update tests/lib
DramaticShape · 2026-08-04 ·
parent b2ccb14afa
update tests/lib
Changed files
lib/StadiumInstall.lua | 14 ++++++++
lib/StadiumRomPick.lua | 106 ++++++++++++++++++++++++++++++++++++++++++++++++++-----------
lib/StadiumScreen.lua | 107 ++++++++++++++++++++++++++++++++++++++++++++------------------
main.lua | 9 ++++++
tests/dramatic_shape_test.lua | 38 ++++++++++++++--------
5 files changed, 211 insertions(+), 63 deletions(-)
Diff
diff --git a/lib/StadiumInstall.lua b/lib/StadiumInstall.lua
index 3c25c9b..a72e6d1 100644
--- a/lib/StadiumInstall.lua
+++ b/lib/StadiumInstall.lua
@@ -117,6 +117,20 @@ function StadiumInstall.romHint()
return base .. "/" .. StadiumInstall.ROM_DIR
end
+-- The same thing with a FILENAME on the end, which is what a player actually
+-- needs: a folder alone leaves them guessing what to call the file, and the
+-- guess is not obviously "baserom.z64".
+--
+-- Taken from the head of NAMED rather than retyped, so the name shown is by
+-- construction the first name looked for. It is not the ONLY one that works
+-- -- `.n64` and `.v64` are accepted, and so is any other name carrying one
+-- of those extensions -- but an instruction that names one file is one a
+-- player can follow, and an instruction that lists every possibility is one
+-- they have to interpret.
+function StadiumInstall.romHintFile()
+ return StadiumInstall.romHint() .. "/" .. (NAMED[1]:match("[^/]+$") or "")
+end
+
-- ------- the marker
local function readMarker()
diff --git a/lib/StadiumRomPick.lua b/lib/StadiumRomPick.lua
index 6eea946..a99d583 100644
--- a/lib/StadiumRomPick.lua
+++ b/lib/StadiumRomPick.lua
@@ -96,26 +96,42 @@ local function commandOutput(cmd)
return (out ~= "") and out or nil
end
--- ------- can this machine open one at all
---
--- Desktop only, and honestly so. On ANDROID the picker is a native bridge
--- (love.system.pickFile) whose kind -> filename mapping is a fixed list of
--- three in the engine's own C++, and an unrecognised kind falls through to
--- `picked_rom.gb` -- which is the file the engine's Game Boy importer is
--- watching. Calling it for a 32 MB N64 ROM would hand that to the wrong
--- importer, so it is not called.
---
--- Android does not need it as badly, either: conf.lua points the save
--- directory at the app's external-files folder, so `baseroms/` there is
--- reachable over USB or any file manager with no root and no permission
--- prompt, which is the flow the engine's own comment describes for
--- picker-less builds.
-function StadiumRomPick.available()
+-- ------- can this machine open a DIALOG
+--
+-- Desktop only, and honestly so.
+--
+-- On ANDROID the picker is a native bridge (love.system.pickFile) whose
+-- kind -> filename mapping is a fixed list of three in the engine's own C++,
+-- and an unrecognised kind falls through to `picked_rom.gb`. That is not
+-- merely the wrong name -- it is the file the engine's Game Boy importer is
+-- watching, and reading that code settles it: the importer's size test only
+-- SKIPS a 1 MB file it has already imported, so a 32 MB N64 ROM landing
+-- there falls straight through to `love.filesystem.remove` and
+-- `startData` -- deleted, and then reported to the player as a broken Game
+-- Boy ROM. So the bridge is not called until it learns the kind, which is a
+-- two-line change in System.cpp and an APK rebuild (see README).
+--
+-- Android is not stuck without it: conf.lua points the save directory at the
+-- app's external-files folder, so `baseroms/` there is reachable over USB or
+-- any file manager with no root and no permission prompt. What Android
+-- lacked was being TOLD that -- the row vanished, and the folder's absolute
+-- path was only ever written to a console no phone shows. That is what the
+-- note below is for.
