * pad),
px + pad, cy, PAL.detail)
cy = cy + lineH
end
cy = cy + math.floor(12 * m.s)
local gap = math.floor(10 * m.s)
local halfW = math.floor((pw - 2 * pad - gap) / 2)
btn(imp, px + pad, cy, halfW, m.btnH, "confirm-yes",
c.yesLabel or Strings("OK"), {
kind = "primary", font = "small",
action = function()
imp._modConfirm = nil
if c.indexEntry then
imp:_findInstall(c.indexEntry)
elseif c.kind == "update" then
imp:_confirmModUpdate(c.id, c.release)
elseif c.kind == "enableAll" then
imp:_setAllMods(true, true)
elseif c.kind == "importOversize" then
imp:_importSave(c.version, c.source, true)
else
imp:_toggleMod(c.id, true)
end
end,
})
btn(imp, px + pad + halfW + gap, cy, halfW, m.btnH, "confirm-no",
Strings("Cancel"), { font = "small",
action = function() imp._modConfirm = nil end })
end
-- A body of text, paginated rather than scrolled (release notes, mod
-- descriptions). Long-form text is the one place a scrollbar was genuinely
-- convenient, so the pager here moves a LINE window instead of a row window.
local function buildTextModal(imp, m, key, title, body, closeFn)
local pad = math.floor(18 * m.s)
local w = math.floor(520 * m.s)
local h = math.floor(math.min(m.H - 2 * m.pad, 460 * m.s))
local px, py, pw, ph = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Kit.ellipsize("button", title, pw - 2 * pad),
px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(10 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local bodyH = (py + ph - pad) - cy - m.btnH - math.floor(10 * m.s)
- pagerH - math.floor(8 * m.s)
local lineH = Kit.textHeight("small")
local perPage = math.max(1, math.floor(bodyH / lineH))
local lines = Kit.wrapLines("small", body, pw - 2 * pad) or { "" }
local first, last, cur = Kit.pageBounds(page(imp, key), #lines, perPage)
setPage(imp, key, cur)
setPage(imp, key, Kit.wheelPage(px, cy, pw, bodyH, cur, #lines, perPage))
for i = first, last do
Kit.text("small", lines[i], px + pad, cy + (i - first) * lineH, PAL.detail)
end
cy = cy + bodyH + math.floor(8 * m.s)
setPage(imp, key, Kit.pager(px + pad, cy, pw - 2 * pad, cur, #lines,
perPage, key))
cy = cy + pagerH + math.floor(10 * m.s)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, key .. "-close",
Strings("Close"), { font = "small", action = closeFn })
end
local function buildVersionsModal(imp, m)
local ModUpdate = require("src.mods.ModUpdate")
local v = imp._modVersions
local pad = math.floor(18 * m.s)
local w = math.floor(520 * m.s)
local h = math.floor(math.min(m.H - 2 * m.pad, 480 * m.s))
local px, py, pw, ph = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Kit.ellipsize("button",
Strings("Other versions: ") .. tostring(v.name), pw - 2 * pad),
px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(6 * m.s)
local info = imp:_modUpdateInfo(v.id)
local statusTxt = Strings("Installed: v") .. tostring(v.current)
local statusCol = PAL.detail
if info and info.status == "available" then
statusTxt = statusTxt .. " - " .. Strings("Update v") .. tostring(info.latest)
statusCol = PAL.yellow
elseif info and info.status == "current" then
statusTxt = statusTxt .. " - " .. Strings("Up to date")
statusCol = PAL.green
end
Kit.text("small", statusTxt, px + pad, cy, statusCol)
cy = cy + Kit.textHeight("small") + math.floor(10 * m.s)
local chipH = math.max(Kit.tapMin(), math.floor(28 * m.s))
local rowH = math.floor(8 * m.s) + Kit.textHeight("small")
+ math.floor(4 * m.s) + chipH + math.floor(8 * m.s)
local gap = math.floor(6 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local listH = (py + ph - pad) - cy - m.btnH - math.floor(10 * m.s)
- pagerH - math.floor(8 * m.s)
local perPage = Kit.rowsThatFit(listH, rowH, gap, 1, 12)
local n = #v.releases
local first, last, cur = Kit.pageBounds(page(imp, "versions"), n, perPage)
setPage(imp, "versions", cur)
setPage(imp, "versions",
Kit.wheelPage(px, cy, pw, listH, cur, n, perPage))
for i = first, last do
local rel = v.releases[i]
local ry = cy + (i - first) * (rowH + gap)
Theme.stroke(px + pad, ry, pw - 2 * pad, rowH, PAL.line, Theme.A.hairline, 1)
local ix = px + pad + math.floor(10 * m.s)
local inner = pw - 2 * pad - math.floor(20 * m.s)
local text = "v" .. rel.version
if rel.version == v.current then text = text .. Strings(" (installed)") end
