feat(runtime): embed platform modules as bytecode

ui.lua and hints.lua are compiled to LUA_32BITS bytecode (matching the
firmware's Lua build) and linked into the binary. A new package.searchers
entry checks them as the fallback after the SD card, so a local
/.lua/lib/ui.lua still shadows the packaged one for debugging.

Bytecode is ~40% smaller than source and loads without parsing. A fresh
SD card with no make sdcard now has the platform available.
This commit is contained in:
2026-08-03 21:08:35 -04:00
parent 60ec720cdb
commit 6a9b082f97
10 changed files with 430 additions and 263 deletions
BIN
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+11 -2
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@@ -10,10 +10,14 @@ LUA_OBJECTS := $(patsubst native/src/vendor/lua/%.c,_build/lua/%.o,$(LUA_C))
LUA_LIBRARY := _build/liblua.a
LUA_SMOKE := _build/lua-smoke
RUNTIME_TEST := _build/runtime-test
LUAC32 := _build/luac32
RUNTIME_CPP := $(sort $(wildcard native/src/runtime/*.cpp native/src/bindings/core/*.cpp \
native/src/bindings/features/*.cpp))
native/src/bindings/features/*.cpp) native/src/embedded_modules.cpp)
.PHONY: api test
.PHONY: api test embed
embed: $(LUAC32)
@$(PYTHON) tools/embed.py $(LUAC32) lua/lib native/src/embedded_modules.cpp
api:
@$(PYTHON) tools/gen_api.py
@@ -21,6 +25,8 @@ api:
test: $(LUA_SMOKE) $(RUNTIME_TEST)
@$(PYTHON) tools/gen_api.py --check
@printf '%-32s ' generated-api; echo ok
@$(PYTHON) tools/embed.py $(LUAC32) lua/lib native/src/embedded_modules.cpp --check
@printf '%-32s ' embedded-modules; echo ok
@$(LUA) -e 'assert(_VERSION == "Lua 5.4", "tests require Lua 5.4")'
@for file in $(CONTRACTS); do $(LUA) -e "assert(loadfile('$$file'))" || exit 1; done
@printf '%-32s ' contracts; echo ok
@@ -39,6 +45,9 @@ $(RUNTIME_TEST): $(RUNTIME_CPP) native/test/runtime_test.cpp $(LUA_LIBRARY)
$(LUA_LIBRARY): $(LUA_OBJECTS)
@$(AR) rcs $@ $^
$(LUAC32): tools/dump.c $(LUA_LIBRARY)
@$(CC) -std=c99 -DLUA_32BITS -I native/src/vendor/lua $< $(LUA_LIBRARY) -lm -o $@
_build/lua/%.o: native/src/vendor/lua/%.c
@mkdir -p $(@D)
@$(CC) -std=c99 -DLUA_32BITS -I native/src/vendor/lua -c $< -o $@
+25 -25
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@@ -4,42 +4,42 @@
local hints = {}
-- Reading order across the strip, so a device showing three of them still reads left to right.
local ORDER = {"back", "left", "up", "down", "right", "confirm"}
local ORDER = { "back", "left", "up", "down", "right", "confirm" }
local function available()
local roles = {}
if input and input.getButtons then
for _, role in ipairs(input.getButtons()) do roles[role] = true end
end
return roles
local roles = {}
if input and input.getButtons then
for _, role in ipairs(input.getButtons()) do roles[role] = true end
end
return roles
end
---Paints the labels this device can actually act on, and returns the height it used.
---@param actions table<string, string> Label per Button role; roles the device lacks are skipped.
---@param options table|nil `y`, `font`, `color`, and `background` overrides.