+function StadiumRomPick.canDialog()
if not (haveShell() and haveFiles()) then return false end
local p = osName()
return p == "Windows" or p == "OS X" or p == "Linux"
end
+-- Kept as the old name for callers that only wanted "is there a dialog".
+StadiumRomPick.available = StadiumRomPick.canDialog
+
+-- Where a SAF pick would land if the native bridge grows a Stadium kind.
+-- Watched unconditionally (see poll): on a build that never writes it this
+-- costs one getInfo a frame, and on one that does the mod needs no further
+-- change to use it.
+StadiumRomPick.PICKED = "picked_stadium.z64"
+
-- Open the dialog. Returns the chosen absolute path, or nil when the player
-- cancelled or no dialog could be opened.
function StadiumRomPick.choose()
@@ -184,10 +200,22 @@ end
-- that quietly goes on saying IMPORT.
function StadiumRomPick.import(game)
if StadiumInstall.status.state == "building" then return false end
+ local StadiumScreen = V.require("StadiumScreen")
+
+ -- No dialog on this platform: say where the file goes, on screen, because
+ -- that is the whole of what the player is missing and the console is not
+ -- somewhere they can read it.
+ if not StadiumRomPick.canDialog() then
+ if game and game.stack then
+ game.stack:push(StadiumScreen.newNote(game, "STADIUM ROM",
+ "PUT STADIUM US 1.0 HERE:",
+ StadiumInstall.romHintFile()))
+ end
+ return false
+ end
+
local path = StadiumRomPick.choose()
if not path then return false end
-
- local StadiumScreen = V.require("StadiumScreen")
local function fail(why)
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = why
@@ -223,13 +251,16 @@ end
-- nil where no dialog can be opened, which takes the row off the menu
-- entirely rather than offering a button that cannot do anything.
function StadiumRomPick.row()
- if not StadiumRomPick.available() then return nil end
return {
id = StadiumRomPick.ID,
label = StadiumRomPick.LABEL,
value = function()
if StadiumInstall.status.state == "building" then return "BUILDING" end
- return StadiumInstall.available() and "READY" or "IMPORT"
+ if StadiumInstall.available() then return "READY" end
+ -- WHERE, not IMPORT, where pressing it can only tell you the folder:
+ -- a row that says IMPORT and then does not import is a worse row than
+ -- one that says what it actually does
+ return StadiumRomPick.canDialog() and "IMPORT" or "WHERE?"
end,
step = function(game)
pcall(StadiumRomPick.import, game)
@@ -238,4 +269,41 @@ function StadiumRomPick.row()
}
end
+-- ------- a pick that landed while we were not looking
+--
+-- The desktop dialog BLOCKS, so `import` above can read the answer on the
+-- next line. A SAF pick cannot work that way: it is a separate activity,
+-- Android is free to destroy the game while it is up, and the file appears
+-- some frames later -- so the only way to notice one is to look for it.
+--
+-- Nothing writes this filename today (see canDialog). It is watched anyway so
+-- that teaching the native bridge one more kind is the whole of the Android
+-- picker work, with no second change needed here.
+--
+-- Consumed and DELETED either way: a 32 MB file left in the save directory
+-- would be imported again on the next boot, and kept forever if the import
+-- failed.
+function StadiumRomPick.poll(game)
+ local f = love and love.filesystem
+ if not (f and f.getInfo) then return false end
+ if StadiumInstall.status.state == "building" then return false end
+ local ok, info = pcall(f.getInfo, StadiumRomPick.PICKED, "file")
+ if not (ok and info) then return false end
+
+ local okRead, bytes = pcall(f.read, StadiumRomPick.PICKED)
+ pcall(f.remove, StadiumRomPick.PICKED)
+ if not (okRead and type(bytes) == "string") then return false end
+
+ local StadiumScreen = V.require("StadiumScreen")
+ local started, err = StadiumInstall.beginFrom(bytes, StadiumRomPick.PICKED)
+ if not started then
+ StadiumInstall.status.state = "failed"
+ StadiumInstall.status.error = tostring(err)
+ end
+ if game and game.stack then
+ game.stack:push(StadiumScreen.new(game, true))
+ end
+ return true
+end
+
return StadiumRomPick
diff --git a/lib/StadiumScreen.lua b/lib/StadiumScreen.lua
index f9bdbea..23b8202 100644
--- a/lib/StadiumScreen.lua
+++ b/lib/StadiumScreen.lua
@@ -70,31 +70,37 @@ end
-- overflow tidily off one side, it clips off BOTH and loses its first word as
-- well as its last ("that is not a Pokemon Stadium ROM" came out as "at is
-- not a Pokemon").
