mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
620 lines
22 KiB
Lua
620 lines
22 KiB
Lua
-- Native LÖVE2D port of Pokemon Red. A packaged build creates its private
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-- game-data cache from a user-provided ROM on first boot.
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--
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-- The save editor (tools/save-editor/) ships inside every build and is
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-- reachable two ways:
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-- * standalone: POKEPORT_EDITOR=1 or `love . --editor`, its own window
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-- * from the launcher: Edit on a save row, which suspends the launcher,
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-- opens the editor on that slot's file, and restores the launcher when
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-- the editor's Close button is pressed (openEditor / closeEditor below)
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local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
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local Game, EditorApp, Importer, TouchEditor
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local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
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local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
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-- coroutine that receives `Game` and yields once per
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-- frame; used headless (xvfb) for scripted screenshots
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-- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without
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-- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a
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-- bot or screenshot run is not at the mercy of the player's last choice.
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local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
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-- POKEPORT_TOUCH=1 forces the mobile on-screen controls on and lets the
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-- mouse stand in for a finger, so the overlay can be exercised on desktop
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-- (see src/core/TouchControls.lua).
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local mouseTouch = os.getenv("POKEPORT_TOUCH") == "1"
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-- How many times to run a scripted act+step loop per rendered frame. Only
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-- scripted runs use this; interactive play fast-forwards through
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-- Game.speedOverride / the GAME SPEED option instead.
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local function scriptedIterations()
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if not (autopilot or driverCo) then return 1 end
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return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
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end
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-- ------------------------------------------------------------ save editor
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-- The launcher instance parked while the editor is up, plus the version whose
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-- cache the editor mounted (so closing can put the read path back).
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local editorHost, editorVersion, editorWindow
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local closeEditor -- forward declaration: openEditor hands it to the editor
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-- The editor's modules use flat names (require("Kit"), require("Party")), so
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-- their directories have to be on the require path. It must be
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-- love.filesystem's path, not package.path: in a packaged build these files
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-- live inside the .love archive, which the stock Lua searcher cannot open.
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local function addEditorRequirePath()
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local fs = love.filesystem
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if not (fs.setRequirePath and fs.getRequirePath) then
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-- very old LOVE: a source checkout still resolves through package.path
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package.path = fs.getSource() .. "/tools/save-editor/?.lua;"
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.. fs.getSource() .. "/tools/save-editor/panels/?.lua;"
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.. package.path
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return
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end
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local current = fs.getRequirePath()
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if current:find("tools/save%-editor") then return end
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fs.setRequirePath("tools/save-editor/?.lua;tools/save-editor/panels/?.lua;"
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.. current)
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end
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-- Desktop only: the launcher window (1024x768) is tighter than the editor's
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-- design size, so grow it while editing and put it back on Close. Never
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-- shrinks, never touches a fullscreen or mobile window.
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local function resizeForEditor()
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if not (love.window and love.window.getMode and love.window.setMode) then return end
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local osName = love.system.getOS()
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if osName ~= "OS X" and osName ~= "Windows" and osName ~= "Linux" then return end
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local w, h, flags = love.window.getMode()
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if flags.fullscreen then return end
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local dw, dh = love.window.getDesktopDimensions()
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local wantW = math.max(w, math.min(1360, math.floor((dw or w) * 0.92)))
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local wantH = math.max(h, math.min(860, math.floor((dh or h) * 0.88)))
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if wantW <= w and wantH <= h then return end
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editorWindow = { w = w, h = h }
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love.window.setMode(wantW, wantH, flags)
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end
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local function restoreWindow()
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if not editorWindow then return end
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local _, _, flags = love.window.getMode()
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love.window.setMode(editorWindow.w, editorWindow.h, flags)
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editorWindow = nil
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end
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-- Open the editor on a launcher save row. The version's cache has to be
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-- mounted before the editor's Data:load runs, or a Blue save would be edited
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-- against Red's species/item tables.
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local function openEditor(version, slotId)
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local SaveData = require("src.core.SaveData")
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local path = SaveData.slotDiskPath(version, slotId)
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if not path then
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if Importer then
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Importer.saveNotice = Importer.saveNotice or {}
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Importer.saveNotice[version] =
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{ ok = false, text = "Could not resolve that save slot on disk." }
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end
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return
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end
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local GameVersion = require("src.core.GameVersion")
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GameVersion.set(version)
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require("src.import.CacheFs").mountVersion(version)
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editorVersion = version
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editorHost = Importer
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Importer = nil
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editorMode = true
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resizeForEditor()
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addEditorRequirePath()
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EditorApp = require("App")
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EditorApp.load(path, { version = version, slotId = slotId, embedded = true,
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onClose = function() closeEditor() end })
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end
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-- Back to the launcher. Everything the editor mounted or cached has to come
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-- back out: the version overlay (CacheFs) and the generated modules require
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-- cached behind it (Data), or pressing Play on the OTHER game would boot it
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-- with this one's data.