if rel.prerelease then text = text .. " pre" end
Kit.text("small", text, ix, ry + math.floor(8 * m.s),
rel.version == v.current and PAL.yellow or PAL.heading)
local preview = ModUpdate.previewLine(rel.body or "", 90)
if preview ~= "" then
Kit.text("micro", Kit.ellipsize("micro", preview,
inner - math.floor(180 * m.s)),
ix + Kit.textWidth("small", text) + math.floor(10 * m.s),
ry + math.floor(8 * m.s), PAL.muted)
end
local ly = ry + math.floor(8 * m.s) + Kit.textHeight("small")
+ math.floor(4 * m.s)
local place = Layout.rightCluster(ix, inner, math.floor(6 * m.s))
if rel.version ~= v.current then
local iw5 = Kit.textWidth("small", Strings("Install")) + math.floor(20 * m.s)
btn(imp, place(iw5), ly, iw5, chipH, "ver-inst-" .. i, Strings("Install"), {
kind = "accent", font = "small",
action = function() imp:_installModVersion(v.id, rel) end })
end
if type(rel.body) == "string" and rel.body:match("%S") then
local rw = Kit.textWidth("small", Strings("Read more")) + math.floor(20 * m.s)
btn(imp, place(rw), ly, rw, chipH, "ver-notes-" .. i, Strings("Read more"), {
kind = "accent", font = "small",
action = function()
imp._modReleaseNotes = { version = rel.version, body = rel.body or "" }
end })
end
end
cy = cy + listH + math.floor(8 * m.s)
setPage(imp, "versions",
Kit.pager(px + pad, cy, pw - 2 * pad, cur, n, perPage, "versions"))
cy = cy + pagerH + math.floor(10 * m.s)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "versions-close",
Strings("Close"), { font = "small",
action = function() imp._modVersions = nil end })
end
-- Sort chooser, shared by the MODS and FIND MODS tabs (they share the
-- persisted key, so one popup serves both).
local function buildSortModal(imp, m)
local defs = sortDefs()
local pad = math.floor(18 * m.s)
local w = math.floor(360 * m.s)
local gap = math.floor(8 * m.s)
local h = pad + Kit.textHeight("button") + math.floor(12 * m.s)
+ #defs * (m.btnH + gap) + m.btnH + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Strings("Sort by"), px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(12 * m.s)
local cur = currentSort(imp)
for _, s in ipairs(defs) do
local key = s.key
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "sortpop-" .. key, s.label, {
kind = (cur == key) and "primary" or "ghost", font = "small",
action = function()
imp.modSort = key
imp._sortPopup = nil
pcall(function()
local SaveData = require("src.core.SaveData")
local opts = SaveData.loadOptions()
opts.modSort = key
SaveData.saveOptions(opts)
end)
end })
cy = cy + m.btnH + gap
end
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "sortpop-close",
Strings("Close"), { font = "small",
action = function() imp._sortPopup = nil end })
end
-- Category filter for FIND MODS. Two columns, because an index can list
-- enough categories to overflow a single stacked column on a short window.
local function buildFilterModal(imp, m)
local cats = (imp.findIndex and imp.findIndex.categories) or {}
local items = { { key = nil, label = Strings("All") } }
for _, c in ipairs(cats) do items[#items + 1] = { key = c, label = c } end
local pad = math.floor(18 * m.s)
local w = math.floor(440 * m.s)
local gap = math.floor(8 * m.s)
local nrows = math.ceil(#items / 2)
local h = pad + Kit.textHeight("button") + math.floor(12 * m.s)
+ nrows * (m.btnH + gap) + m.btnH + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Strings("Filter by category"), px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(12 * m.s)
local colW = math.floor((pw - 2 * pad - gap) / 2)
for i, it in ipairs(items) do
local bx = px + pad + ((i - 1) % 2) * (colW + gap)
local by = cy + math.floor((i - 1) / 2) * (m.btnH + gap)
local key = it.key
btn(imp, bx, by, colW, m.btnH, "filterpop-" .. (key or "all"), it.label, {
kind = (imp.findCategory == key) and "primary" or "ghost",
font = "small",
action = function()
imp.findCategory = key
setPage(imp, "find", 1)
imp._filterPopup = nil
end })
end
cy = cy + nrows * (m.btnH + gap)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "filterpop-close",
Strings("Close"), { font = "small",
action = function() imp._filterPopup = nil end })
end
-- Index manager: every source with its Remove, plus Add and Refresh all.