function hints.draw(actions, options)
options = options or {}
local font = options.font or gui.FONT_SMALL
local color = options.color or gui.color(0, 0, 0)
local background = options.background or gui.color(255, 255, 255)
local height = gui.getFontHeight(font) + 6
local y = options.y or (gui.getHeight() - height)
options = options or {}
local font = options.font or gui.FONT_SMALL
local color = options.color or gui.color(0, 0, 0)
local background = options.background or gui.color(255, 255, 255)
local height = gui.getFontHeight(font) + 6
local y = options.y or (gui.getHeight() - height)
local roles = available()
local labels = {}
for _, role in ipairs(ORDER) do
if roles[role] and actions[role] then labels[#labels + 1] = actions[role] end
end
local roles = available()
local labels = {}
for _, role in ipairs(ORDER) do
if roles[role] and actions[role] then labels[#labels + 1] = actions[role] end
end
gui.fillRect(0, y, gui.getWidth(), height, background)
if #labels == 0 then return height end
gui.fillRect(0, y, gui.getWidth(), height, background)
if #labels == 0 then return height end
local slot = gui.getWidth() // #labels
for index, label in ipairs(labels) do
local left = slot * (index - 1) + (slot - gui.getTextWidth(font, label)) // 2
gui.drawText(font, left, y + 3, label, color, gui.STYLE_NORMAL, background)
end
return height
local slot = gui.getWidth() // #labels
for index, label in ipairs(labels) do
local left = slot * (index - 1) + (slot - gui.getTextWidth(font, label)) // 2
gui.drawText(font, left, y + 3, label, color, gui.STYLE_NORMAL, background)
end
return height
end
return hints
+232 -232
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@@ -44,9 +44,9 @@ local ui = {}
local THEME_PATH = "/.lua/theme"
local THEMES = {
light = {background = {255, 255, 255}, color = {0, 0, 0}, accent = {0, 120, 255}, radius = 6},
dark = {background = {18, 18, 20}, color = {235, 235, 235}, accent = {166, 118, 255}, radius = 6},
mono = {background = {255, 255, 255}, color = {0, 0, 0}, accent = {0, 0, 0}, radius = 0},
light = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 120, 255 }, radius = 6 },
dark = { background = { 18, 18, 20 }, color = { 235, 235, 235 }, accent = { 166, 118, 255 }, radius = 6 },
mono = { background = { 255, 255, 255 }, color = { 0, 0, 0 }, accent = { 0, 0, 0 }, radius = 0 },
}
local enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
@@ -59,123 +59,123 @@ local activeScreen
local applyPalette
local function mix(a, b, amount)
local out = {}
for i = 1, 3 do out[i] = math.floor(a[i] + (b[i] - a[i]) * amount + 0.5) end
return out
local out = {}
for i = 1, 3 do out[i] = math.floor(a[i] + (b[i] - a[i]) * amount + 0.5) end
return out
end
local function color(rgb)
return gui.color(rgb[1], rgb[2], rgb[3])
return gui.color(rgb[1], rgb[2], rgb[3])
end
local function palette(seed)
local background, foreground, accent = seed.background, seed.color, seed.accent
return {
background = color(background),
color = color(foreground),
muted = color(mix(foreground, background, 0.45)),
accent = color(accent),
face = color(mix(background, foreground, 0.08)),
pressedFace = color(accent),
pressedColor = color(background),
focusColor = color(accent),
radius = seed.radius,
}
local background, foreground, accent = seed.background, seed.color, seed.accent
return {
background = color(background),
color = color(foreground),
muted = color(mix(foreground, background, 0.45)),
accent = color(accent),
face = color(mix(background, foreground, 0.08)),
pressedFace = color(accent),
pressedColor = color(background),
focusColor = color(accent),
radius = seed.radius,
}
end
local function loadTheme(name)
themeName = THEMES[name] and name or "light"
ui.theme = palette(THEMES[themeName])
themeName = THEMES[name] and name or "light"
ui.theme = palette(THEMES[themeName])
end
---@return string
function ui.getTheme()
return themeName
return themeName
end
---@return string[]
function ui.themeNames()
local names = {}
for name in pairs(THEMES) do names[#names + 1] = name end
table.sort(names)
return names
local names = {}
for name in pairs(THEMES) do names[#names + 1] = name end