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function closeEditor()
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local version = editorVersion
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editorMode = false
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if EditorApp and EditorApp.unload then EditorApp.unload() end
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EditorApp = nil
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if version then
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require("src.import.CacheFs").unmountVersion(version)
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require("src.core.Data"):unloadGenerated()
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end
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editorVersion = nil
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restoreWindow()
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Importer = editorHost
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editorHost = nil
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if Importer and version and Importer.savesChanged then
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Importer:savesChanged(version)
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end
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end
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-- ------------------------------------------------------------ touch controls editor
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-- Suspends the launcher while the player drags on-screen buttons / toggles
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-- the overlay off (#327). No ROM cache needed -- options.lua only.
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local touchEditorHost
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local closeTouchControlsEditor -- forward declaration
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local function openTouchControlsEditor()
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touchEditorHost = Importer
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Importer = nil
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TouchEditor = require("src.ui.TouchControlsEditor")
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TouchEditor.load({ onClose = function() closeTouchControlsEditor() end })
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end
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function closeTouchControlsEditor()
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if TouchEditor and TouchEditor.unload then TouchEditor.unload() end
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TouchEditor = nil
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Importer = touchEditorHost
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touchEditorHost = nil
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end
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local function bootGame(version)
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-- The launcher hands us the chosen game (Red / Blue / Yellow); scripted and
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-- headless runs fall back to POKEPORT_VERSION, then Red. Set the active
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-- version and overlay its extracted cache BEFORE anything requires generated
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-- data, so data/generated + assets/generated resolve to that version's files.
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local GameVersion = require("src.core.GameVersion")
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GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
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require("src.import.CacheFs").mountVersion(GameVersion.get())
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if love.window and love.window.setTitle then
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local Version = require("src.core.Version")
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love.window.setTitle(Version.title(
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GameVersion.info().displayName .. " (Gen 1 Recompilation Project)"))
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end
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Game = require("src.core.Game")
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Game:load()
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if os.getenv("POKEPORT_AUTOPILOT") then
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autopilot = require("tests.autopilot")
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end
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local driverPath = os.getenv("POKEPORT_DRIVER")
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if driverPath then
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local fn = assert(loadfile(driverPath))()
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driverCo = coroutine.create(fn)
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end
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-- After the two above are known: a scripted run drives the multiplier
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-- from love.update's loop, so the in-engine one must stay at 1 or the
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-- two would compound (10x10 = 100 steps per observation).
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Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride
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end
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function love.load(args)
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-- Self-updater boot shell: a fused build may mount and chainload a newer
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-- downloaded payload here. True means it took over, so we must stop. A
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-- dev / source checkout no-ops (see src/update/Boot.lua).
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local Boot = require("src.update.Boot")
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if Boot.run(args) then return end
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local savePath
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for i, a in ipairs(args or {}) do
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if a == "--editor" then
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editorMode = true
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elseif a == "--developer" then
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_G.POKEPORT_DEV_MODE = true
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elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
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savePath = args[i + 1]
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elseif a == "--speed" and tonumber(args[i + 1]) then
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speedOverride = tonumber(args[i + 1])
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end
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end
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love.graphics.setDefaultFilter("nearest", "nearest")
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-- Standalone editor. A bare `--editor` run has no launcher behind it, so
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-- Close quits; --save points it at a specific file, otherwise it opens the
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-- default save path for POKEPORT_VERSION (Red unless overridden), whose
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-- cache has to be mounted before the editor's Data:load.
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if editorMode then
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local version = os.getenv("POKEPORT_VERSION") or "red"
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require("src.core.GameVersion").set(version)
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require("src.import.CacheFs").mountVersion(version)
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addEditorRequirePath()
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EditorApp = require("App")
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EditorApp.load(savePath, { version = version })
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return
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end
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local RomImporter = require("src.import.RomImporter")
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local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
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local importPath = os.getenv("POKEPORT_IMPORT_ROM")
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-- Scripted / headless runs pick their game from POKEPORT_VERSION (default
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-- Red); the launcher's per-column choice does not apply to them.