+--
+-- Fixed, and it stays fixed: shrinking the text to fit more in was tried and
+-- the font will not take it. These are 1-bit 8x8 bitmaps, so a fractional
+-- downscale drops whole pixel rows out of every glyph -- at 0.75 the last
+-- line of an Android save path came out as mush. Long strings get more LINES
+-- instead (see the note layout in draw).
local COLS = 20
--- Break a reason into lines that fit, on word boundaries, and never more than
--- `limit` of them -- the plate has room for two and a message nobody can read
--- the end of is not improved by adding a third.
-local function wrapped(str, limit)
+-- Break a string into lines that fit, on word boundaries, and never more than
+-- `limit` of them.
+local function wrapped(str, limit, cols)
limit = limit or 2
+ cols = cols or COLS
local lines, line = {}, nil
local function push(text)
if #lines < limit then lines[#lines + 1] = text end
end
for word in tostring(str):gmatch("%S+") do
local try = line and (line .. " " .. word) or word
- if #try <= COLS then
+ if #try <= cols then
line = try
else
if line then push(line) end
-- A word longer than the line is BROKEN ACROSS lines rather than cut.
-- It is always a path, and a path is the one thing here that has to be
- -- readable in full -- an absolute Android save directory runs to about
- -- seventy characters and has no spaces in it at all, so truncating at
+ -- readable in full -- an absolute Android save directory runs to
+ -- ninety-odd characters with no spaces in it at all, so truncating at
-- twenty told the player almost nothing.
- while #word > COLS do
- push(word:sub(1, COLS))
- word = word:sub(COLS + 1)
+ while #word > cols do
+ push(word:sub(1, cols))
+ word = word:sub(cols + 1)
end
line = word
end
@@ -149,8 +155,9 @@ end
--
-- Same state shape and the same plate as the build screen, so there is one
-- look and one set of stack manners rather than two.
-function StadiumScreen.newNote(game, title, body)
- return setmetatable({ game = game, note = { title = title, body = body } },
+function StadiumScreen.newNote(game, title, lead, body)
+ return setmetatable({ game = game,
+ note = { title = title, lead = lead, body = body } },
StadiumScreen)
end
@@ -168,8 +175,38 @@ function StadiumScreen:enter()
end
end
+-- The buttons that dismiss a note. Every face button and START, because the
+-- prompt says ANY and a player who has to hunt for the right one on a phone
+-- has been lied to.
+local DISMISS = { "a", "b", "start", "select" }
+
function StadiumScreen:update()
- if self.note then return end -- a note waits for a key, not a clock
+ -- ------- a note is dismissed by a BUTTON, not by a key
+ --
+ -- `onKeyPressed` is the keyboard, and a phone has none: the touch overlay
+ -- feeds the engine's Input as virtual buttons (Input.overlayPressed), so a
+ -- state that only listens for keys cannot be closed by touch at all. That
+ -- stranded a player on this screen with no way off it -- the one screen in
+ -- the mod whose entire job is to tell somebody something and then get out
+ -- of the way.
+ --
+ -- Polled here rather than handled as an event because `wasPressed` is the
+ -- edge test the engine's own battle screens use, and it is fed by the
+ -- keyboard, the gamepad AND the overlay through one path.