-- This replaces both the old always-visible source rows above the search
-- field and the lone "Add index" header button.
local function buildIndexesModal(imp, m)
local sources = imp.findSources or {}
local pad = math.floor(18 * m.s)
local w = math.floor(520 * m.s)
local gap = math.floor(6 * m.s)
local rowH = math.max(Kit.tapMin(), math.floor(34 * m.s))
local listH = (#sources > 0) and #sources * (rowH + gap)
or (Kit.textHeight("small") + gap)
local h = pad + Kit.textHeight("button") + math.floor(12 * m.s) + listH
+ math.floor(6 * m.s) + 3 * (m.btnH + math.floor(8 * m.s))
- math.floor(8 * m.s) + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Strings("Mod indexes"), px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(12 * m.s)
if #sources == 0 then
Kit.text("small", Strings("No index added yet."), px + pad, cy, PAL.muted)
cy = cy + Kit.textHeight("small") + gap
else
for _, source in ipairs(sources) do
local feed = source.feed
local rmW = Kit.textWidth("small", Strings("Remove"))
+ math.floor(20 * m.s)
Kit.text("small", Kit.ellipsize("small", source.label or feed,
pw - 2 * pad - rmW - math.floor(12 * m.s)), px + pad,
cy + (rowH - Kit.textHeight("small")) / 2, PAL.detail)
btn(imp, px + pw - pad - rmW, cy, rmW, rowH,
"idx-rm-" .. tostring(feed), Strings("Remove"), {
kind = "danger", font = "small",
action = function() imp:_removeIndex(feed) end })
cy = cy + rowH + gap
end
end
cy = cy + math.floor(6 * m.s)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "idx-add",
Strings("Add index"), { kind = "accent", font = "small",
action = function() imp:_promptAddIndex() end })
cy = cy + m.btnH + math.floor(8 * m.s)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "idx-refresh",
Strings("Refresh all"), {
kind = "accent", font = "small", enabled = #sources > 0,
action = function()
imp._findSearchFocus = false
imp:_disarmTextInput()
imp:_refreshFind(true)
end })
cy = cy + m.btnH + math.floor(8 * m.s)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "idx-close",
Strings("Close"), { font = "small",
action = function() imp._indexManage = nil end })
end
-- Per-mod actions for the MODS tab: the row itself only carries the enable
-- toggle, everything episodic (update check, versions, delete) lives here.
local function buildModActionsModal(imp, m)
local mod
for _, mm in ipairs(imp.mods or {}) do
if mm.id == imp._modActions then mod = mm break end
end
if not mod then imp._modActions = nil return end
local hasGit = mod.github and mod.github ~= ""
local info = hasGit and imp:_modUpdateInfo(mod.id)
local pad = math.floor(18 * m.s)
local w = math.floor(440 * m.s)
local gap = math.floor(8 * m.s)
local nBtns = (hasGit and 2 or 0) + 2
local h = pad + Kit.textHeight("button") + math.floor(4 * m.s)
+ Kit.textHeight("small") + math.floor(12 * m.s)
+ nBtns * (m.btnH + gap) - gap + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Kit.ellipsize("button", mod.name, pw - 2 * pad),
px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(4 * m.s)
local statusText, statusCol = modStatusColor(mod.status)
local line = "v" .. tostring(mod.version or "?") .. " " .. statusText
if info and info.status == "available" then
line = line .. " " .. Strings("v%s available", tostring(info.latest))
elseif info and info.status == "current" then
line = line .. " " .. Strings("up to date")
end
Kit.text("small", Kit.ellipsize("small", line, pw - 2 * pad),
px + pad, cy, statusCol)
cy = cy + Kit.textHeight("small") + math.floor(12 * m.s)
local id = mod.id
if hasGit then
local updLabel, updKind = Strings("Check for updates"), "ghost"
if info and info.status == "available" then
updLabel, updKind = Strings("Update"), "warn"
elseif info and info.status == "current" then
updLabel = Strings("Check again")
end
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "modact-upd", updLabel, {
kind = updKind, font = "small",
action = function() imp:_modGithubAction(id, "update") end })
cy = cy + m.btnH + gap
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "modact-ver",
Strings("Versions"), { kind = "accent", font = "small",
action = function() imp:_modGithubAction(id, "versions") end })
cy = cy + m.btnH + gap
end
local armed = deleteArmed(imp, "mod", id, nil)
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "modact-del",
DELETE_LABEL(armed), {
kind = "danger", font = "small", keepArm = true,
action = function()
imp:pressDelete("mod", id, nil, function()
imp:_deleteMod(id)
imp._modActions = nil
end)
end })
cy = cy + m.btnH + gap
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "modact-close",
Strings("Close"), { font = "small",
action = function() imp._modActions = nil end })
end
-- Per-mod popup for FIND MODS: the row is a plain click, and Install /
-- Details / Source live here instead of crowding every row.