table.sort(names)
return names
end
---@param name string
---@return true? ok
---@return string? error
function ui.setTheme(name)
if not THEMES[name] then return nil, "Unknown theme" end
local ok, err = fs.writeFile(THEME_PATH, name)
if not ok then return nil, err end
loadTheme(name)
if activeScreen then
applyPalette(activeScreen.root)
gui.clear(ui.theme.background)
node.invalidate(activeScreen.root)
end
return true
if not THEMES[name] then return nil, "Unknown theme" end
local ok, err = fs.writeFile(THEME_PATH, name)
if not ok then return nil, err end
loadTheme(name)
if activeScreen then
applyPalette(activeScreen.root)
gui.clear(ui.theme.background)
node.invalidate(activeScreen.root)
end
return true
end
local savedTheme = fs.readFile(THEME_PATH, 32)
loadTheme(savedTheme and savedTheme:match("^%s*(.-)%s*$") or "light")
local function clearState()
enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
pressStyles = {}
enterHandlers, exitHandlers, clickHandlers, painters = {}, {}, {}, {}
pressStyles = {}
end
node.setPainter(function(id, x, y, w, h)
local painter = painters[id]
if painter then painter(id, x, y, w, h) end
local painter = painters[id]
if painter then painter(id, x, y, w, h) end
end)
local STYLE_KEYS = {
"color", "fill", "border", "face", "pressedFace", "pressedColor",
"focusColor", "radius", "font", "textStyle",
"color", "fill", "border", "face", "pressedFace", "pressedColor",
"focusColor", "radius", "font", "textStyle",
}
local function applyStyle(id, spec)
local style, hasStyle = {}, false
for _, key in ipairs(STYLE_KEYS) do
if spec[key] ~= nil then
style[key], hasStyle = spec[key], true
end
end
if spec.background ~= nil then
style.background, style.fill, hasStyle = spec.background, spec.background, true
end
if hasStyle then node.setStyle(id, style) end
local style, hasStyle = {}, false
for _, key in ipairs(STYLE_KEYS) do
if spec[key] ~= nil then
style[key], hasStyle = spec[key], true
end
end
if spec.background ~= nil then
style.background, style.fill, hasStyle = spec.background, spec.background, true
end
if hasStyle then node.setStyle(id, style) end
end
local function build(spec, kind)
spec = spec or {}
if laidOut then ui.reset() end
spec = spec or {}
if laidOut then ui.reset() end
local children = {}
for index, child in ipairs(spec) do
children[index] = child
spec[index] = nil
end
local children = {}
for index, child in ipairs(spec) do
children[index] = child
spec[index] = nil
end
spec.type = kind
spec.interactive = spec.on_enter ~= nil or spec.on_exit ~= nil or spec.on_click ~= nil
local id = node.create(nil, spec)
for _, child in ipairs(children) do node.attach(id, child) end
spec.type = kind
spec.interactive = spec.on_enter ~= nil or spec.on_exit ~= nil or spec.on_click ~= nil
local id = node.create(nil, spec)
for _, child in ipairs(children) do node.attach(id, child) end
applyStyle(id, spec)
enterHandlers[id] = spec.on_enter
exitHandlers[id] = spec.on_exit
clickHandlers[id] = spec.on_click
painters[id] = spec.paint
pressStyles[id] = spec.press_style ~= false
return id
applyStyle(id, spec)
enterHandlers[id] = spec.on_enter
exitHandlers[id] = spec.on_exit
clickHandlers[id] = spec.on_click
painters[id] = spec.paint
pressStyles[id] = spec.press_style ~= false
return id
end
---@param spec UiSpec
---@return NodeId
function ui.box(spec)
return build(spec, "box")
return build(spec, "box")
end
---Side length for a grid of square cards that fits the frame, and the column count that
@@ -187,112 +187,112 @@ end
---@return integer side
---@return integer columns
function ui.cardSide(count, pad, gap, reserve)
local columns = gui.getWidth() >= gui.getHeight() and 4 or 3
local rows = math.ceil(count / columns)
local byWidth = (gui.getWidth() - 2 * pad - (columns - 1) * gap) // columns
local byHeight = (gui.getHeight() - 2 * pad - (reserve or 0) - (rows - 1) * gap) // rows
return math.min(byWidth, byHeight), columns
local columns = gui.getWidth() >= gui.getHeight() and 4 or 3
local rows = math.ceil(count / columns)
local byWidth = (gui.getWidth() - 2 * pad - (columns - 1) * gap) // columns