+ if self.note then
+ local input = self.game and self.game.input
+ if input and input.wasPressed then
+ for _, btn in ipairs(DISMISS) do
+ if input:wasPressed(btn) then
+ if self.game.stack and self.game.stack:top() == self then
+ self.game.stack:pop()
+ end
+ return
+ end
+ end
+ end
+ return
+ end
local status = StadiumInstall.status
if status.state == "building" then
if not StadiumInstall.step() then
@@ -206,8 +243,9 @@ local function pop(self)
end
function StadiumScreen:onKeyPressed(key)
- -- a note is dismissed by ANY key: it is telling the player something, and
- -- making them guess which button acknowledges it would be its own joke
+ -- A note takes any key too. This is the KEYBOARD path and it is not the
+ -- one that matters on a phone -- see update, which polls the engine's
+ -- Input so the touch overlay's virtual buttons work as well.
if self.note then pop(self) return true end
if key == "escape" or key == "x" or key == "backspace" then
StadiumInstall.cancel()
@@ -225,12 +263,20 @@ function StadiumScreen:draw()
love.graphics.rectangle("fill", 0, 0, W, H)
if self.note then
- centred(self.note.title, 20)
- -- six lines is the plate's room; an absolute path on Android runs to
- -- about seventy characters, which is four of them
- local lines = wrapped(self.note.body, 6)
- for i, line in ipairs(lines) do centred(line, 44 + (i - 1) * 10) end
- centred("PRESS ANY KEY", 124)
+ centred(self.note.title, 12)
+ -- The sentence is kept SHORT so the path can have the rest of the plate
+ -- at full size. Shrinking the path was tried first and does not survive
+ -- the font: these are 1-bit 8x8 bitmaps, so a fractional downscale drops
+ -- whole pixel rows out of every glyph and the last line came out as
+ -- mush. Nine rows of twenty characters is 180, which is longer than any
+ -- real save path, so nothing has to be shrunk to fit.
+ local lead = wrapped(self.note.lead or "", 2)
+ for i, line in ipairs(lead) do centred(line, 30 + (i - 1) * 10) end
+ local y = 30 + #lead * 10 + 6
+ for i, line in ipairs(wrapped(self.note.body or "", 9)) do
+ centred(line, y + (i - 1) * 9)
+ end
+ centred("PRESS ANY KEY", 130)
love.graphics.setColor(1, 1, 1, 1)
return
end
@@ -319,16 +365,17 @@ function StadiumScreen.maybePush()
-- no restart. The folder is still said, once, for the platforms with no
-- dialog (Android, a handheld Linux with neither zenity nor kdialog)
-- and for anyone who would rather drop a file than click through one.
+ -- The STADIUM ROM row is on the OPTIONS menu on every platform now, so
+ -- point at it rather than reciting a path here: where a file dialog can
+ -- be opened it opens one, and where it cannot it shows this same folder
+ -- on screen -- which is the part a phone could not otherwise find out.
local okPick, pick = pcall(V.require, "StadiumRomPick")
- local canPick = okPick and pick and pick.available()
- V.mod.log:info("stadium: no Pokemon Stadium ROM found, so the STADIUM "
- .. "battle rungs are off. %s",
- canPick
- and ("Import one from OPTIONS -> " .. pick.LABEL
- .. ", or put a .z64/.n64/.v64 in "
- .. StadiumInstall.romHint() .. " and restart.")
- or ("Put one (.z64/.n64/.v64) in "
- .. StadiumInstall.romHint() .. " and restart."))
+ local label = (okPick and pick and pick.LABEL) or "STADIUM ROM"
+ local how = (okPick and pick and pick.canDialog())
+ and "opens a file picker" or "says where to put one"
+ V.mod.log:info("stadium: no Pokemon Stadium (US) 1.0 ROM found, so the "
+ .. "STADIUM battle rungs are off. OPTIONS -> %s %s; the "
+ .. "folder is %s", label, how, StadiumInstall.romHint())
end
return false
end
diff --git a/main.lua b/main.lua
index 8cf1045..4714165 100644
--- a/main.lua
+++ b/main.lua
@@ -208,6 +208,11 @@ mod.content.render_pipelines:register("voxel", {
-- world, so it is never fighting the engine's own launcher for the
-- screen.
pcall(function() V.require("StadiumScreen").maybePush() end)
+ -- and a ROM the system file picker dropped in the save directory while
+ -- we were not the top activity (Android; see StadiumRomPick.poll)
+ pcall(function()
+ V.require("StadiumRomPick").poll(require("src.core.Game"))
+ end)
-- The horde, on the same always-running tick and for the same reason:
-- it owns no pass of the frame, it is a MODE over the overworld, and
-- it has to keep thinking while a warp's wipe covers the screen (the
@@ -802,6 +807,10 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
-- to restore on the next boot, so it is appended here rather than living in
-- SETTINGS. nil on a platform with no file dialog, which takes it off the
-- menu rather than offering a button that cannot do anything.