local function buildFindEntryModal(imp, m)
local ModIndex = require("src.mods.ModIndex")
local ModUpdate = require("src.mods.ModUpdate")
local entry = imp._findEntry
local installed = imp:_findInstalledMap()
local action, note = findActionFor(entry, installed[entry.id])
local pad = math.floor(18 * m.s)
local w = math.floor(460 * m.s)
local gap = math.floor(8 * m.s)
local nBtns = 3 -- install row, details/source row, close row
local noteH = note and (Kit.textHeight("small") + math.floor(4 * m.s)) or 0
local h = pad + Kit.textHeight("button") + math.floor(4 * m.s)
+ Kit.textHeight("small") + noteH + math.floor(12 * m.s)
+ nBtns * (m.btnH + gap) - gap + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Kit.ellipsize("button", entry.title or entry.id,
pw - 2 * pad), px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(4 * m.s)
local stats = imp:_findStats(entry)
local lead = "v" .. tostring(ModIndex.displayVersion(entry))
if entry.author then lead = lead .. " - " .. entry.author end
if entry.categories and entry.categories[1] then
lead = lead .. " - " .. entry.categories[1]
end
local dl = stats and ModUpdate.downloadsLine(stats.total) or nil
local segs = { { lead, PAL.detail } }
if dl then segs[#segs + 1] = { " - " .. dl, PAL.green } end
segLine("small", segs, px + pad, cy, pw - 2 * pad)
cy = cy + Kit.textHeight("small")
if note then
cy = cy + math.floor(4 * m.s)
Kit.text("small", note, px + pad, cy, PAL.green)
cy = cy + Kit.textHeight("small")
end
cy = cy + math.floor(12 * m.s)
if action then
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "findpop-inst", action, {
kind = "primary", font = "small",
action = function()
imp._findEntry = nil
imp:_findConfirmInstall(entry)
end })
else
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "findpop-inst",
Strings("Not installable from this index"),
{ font = "small", enabled = false })
end
cy = cy + m.btnH + gap
local half = entry.repo and math.floor((pw - 2 * pad - gap) / 2)
or (pw - 2 * pad)
btn(imp, px + pad, cy, half, m.btnH, "findpop-det", Strings("Details"), {
kind = "accent", font = "small",
action = function() imp:_findShowDetails(entry) end })
if entry.repo then
local repo = entry.repo
btn(imp, px + pad + half + gap, cy, half, m.btnH, "findpop-src",
Strings("Source"), { kind = "accent", font = "small",
action = function() love.system.openURL(repo) end })
end
cy = cy + m.btnH + gap
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "findpop-close",
Strings("Close"), { font = "small",
action = function() imp._findEntry = nil end })
end
-- Per-game file management, behind the manage button beside Play. A ready
-- game's panel is Play and its saves; everything episodic about the FILES --
-- swapping the ROM out, finding them on disk -- lives here instead of taking
-- two permanent buttons out of a column that has to fit on a phone.
local function buildGameManageModal(imp, m)
local version = imp._gameManage
local info = GameVersion.info(version)
local ready = imp.ready[version] or false
local mdl = romModel(imp, version, info, ready, info == nil)
local gameName = info and (info.launcherName or info.displayName)
or tostring(version)
local saveDir = love.filesystem.getSaveDirectory
and love.filesystem.getSaveDirectory() or nil
-- The folder link is desktop-only: Android and NX have no browsable path to
-- open, and both already print their own transfer hint on the slot card.
local canOpenFolder = saveDir and not imp.android and not imp.isNX
local pad = math.floor(18 * m.s)
local w = math.floor(460 * m.s)
local gap = math.floor(8 * m.s)
local bodyW = w - 2 * pad
local detailH = Kit.wrapHeight("small",
mdl.detail or Strings("The ROM for this game is imported and verified."),
bodyW, 3)
local pathH = saveDir
and (Kit.textHeight("micro") + math.floor(8 * m.s)) or 0
local nBtns = 1 + (canOpenFolder and 1 or 0) + 1
local h = pad + Kit.textHeight("button") + math.floor(8 * m.s) + detailH
+ math.floor(12 * m.s) + pathH + nBtns * (m.btnH + gap) - gap + pad
local px, py, pw = modalPanel(m, w, h)
local cy = py + pad
Kit.text("button", Kit.ellipsize("button",
Strings("Manage ") .. gameName, pw - 2 * pad), px + pad, cy, PAL.heading)
cy = cy + Kit.textHeight("button") + math.floor(8 * m.s)
cy = cy + Kit.textWrapped("small",
mdl.detail or Strings("The ROM for this game is imported and verified."),
px + pad, cy, pw - 2 * pad, mdl.state and PAL.detail or PAL.green, 3)
cy = cy + math.floor(12 * m.s)
if saveDir then
-- Truncated from the LEFT: the tail of a save path is the part that
-- identifies it.