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local scriptedVersion = os.getenv("POKEPORT_VERSION") or "red"
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local ready = RomImporter.isReady(scriptedVersion)
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-- Scripted / headless runs have to reach the game with no human pressing
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-- Play: an autopilot, a frame driver, an import-only build step, or an
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-- explicit ROM path all bypass the interactive launcher and keep today's
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-- import-then-boot (or boot-straight-in) behavior.
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local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
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or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or importPath ~= nil
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if scripted then
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if forceImport or not ready then
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-- The importer detects the dropped/loaded ROM's version by SHA-1 and
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-- passes it to onComplete; boot that version.
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Importer = RomImporter.new(function(version)
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if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
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love.event.quit()
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return
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end
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Importer = nil
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bootGame(version or scriptedVersion)
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end)
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if importPath then Importer:startPath(importPath) end
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return
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end
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bootGame(scriptedVersion)
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return
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end
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-- Interactive: the launcher always runs. Red, Blue, and Yellow are each
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-- live: a column shows Play when that game's ROM is already imported, or
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-- Choose ROM / drag-drop when it is not. Any dropped .gb is routed by its
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-- SHA-1 (GameVersion.forSha1); pressing Play boots that game. Edit on a
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-- save row opens the bundled editor on that slot (openEditor).
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Importer = RomImporter.new(function(version)
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Importer = nil
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bootGame(version)
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end, {
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launcher = true,
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forceImport = forceImport,
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onEditSave = openEditor,
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onEditTouchControls = openTouchControlsEditor,
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})
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end
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function love.update(dt)
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if editorMode then return EditorApp.update(dt) end
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if TouchEditor then return TouchEditor.update(dt) end
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if Importer then return Importer:update(dt) end
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-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
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-- once per Game:update, so they must keep a 1:1 relationship with the
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-- logic step. Fast-forwarding them by scaling the step inside
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-- Game:update would run N steps per observation: a held direction walks
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-- through all N, the player slides past the waypoint, and the script
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-- re-plans from an overshot cell. So iterate the whole act+step loop
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-- instead -- same script, just more of it per rendered frame.
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local iterations = scriptedIterations()
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if autopilot then
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for _ = 1, iterations do
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autopilot.update()
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Game:update(1 / 60) -- deterministic stepping for the autopilot
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end
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return
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end
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if driverCo then
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for _ = 1, iterations do
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local ok, err = coroutine.resume(driverCo, Game)
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if not ok then
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print("driver error: " .. tostring(err))
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love.event.quit(1)
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return
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end
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if coroutine.status(driverCo) == "dead" then
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love.event.quit()
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return
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end
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Game:update(1 / 60)
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end
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return
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end
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Game:update(dt)
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end
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function love.draw()
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if editorMode then return EditorApp.draw() end
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if TouchEditor then return TouchEditor.draw() end
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if Importer then return Importer:draw() end
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Game:draw()
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-- frame capture requested by a driver
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if Game.capturePath then
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local path = Game.capturePath
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Game.capturePath = nil
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love.graphics.captureScreenshot(function(imagedata)
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local fd = imagedata:encode("png")
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local f = io.open(path, "wb")
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if f then
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f:write(fd:getString())
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f:close()
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end
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end)
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end
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end
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function love.keypressed(key, scancode, isrepeat)
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if editorMode then return EditorApp.keypressed(key) end
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if TouchEditor then return TouchEditor.keypressed(key) end
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if Importer then return Importer:keypressed(key) end
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Game:keypressed(key)
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end
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function love.keyreleased(key)
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if editorMode or TouchEditor then return end
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if Importer then return end
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Game:keyreleased(key)
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end
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function love.gamepadpressed(joystick, button)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:gamepadpressed(joystick, button) end
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Game:gamepadpressed(joystick, button)
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end
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function love.gamepadreleased(joystick, button)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:gamepadreleased(joystick, button) end
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Game:gamepadreleased(joystick, button)
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end
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function love.gamepadaxis(joystick, axis, value)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:gamepadaxis(joystick, axis, value) end
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Game:gamepadaxis(joystick, axis, value)
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end
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function love.joystickpressed(joystick, button)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:joystickpressed(joystick, button) end
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Game:joystickpressed(joystick, button)
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end
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function love.joystickreleased(joystick, button)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:joystickreleased(joystick, button) end
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Game:joystickreleased(joystick, button)
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end
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function love.joystickaxis(joystick, axis, value)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:joystickaxis(joystick, axis, value) end
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Game:joystickaxis(joystick, axis, value)
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end
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function love.joystickhat(joystick, hat, direction)
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if editorMode or TouchEditor then return end
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if Importer then return Importer:joystickhat(joystick, hat, direction) end
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Game:joystickhat(joystick, hat, direction)
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end
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function love.joystickremoved(joystick)
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if editorMode or TouchEditor then return end
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if Importer then return end
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Game:joystickremoved(joystick)
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end
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-- f is true on focus gained, false on focus lost (e.g. alt-tab). A held
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-- direction's key-up can be delivered to the OS instead of the game while
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-- unfocused, so reset input on either transition rather than trust it.
