mirror of
https://github.com/bryanthaboi/gen1recomp.git
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af47e19e1a
The launcher spent ~9ms per frame building and drawing, and the Find Mods tab could hang the window for minutes. Both had the same root cause: a retained UI tree rebuilt every frame, and blocking curl calls made from the draw path. Replace the vendored FlexLove engine (28.5k lines) with src/ui/kit/ (Kit, Theme, Layout, Loader). The kit caches Text objects and all measurement, allocates nothing in the steady state, and draws flat. Build+draw is now under 1ms at every window size and on every tab (POKEPORT_LAUNCHER_PROF). Move every network call off the render thread onto a love.thread pool (src/net/Fetch.lua): mod index fetches, per-mod release checks, find-tab stats, thumbnails and mod installs. Mod indexes prewarm at boot so the Find Mods tab is populated before it is opened. Paginate every list -- mods, find, save slots, settings, release notes, versions -- with the page size derived from the real viewport height, so a 500-mod index costs what a 10-mod one does. Scrolling is gone. Anything that waits now raises a non-dismissable loader; per-row background work shows an inline spinner instead. The in-app updater moves to the top right beside the settings gear and pulses when an update is waiting. Theme is black with white outlines, no gradients or glows, and solid colour-coded embossed buttons with bold labels. The game tabs keep their cartridge colours. Everything is 1.3x larger. The save editor shares the theme, and adding an item there is now a searchable pop-up like adding a Pokemon. Also: - Reset rebinds, in Settings and under Touch Controls. Rebinds are additive (Input:applyBindings layers them over the defaults), so there was no in-game way to undo one. - Launch options: --game red [--slot N] / POKEPORT_GAME boots straight into a game for shortcuts and frontends, falling back to that game's tab when its ROM is not imported. Fixes found while porting: - Ellipsis and letterspacing truncated bytes, not codepoints, so a multi-byte mod name crashed the first frame on a Japanese index. Measurement no longer throws on malformed input either. - The new font set missed UiFont's kana fallback, rendering translated builds as tofu. - Fetch workers idle in Channel:demand() and LOVE waits for live threads at exit, so the process outlived the window; quitting mid-download also waited on curl's 300s ceiling. Shut the pool down in love.quit and bound its transfer timeouts. - In one column the save-slot card drew below the fold, over the footer, with no scrollbar left to reach it. The two FlexLove engine tests guarded a scroll manager and an auto-height propagation bug that no longer exist; replace them with a kit suite covering page bounds, viewport sizing and UTF-8 truncation, and retarget the NX test to assert the dependency is gone rather than that its perf guards are set.
98 lines
3.1 KiB
Lua
98 lines
3.1 KiB
Lua
-- The save editor's whole mutable world. Ops.lua is the only module allowed
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-- to change the `save` sub-tree (and it always sets dirty + status together);
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-- everything else here is view state -- which tab, which row, which page.
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local State = {}
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function State.new()
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return {
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-- loaded content
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data = nil,
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cat = nil, -- sorted species / items / moves id lists (Catalog)
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events = nil, -- scraped EVENT_* / MOD_* flag names (Catalog)
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save = nil,
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path = nil,
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validation = nil, -- what the running game would quarantine, on a copy
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-- file state
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dirty = false,
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loadError = false, -- true when the save file exists but failed to decode
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allowSave = true, -- false while loadError, until a successful Reload
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_quitArmed = false,
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_openArmed = false,
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-- Which game this save belongs to, so the title bar can show the RED /
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-- BLUE chip and the launcher can hand the editor the right slot. Set by
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-- App.load's opts; nil in a bare `love . --editor` run.
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version = nil,
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slotId = nil,
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-- Hosted inside the launcher process (Edit on a save row) rather than a
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-- standalone `--editor` window: Close returns to the launcher instead of
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-- quitting, and App calls onClose() to do it.
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embedded = false,
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onClose = nil,
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-- chrome
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tab = "party", -- party|boxes|items|events|map|dex
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status = "",
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armed = nil, -- id of the destructive button awaiting confirmation
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armedAt = nil, -- when it was armed (Ops.ARM_SECONDS to commit)
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-- party / inspector
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selectedParty = 1,
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partyOffset = 0, -- roster scroll position (#715)
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inspectorScroll = 0, -- MonEditor body pixel scroll (#715)
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editingMon = nil, -- reference into party or a box
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-- species picker overlay: nil when closed, otherwise { query, offset }
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-- plus mode = "box-add" when it is adding to a box instead of changing a
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-- species (Ops.openBoxAddPicker). Modal in the literal sense -- App
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-- shields every widget under it for the frame -- because Kit hit-tests
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-- without a z-order (#541).
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speciesPicker = nil,
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-- item picker overlay: nil when closed, otherwise
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-- { query, offset, dest = "bag"|"pc" }. Same modal contract as
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-- speciesPicker above -- adding an item is now a full-screen picker
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-- rather than a card competing for height inside the Items tab.
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itemPicker = nil,
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-- boxes
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selectedBox = 1,
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selectedBoxSlot = 1,
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dockOffset = 0, -- party dock scroll position (#715)
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-- items
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itemQuery = "",
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selectedItemId = nil,
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selectedBagId = nil,
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selectedPcId = nil,
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itemPickOffset = 0, -- scroll position in the ADD ITEM list (#595)
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bagOffset = 0,
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pcOffset = 0,
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itemsScroll = 0, -- stacked-layout pixel scroll (#715)
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-- events
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eventsTab = "flags",
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eventFilter = "",
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eventsOffset = 0,
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-- dex
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dexOffset = 0,
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-- map
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mapId = nil,
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mapQuery = "",
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mapListOffset = 0,
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mapCamX = 0,
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mapCamY = 0,
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mapZoom = 2,
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mapClickCell = nil,
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}
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end
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function State.markDirty(s)
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s.dirty = true
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end
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return State
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