Kit.text("micro", Kit.ellipsizeLeft("micro", saveDir, pw - 2 * pad),
px + pad, cy, PAL.faint)
cy = cy + Kit.textHeight("micro") + math.floor(8 * m.s)
end
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "manage-rom",
mdl.label or Strings("Re-import ROM"), {
kind = "accent", font = "small", enabled = mdl.enabled ~= false,
action = (mdl.enabled ~= false) and function()
imp._gameManage = nil
local fn = romAction(imp, version, mdl)
if fn then fn() end
end or nil })
cy = cy + m.btnH + gap
if canOpenFolder then
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "manage-folder",
Strings("Open folder"), { kind = "accent", font = "small",
action = function() love.system.openURL(imp:fileUrl(saveDir)) end })
cy = cy + m.btnH + gap
end
btn(imp, px + pad, cy, pw - 2 * pad, m.btnH, "manage-close",
Strings("Close"), { font = "small",
action = function() imp._gameManage = nil end })
end
local function buildSettingsModal(imp, m)
local model = imp._settings
local pad = math.floor(18 * m.s)
local w = math.floor(640 * m.s)
local h = math.floor(math.min(m.H - 2 * m.pad, m.H * 0.9))
local px, py, pw, ph = modalPanel(m, w, h)
local cy = py + pad
Kit.text("stat", Strings("Settings"), px + pad, cy, PAL.heading)
local cw = Kit.textWidth("small", Strings("Close")) + math.floor(24 * m.s)
btn(imp, px + pw - pad - cw, cy, cw, m.btnH, "settings-close",
Strings("Close"), { font = "small",
action = function() imp:_closeSettings() end })
cy = cy + math.max(Kit.textHeight("stat"), m.btnH) + math.floor(6 * m.s)
-- WRAPPED, not printed flat: on a portrait panel this line ran straight off
-- the right edge and the sentence ended mid-word at the card border.
cy = cy + Kit.textWrapped("micro", Strings(
"Saved to your options file; the game applies these on its next start."),
px + pad, cy, pw - 2 * pad, PAL.muted, 2)
+ math.floor(10 * m.s)
-- Settings rows are PAGINATED, flattened across sections so a page is a
-- uniform run of rows. Section titles ride along as their own entry.
local flat = imp._settingsFlat
if not flat or flat.model ~= model then
flat = { model = model }
for _, section in ipairs(model.sections) do
flat[#flat + 1] = { header = section.title }
for _, row in ipairs(section.rows) do
flat[#flat + 1] = { row = row }
end
end
imp._settingsFlat = flat
end
-- The widest label in the whole model decides the row shape (below), so it
-- is measured once per model rather than per row per frame. Measuring the
-- WIDEST rather than each row keeps every row the same height, which is
-- what lets the list paginate off a uniform row.
if not flat.labelW or flat.labelFont ~= Kit.fonts.scale then
local widest = 0
for _, item in ipairs(flat) do
if item.row then
widest = math.max(widest, Kit.textWidth("small", item.row.label))
end
end
flat.labelW, flat.labelFont = widest, Kit.fonts.scale
end
local stepW = math.floor(34 * m.s)
local valW = math.floor(140 * m.s)
local inner = pw - 2 * pad - math.floor(24 * m.s)
-- STACKED ROWS. Side by side, a row spends most of its width on the value
-- ladder and leaves the label whatever remains -- on a portrait phone that
-- was three characters and an ellipsis ("TEX...", "BAT...", "BAT..."), so
-- the panel listed a dozen settings none of which could be identified.
-- When the widest label does not fit beside its control, every row puts the
-- label on its own line ABOVE the control instead. All-or-nothing, because
-- a list that switches shape row by row is harder to scan than either form.
local stacked = flat.labelW
> (inner - 2 * stepW - valW - math.floor(24 * m.s))
local rowH
if stacked then
rowH = Kit.textHeight("small") + math.floor(4 * m.s) + m.btnH
+ math.floor(10 * m.s)
else
rowH = math.max(Kit.tapMin(), math.floor(36 * m.s))
end
local gap = math.floor(4 * m.s)
local pagerH = math.max(Kit.tapMin(), math.floor(30 * m.s))
local listH = (py + ph - pad) - cy - pagerH - math.floor(8 * m.s)
local perPage = Kit.rowsThatFit(listH, rowH, gap, 1, 24)
local n = #flat
-- POKEPORT_LAUNCHER_SETTINGS_PAGE jumps straight to a page, so a shot can
-- capture a row that is not on page one.