+ -- On EVERY platform. Where there is no file dialog it says WHERE? and
+ -- shows the folder to put the cartridge in, which is the one thing a
+ -- player on a phone could not otherwise find out -- the row used to vanish
+ -- there, which reads as the feature being missing rather than manual.
local okPick, importRow = pcall(function()
return V.require("StadiumRomPick").row()
end)
diff --git a/tests/dramatic_shape_test.lua b/tests/dramatic_shape_test.lua
index 04a4522..4614afe 100644
--- a/tests/dramatic_shape_test.lua
+++ b/tests/dramatic_shape_test.lua
@@ -400,7 +400,12 @@ end
Pipelines.setLevel("voxel", 2)
local hookedRows = Runtime.call("ui.options.rows", function(_, r) return r end,
{ data = Data }, { { id = "text_speed" } })
-T.eq(#hookedRows, 9, "the options hook added a row per setting")
+-- one per setting, plus the STADIUM ROM action row -- which is not a setting
+-- (nothing to store, nothing for the mod manager to persist) and is offered
+-- on every platform, saying WHERE? rather than IMPORT where there is no file
+-- dialog to open
+T.eq(#hookedRows, 10, "the options hook added a row per setting, plus the "
+ .. "STADIUM ROM action row")
local grid, curve, water = hookedRows[2], hookedRows[3], hookedRows[4]
local battles, backRow, daytime = hookedRows[5], hookedRows[6], hookedRows[7]
-- the AA row is hookedRows[8]; it is read in its own block below, because
@@ -1184,22 +1189,27 @@ Battles.setting:setGate(BATTLE_ROW_GATE)
local Install =
run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumInstall")
- T.check(type(Pick.available()) == "boolean",
+ T.check(type(Pick.canDialog()) == "boolean",
"the picker reports whether this platform has a file dialog at all")
+ -- The row is offered on EVERY platform. It used to be dropped where no
+ -- dialog could be opened, which on Android read as the feature being
+ -- missing rather than manual -- and the folder path it needed to show was
+ -- only ever written to a console a phone does not have.
local row = Pick.row()
- if not Pick.available() then
- T.eq(row, nil,
- "with no dialog available there is no row -- a button that cannot open "
- .. "anything is worse than the folder instruction it would replace")
- else
- T.check(row ~= nil, "and where there is one, there is a row")
- T.eq(row.label, "STADIUM ROM", "which says what it is for")
- T.check(type(row.step) == "function", "and does something when pressed")
- -- the value is the STATE, so a player can see whether it worked
- T.eq(row.value(), Install.available() and "READY" or "IMPORT",
- "reading READY once the models are installed and IMPORT before that")
- end
+ T.check(row ~= nil, "the row is offered whatever the platform can do")
+ T.eq(row.label, "STADIUM ROM", "and says what it is for")
+ T.check(type(row.step) == "function", "and does something when pressed")
+ T.eq(row.value(),
+ Install.available() and "READY" or (Pick.canDialog() and "IMPORT" or "WHERE?"),
+ "reading READY once installed, IMPORT where a dialog can be opened, and "
+ .. "WHERE? where pressing it can only name the folder -- a row that said "
+ .. "IMPORT and then did not import would be the worse lie")
+
+ -- and the drop folder it would name is an absolute path, which the note
+ -- screen has to be able to show in full
+ T.check(type(Install.romHint()) == "string" and #Install.romHint() > 0,
+ "there is a folder to name")
-- A ROM that carries no models must be refused BEFORE anything is written.
-- An empty build otherwise completes with nothing attempted and therefore