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function love.focus(f)
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if editorMode or TouchEditor then return end
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if Importer then
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if Importer.focus then Importer:focus(f) end
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return
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end
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Game:focus(f)
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end
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-- v is true when the window becomes visible again, false on minimize.
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function love.visible(v)
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if editorMode or TouchEditor then return end
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if Importer then return end
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Game:visible(v)
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end
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function love.touchpressed(id, x, y, dx, dy, pressure)
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if editorMode then return end
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if TouchEditor then
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-- iOS synthesizes mousepressed for the primary touch (same as the
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-- launcher); Android drives the editor through love.touch directly.
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if love.system.getOS() == "iOS" then return end
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return TouchEditor.touchpressed(id, x, y)
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end
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if Importer then
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-- iOS: LÖVE already synthesizes a mousepressed for the primary touch,
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-- and love.mousepressed below forwards that to the Importer, so
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-- forwarding here too fires every launcher button twice per tap. The
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-- resulting double-present was fatal for the document picker: the
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-- second sheet stole the first one's weakly-held delegate, so picking
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-- a file silently did nothing. Android keeps the forward for upstream
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-- parity (its SAF picker is a separate activity and tolerates the
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-- re-launch).
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if love.system.getOS() == "iOS" then return end
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return Importer:mousepressed(x, y, 1)
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end
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Game:touchpressed(id, x, y)
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end
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function love.touchmoved(id, x, y, dx, dy, pressure)
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if editorMode then return end
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if TouchEditor then
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if love.system.getOS() == "iOS" then return end
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return TouchEditor.touchmoved(id, x, y)
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end
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if Importer then return end
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Game:touchmoved(id, x, y)
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end
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function love.touchreleased(id, x, y, dx, dy, pressure)
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if editorMode then return end
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if TouchEditor then
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if love.system.getOS() == "iOS" then return end
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return TouchEditor.touchreleased(id, x, y)
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end
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if Importer then return end
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Game:touchreleased(id, x, y)
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end
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function love.wheelmoved(x, y)
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if editorMode then
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if EditorApp.wheelmoved then return EditorApp.wheelmoved(x, y) end
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return
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end
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if TouchEditor then return end
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if Importer then return end
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Game:wheelmoved(x, y)
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end
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function love.mousepressed(x, y, button)
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if TouchEditor then