local wanted = tonumber(os.getenv("POKEPORT_LAUNCHER_SETTINGS_PAGE") or "")
if wanted and not imp._settingsPaged then
imp._settingsPaged = true
setPage(imp, "settings", wanted)
end
local first, last, cur = Kit.pageBounds(page(imp, "settings"), n, perPage)
setPage(imp, "settings", cur)
setPage(imp, "settings", Kit.wheelPage(px, cy, pw, listH, cur, n, perPage))
for i = first, last do
local item = flat[i]
local ry = cy + (i - first) * (rowH + gap)
if item.header then
Kit.caption(px + pad, ry + (rowH - Kit.textHeight("caption")) / 2,
item.header)
else
local row = item.row
local key = "set-" .. i
Theme.strokeRounded(px + pad, ry, pw - 2 * pad, rowH, PAL.line,
Theme.A.hairline, 1)
local ix = px + pad + math.floor(12 * m.s)
-- Where the label prints, and where the control band starts. Stacked:
-- label on its own full-width line, controls on the line below it.
-- Inline: both centred on one line, label left, controls right.
local labelY, ctlY, labelW
if stacked then
labelY = ry + math.floor(6 * m.s)
ctlY = labelY + Kit.textHeight("small") + math.floor(4 * m.s)
labelW = inner
else
labelY = ry + (rowH - Kit.textHeight("small")) / 2
ctlY = ry + (rowH - m.btnH) / 2
labelW = nil -- per-shape below: what the controls leave over
end
local rx = ix + inner
if row.editText then
local ew = Kit.textWidth("small", Strings("Edit")) + math.floor(20 * m.s)
local vw = math.floor(160 * m.s)
Kit.text("small", Kit.ellipsize("small", row.label,
labelW or (inner - ew - vw - math.floor(20 * m.s))),
ix, labelY, PAL.text)
Kit.textRight("small", Kit.ellipsize("small", tostring(row.value()), vw),
rx - ew - math.floor(10 * m.s),
ctlY + (m.btnH - Kit.textHeight("small")) / 2, PAL.detail)
btn(imp, rx - ew, ctlY, ew, m.btnH,
key .. "-edit", Strings("Edit"), { kind = "accent", font = "small",
action = function()
imp._settingsText = { row = row, text = tostring(row.value() or ""),
maxLen = row.editText.maxLen }
imp:_armTextInput()
end })
elseif row.action then
-- A plain action row (Reset rebinds, Touch controls): the whole right
-- side is one button rather than a value ladder.
local aw = Kit.textWidth("small", row.actionLabel or Strings("Run"))
+ math.floor(24 * m.s)
Kit.text("small", Kit.ellipsize("small", row.label,
labelW or (inner - aw - math.floor(12 * m.s))), ix, labelY, PAL.text)
btn(imp, rx - aw, ctlY, aw, m.btnH,
key .. "-act", row.actionLabel or Strings("Run"), {
kind = row.danger and "danger" or "ghost", font = "small",
action = function()
if row.action() ~= false then model.save() end
end })
else
Kit.text("small", Kit.ellipsize("small", row.label,
labelW or (inner - 2 * stepW - valW - math.floor(24 * m.s))),
ix, labelY, PAL.text)
-- Stacked rows give the value the whole span between the steppers,
-- which is where the extra width goes now that the label is not
-- competing for it.
local vw = stacked and (inner - 2 * stepW - math.floor(16 * m.s))
or valW
btn(imp, rx - stepW, ctlY, stepW, m.btnH,
key .. "-next", ">", { font = "small",
action = function() if row.step and row.step(1) then model.save() end end })
Kit.textCenter("small", Kit.ellipsize("small", tostring(row.value()), vw),
rx - stepW - vw, ctlY + (m.btnH - Kit.textHeight("small")) / 2, vw,
PAL.heading)
btn(imp, rx - stepW - vw - stepW, ctlY, stepW,
m.btnH, key .. "-prev", "<", { font = "small",
action = function() if row.step and row.step(-1) then model.save() end end })
end
end
end
cy = cy + listH + math.floor(8 * m.s)
setPage(imp, "settings",
Kit.pager(px + pad, cy, pw - 2 * pad, cur, n, perPage, "settings"))
end
-- Whether ANY modal will draw this frame. draw() consults this BEFORE the
-- panels build: immediate mode hit-tests each control as it draws, so the
-- panels underneath a modal must run with Kit.blockClicks already raised or
-- a click on the scrim lands on whatever button happens to be behind it.
-- Keep this list in sync with buildModals below.
local function modalUp(imp)
return (imp._settingsText or imp._settings or imp._rename
or imp._indexPrompt or imp._modConfirm or imp._modReleaseNotes
or imp._findDetails or imp._modVersions or imp._sortPopup
or imp._filterPopup or imp._indexManage or imp._modActions
or imp._findEntry or imp._gameManage) ~= nil
end
local function buildModals(imp, m)
if imp._settingsText then
local st = imp._settingsText
buildPrompt(imp, m, {
key = "settext", title = st.row.label, text = st.text,
okLabel = Strings("Save"),
commit = function() imp:_commitSettingsText() end,
cancel = function()
imp._settingsText = nil
imp:_disarmTextInput()
end,
footnote = Strings("Enter to save - Esc to cancel"),
})
return true
end
if imp._settings then buildSettingsModal(imp, m) return true end
if imp._rename then
buildPrompt(imp, m, {
key = "rename", title = Strings("Name save slot"),
text = imp._rename.text, okLabel = Strings("Save"),
commit = function() imp:_commitRename() end,
cancel = function()
imp._rename = nil
imp:_disarmTextInput()
end,
footnote = Strings("Enter to save - Esc to cancel - empty clears"),
})
return true
end
if imp._indexPrompt then
buildPrompt(imp, m, {
key = "index", title = Strings("Add a mod index"),
hint = Strings("Paste the index URL, or its owner/repo."),
text = imp._indexPrompt.text or "", okLabel = Strings("Add"),
commit = function() imp:_commitAddIndex() end,
cancel = function()
imp._indexPrompt = nil
imp:_disarmTextInput()
end,
paste = function() imp:_pasteIndexUrl() end,
footnote = Strings("Enter to add - Esc to cancel"),
})
return true
end
if imp._modConfirm then buildConfirmModal(imp, m) return true end
if imp._modReleaseNotes then
local ModUpdate = require("src.mods.ModUpdate")
local n = imp._modReleaseNotes
local body = ModUpdate.cleanBody(n.body or "", 0)
if body == "" then body = Strings("(No release notes.)") end
buildTextModal(imp, m, "release-notes",
"v" .. tostring(n.version) .. Strings(" notes"), body,
function() imp._modReleaseNotes = nil end)
return true
end
if imp._findDetails then
local ModUpdate = require("src.mods.ModUpdate")
local d = imp._findDetails
local body = ModUpdate.cleanBody(d.body or "", 0)
if body == "" then body = Strings("(No description.)") end
buildTextModal(imp, m, "find-details", d.title, body,
function() imp._findDetails = nil end)
return true
end
if imp._modVersions then buildVersionsModal(imp, m) return true end
-- The lighter popups come after the deep ones on purpose: opening
-- Versions or Details from inside an actions popup draws the deeper modal
-- while the popup's own state stays set, so closing the deep one drops
-- you back where you were.
if imp._sortPopup then buildSortModal(imp, m) return true end
if imp._filterPopup then buildFilterModal(imp, m) return true end
if imp._indexManage then buildIndexesModal(imp, m) return true end
if imp._modActions then buildModActionsModal(imp, m) return true end
if imp._findEntry then buildFindEntryModal(imp, m) return true end
if imp._gameManage then buildGameManageModal(imp, m) return true end
return false
end
-- --------------------------------------------------------------- overlays
-- The blocking loader. imp.workState drives the ROM import (which reports
-- real progress); imp._busy drives every async network operation.
local function loaderSpec(imp)
if imp.workState == "working" then
return {
title = imp.status or Strings("Working"),
detail = imp.detail,
progress = imp.progress,
}
end
local b = imp._busy
if b then
return { title = b.title, detail = b.detail, progress = b.progress,
onCancel = b.cancel }
end
-- The boot prewarm runs without an overlay (the user did not ask for it and
-- must be able to use the launcher meanwhile), but if they reach the Find
-- Mods tab before it lands, THEN they are waiting on it and it earns one.
if imp.tab == "find" and imp._findFetch and not imp.findLoaded then
return { title = Strings("Loading mod index") }
end
return nil
end
local function drawPadCursor(imp)
if not imp._padCursorActive then return end
-- Pixel-snap on NX: subpixel polygon edges shimmer on the 720p Switch
-- framebuffer when the stick advances by fractional pixels each frame.
local x, y = imp._padCursor.x, imp._padCursor.y
if imp.isNX then
x, y = math.floor(x + 0.5), math.floor(y + 0.5)
end
love.graphics.push("all")
love.graphics.origin()
love.graphics.setLineWidth(1)
love.graphics.setColor(0, 0, 0, 0.45)
love.graphics.polygon("fill",
x + 2, y + 2, x + 2, y + 22, x + 8, y + 16, x + 14, y + 26,
x + 18, y + 24, x + 11, y + 14, x + 20, y + 14)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.polygon("fill",
x, y, x, y + 20, x + 6, y + 14, x + 12, y + 24,
x + 16, y + 22, x + 9, y + 12, x + 18, y + 12)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.polygon("line",
x, y, x, y + 20, x + 6, y + 14, x + 12, y + 24,
x + 16, y + 22, x + 9, y + 12, x + 18, y + 12)
love.graphics.pop()
end
-- ------------------------------------------------------------ frame assembly
-- Mirror of buildHeader's vertical arithmetic, so the frame can decide
-- whether the window is tall enough BEFORE anything draws. Keep in sync
-- with buildHeader (rail, logo row, tab row, hairline pad).