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-- Android primary touch already arrived via love.touchpressed; a second
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-- mouse path would double-fire Done / begin a second drag.
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if love.system.getOS() == "Android" then return end
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return TouchEditor.mousepressed(x, y, button)
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end
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if Importer then return Importer:mousepressed(x, y, button) end
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if editorMode and EditorApp.mousepressed then
|
|
return EditorApp.mousepressed(x, y, button)
|
|
end
|
|
if mouseTouch and Game and button == 1 then
|
|
Game:touchpressed("mouse", x, y)
|
|
end
|
|
end
|
|
|
|
function love.mousereleased(x, y, button)
|
|
if TouchEditor then
|
|
if love.system.getOS() == "Android" then return end
|
|
return TouchEditor.mousereleased(x, y, button)
|
|
end
|
|
if Importer then return end
|
|
if editorMode and EditorApp.mousereleased then
|
|
return EditorApp.mousereleased(x, y, button)
|
|
end
|
|
if mouseTouch and Game and button == 1 then
|
|
Game:touchreleased("mouse", x, y)
|
|
end
|
|
end
|
|
|
|
function love.mousemoved(x, y)
|
|
if TouchEditor then
|
|
if love.system.getOS() == "Android" then return end
|
|
return TouchEditor.mousemoved(x, y)
|
|
end
|
|
if editorMode or Importer then return end
|
|
if mouseTouch and Game and love.mouse.isDown(1) then
|
|
Game:touchmoved("mouse", x, y)
|
|
end
|
|
end
|
|
|
|
function love.textinput(text)
|
|
if TouchEditor then return end
|
|
if Importer then return Importer:textinput(text) end
|
|
if editorMode and EditorApp.textinput then
|
|
return EditorApp.textinput(text)
|
|
end
|
|
end
|
|
|
|
function love.quit()
|
|
if editorMode and EditorApp.quit then
|
|
return EditorApp.quit() -- return true to abort quit
|
|
end
|
|
pcall(function()
|
|
require("src.core.DiscordPresence").shutdown()
|
|
end)
|
|
-- LOVE waits for every live love.thread before the process exits, and both
|
|
-- background workers idle in a loop that only a "quit" command breaks, so
|
|
-- without this the process outlived the window and the next launch re-entered
|
|
-- the dead one instead of starting fresh (#339)
|
|
if package.loaded["src.core.ChipAudio"] then
|
|
pcall(package.loaded["src.core.ChipAudio"].shutdown)
|
|
end
|
|
if package.loaded["src.update.Check"] then
|
|
pcall(package.loaded["src.update.Check"].shutdown)
|
|
end
|
|
end
|
|
|
|
function love.filedropped(file)
|
|
if editorMode and EditorApp and EditorApp.filedropped then
|
|
return EditorApp.filedropped(file)
|
|
end
|
|
if Importer then Importer:filedropped(file) end
|
|
end
|
|
|
|
local function pacingEnabled()
|
|
if os.getenv("POKEPORT_AUTOPILOT") then return false end
|
|
if os.getenv("POKEPORT_DRIVER") then return false end
|
|
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then return false end
|
|
return true
|
|
end
|
|
|
|
function love.run()
|
|
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
|
|
|
|
-- don't let love.load's cost land in the first frame's dt
|
|
if love.timer then love.timer.step() end
|
|
|
|
local FrameCap = require("src.core.FrameCap")
|
|
local paced = pacingEnabled()
|
|
-- The deadline the next present() should not beat. Carried forward one
|
|
-- budget per frame so pacing stays even instead of drifting with the
|
|
-- per-frame sleep-granularity jitter.
|
|
local nextFrame = love.timer and love.timer.getTime() or 0
|
|
local dt = 0
|
|
|
|
return function()
|
|
-- process events
|
|
if love.event then
|
|
love.event.pump()
|
|
for name, a, b, c, d, e, f in love.event.poll() do
|
|
if name == "quit" then
|
|
if not love.quit or not love.quit() then
|
|
-- Android keeps the process and its task alive after LOVE's own
|
|
-- teardown, so the relaunched task re-enters an activity whose
|
|
-- native main already returned; end the process outright once the
|
|
-- love.quit hook has run (#339)
|
|
if love.system and love.system.getOS() == "Android" then
|
|
os.exit(a or 0)
|
|
end
|
|
return a or 0
|
|
end
|
|
end
|
|
love.handlers[name](a, b, c, d, e, f)
|
|
end
|
|
end
|
|
|
|
-- update dt
|
|
if love.timer then dt = love.timer.step() end
|
|
|
|
-- call update and draw
|
|
if love.update then love.update(dt) end
|
|
|
|
if love.graphics and love.graphics.isActive() then
|
|
love.graphics.origin()
|
|
love.graphics.clear(love.graphics.getBackgroundColor())
|
|
if love.draw then love.draw() end
|
|
love.graphics.present()
|
|
end
|
|
|
|
if love.timer then
|
|
if paced then
|
|
-- Sleep out the remainder of the frame budget, measured from the
|
|
-- carried deadline, in small chunks so the OS timer stays
|
|
-- responsive. vsync is untouched: when it already paces slower
|
|
-- than the cap the remainder is <= 0 and this rounds to a no-op.
|
|
local budget = 1 / FrameCap.current
|
|
nextFrame = nextFrame + budget
|
|
local now = love.timer.getTime()
|
|
-- A stall (alt-tab, a GC pause, a blocked import) can leave the
|
|
-- deadline more than a full budget in the past; re-anchor to now so
|
|
-- we pace the next frame rather than burst uncapped to catch up.
|
|
if now - nextFrame > budget then
|
|
nextFrame = now
|
|
end
|
|
while true do
|
|
local remaining = nextFrame - love.timer.getTime()
|
|
if remaining <= 0 then break end
|
|
love.timer.sleep(remaining < 0.001 and remaining or 0.001)
|
|
end
|
|
else
|
|
love.timer.sleep(0.001)
|
|
end
|
|
end
|
|
end
|
|
end
|