local function headerHeight(m)
return m.railH + m.logoH + math.floor(12 * m.s) + math.floor(6 * m.s)
+ m.chip + math.floor(8 * m.s) + math.floor(10 * m.s)
end
-- The panel space a tab needs to lay out without crushing itself. Below
-- this the page SCROLLS (wheel / touch drag) instead of compressing: the
-- pinned Play block used to walk up over the cards on a short window, which
-- is unusable, and the footer simply lives below the fold until scrolled to.
local function minPanelHeight(m)
-- One column stacks the ROM card and the slot card in a single pile, so it
-- needs more room than the side-by-side layout; two columns only have to
-- fit the taller of the two. Both numbers came DOWN sharply when the
-- pinned Touch-Controls / Reset-rebinds pair moved behind the gear and the
-- save-file buttons moved into the slot card: the pile they used to sit on
-- top of was what forced 460/660 (#852), and a threshold larger than the
-- content pushes the whole page below the fold on windows that could have
-- shown it outright (a 1280x720 desktop was scrolling for 93px of nothing).
-- Whatever a window still cannot show, the page scroll above reaches.
return math.floor((m.twoCol and 340 or 470) * m.s)
end
function LauncherView.draw(imp)
ensureState(imp)
local m = Layout.metrics(1200)
-- The pointer is the pad cursor while it is active, so the ring, hover and
-- clicks all agree on where "the pointer" is.
local mx, my = 0, 0
if imp._padCursorActive then
mx, my = imp._padCursor.x, imp._padCursor.y
elseif love.mouse and love.mouse.getPosition then
mx, my = love.mouse.getPosition()
end
local click = imp._clickPt
if click then mx, my = click.x, click.y end
-- SHORT-WINDOW SCROLL. When the space between header and footer falls
-- under the panel minimum, the whole page (header included) scrolls by a
-- plain y offset: layout runs off a shifted m.top, so hit tests, focus
-- rects and drawing all agree with the real pointer and no transform is
-- involved. Modals and the loader keep the REAL metrics and stay
-- centred in the window.
local footH = footerHeight(imp, m)
local naturalAvail = m.h - headerHeight(m) - footH - m.gap
local scrollMax = math.max(0, minPanelHeight(m) - naturalAvail)
local scroll = math.max(0, math.min(imp._pageScroll or 0, scrollMax))
if scrollMax > 0 and (imp._wheelY or 0) ~= 0 then
scroll = math.max(0, math.min(
scroll - imp._wheelY * math.floor(48 * m.s), scrollMax))
imp._wheelY = 0 -- the page consumed the wheel; lists page by tap here
end
imp._pageScroll, imp._pageScrollMax = scroll, scrollMax
Kit.beginFrame(mx, my, click ~= nil, imp._wheelY or 0)
imp._clickPt = nil
imp._wheelY = 0
Theme.field()
-- Everything from here to buildModals sits UNDER any open modal, so the
-- whole stage draws shielded (no clicks, no hover, no focus ring) while
-- one is up; buildModals lowers the shield for the modal's own controls.
Kit.blockClicks = modalUp(imp)
local ms = m
if scroll > 0 then
ms = setmetatable({ top = m.top - scroll }, { __index = m })
end
local contentY = buildHeader(imp, ms)
local footY, availH
if scrollMax > 0 then
availH = minPanelHeight(m)
footY = contentY + availH + m.gap
else
footY = m.top + m.h - footH
availH = footY - contentY - m.gap
end
local x, w = m.contentX, m.contentW
if imp.tab == "mods" then
buildModsPanel(imp, x, contentY, w, availH, m)
elseif imp.tab == "find" then
buildFindPanel(imp, x, contentY, w, availH, m)
else
buildGamePanel(imp, x, contentY, w, availH, m, imp.tab)
end
buildFooter(imp, m, footY)
Kit.blockClicks = false
buildModals(imp, m)
-- The loader sits above everything, including modals: it is the one thing
-- that must never be clicked around.
local spec = loaderSpec(imp)
if spec then
if Loader.overlay(m, spec) and spec.onCancel then
queueAction(imp, "loader-cancel", spec.onCancel)
end
end
Kit.endFrame()
drawPadCursor(imp)
end
return LauncherView