local byHeight = (gui.getHeight() - 2 * pad - (reserve or 0) - (rows - 1) * gap) // rows
return math.min(byWidth, byHeight), columns
end
---@param spec UiSpec
---@return NodeId
function ui.spacer(spec)
spec = spec or {}
return build({w = spec.w, h = spec.h}, "box")
spec = spec or {}
return build({ w = spec.w, h = spec.h }, "box")
end
---@param text string
---@param spec? UiSpec
---@return NodeId
function ui.text(text, spec)
spec = spec or {}
spec.label = text
spec.textStyle, spec.style = spec.style, nil
return build(spec, "text")
spec = spec or {}
spec.label = text
spec.textStyle, spec.style = spec.style, nil
return build(spec, "text")
end
---@param text string
---@param spec? UiSpec
---@return NodeId
function ui.label(text, spec)
spec = spec or {}
local font, style = spec.font or gui.FONT_UI, spec.style or gui.STYLE_NORMAL
if spec.fit and gui.getTextWidth(font, text, style) > spec.fit then
while #text > 1 and gui.getTextWidth(font, text .. "~", style) > spec.fit do
text = text:sub(1, -2)
end
text = text .. "~"
end
spec.w = gui.getTextWidth(font, text, style)
spec.h = gui.getFontHeight(font, style)
spec.font, spec.fit = font, nil
return ui.text(text, spec)
spec = spec or {}
local font, style = spec.font or gui.FONT_UI, spec.style or gui.STYLE_NORMAL
if spec.fit and gui.getTextWidth(font, text, style) > spec.fit then
while #text > 1 and gui.getTextWidth(font, text .. "~", style) > spec.fit do
text = text:sub(1, -2)
end
text = text .. "~"
end
spec.w = gui.getTextWidth(font, text, style)
spec.h = gui.getFontHeight(font, style)
spec.font, spec.fit = font, nil
return ui.text(text, spec)
end
---@param spec UiSpec
---@return NodeId
function ui.button(spec)
spec = spec or {}
spec.pad = spec.pad or 8
spec.align = spec.align or "center"
local label, font = spec.label, spec.font
spec.label = nil
local id = build(spec, "button")
if label then node.create(id, {type = "text", label = label, font = font or gui.FONT_UI}) end
return id
spec = spec or {}
spec.pad = spec.pad or 8
spec.align = spec.align or "center"
local label, font = spec.label, spec.font
spec.label = nil
local id = build(spec, "button")
if label then node.create(id, { type = "text", label = label, font = font or gui.FONT_UI }) end
return id
end
---@param spec UiSpec
---@return NodeId
function ui.custom(spec)
return build(spec, "custom")
return build(spec, "custom")
end
---@param id NodeId
---@param text string
function ui.setText(id, text)
if node.getLabel(id) == text then return end
node.setLabel(id, text)
node.invalidate(id)
if node.getLabel(id) == text then return end
node.setLabel(id, text)
node.invalidate(id)
end
---@param id NodeId
function ui.invalidate(id)
node.invalidate(id)
node.invalidate(id)
end
---@param spec UiConfirmSpec
---@return NodeId
function ui.confirm(spec)
local card = {
w = spec.w or 0.85,
pad = 16,
gap = 12,
background = spec.background or ui.theme.background,
border = spec.border or ui.theme.muted,
ui.text(spec.title),
}
if spec.message then card[#card + 1] = ui.text(spec.message, {color = ui.theme.muted}) end
local card = {
w = spec.w or 0.85,
pad = 16,
gap = 12,
background = spec.background or ui.theme.background,
border = spec.border or ui.theme.muted,
ui.text(spec.title),
}
if spec.message then card[#card + 1] = ui.text(spec.message, { color = ui.theme.muted }) end
local buttons = {row = true, gap = 8, justify = "end"}
if spec.cancel ~= false then
buttons[#buttons + 1] = ui.button{label = spec.cancel or "cancel", on_click = spec.on_cancel}
end
buttons[#buttons + 1] = ui.button{label = spec.ok or "ok", on_click = spec.on_ok}
card[#card + 1] = ui.box(buttons)
local buttons = { row = true, gap = 8, justify = "end" }
if spec.cancel ~= false then
buttons[#buttons + 1] = ui.button { label = spec.cancel or "cancel", on_click = spec.on_cancel }
end
buttons[#buttons + 1] = ui.button { label = spec.ok or "ok", on_click = spec.on_ok }
card[#card + 1] = ui.box(buttons)
return ui.box{
at = {x = 0, y = 0}, w = "fill", h = "fill", capture = true,
align = "center", justify = "center", on_click = spec.on_outside,
ui.box(card),
}
return ui.box {
at = { x = 0, y = 0 }, w = "fill", h = "fill", capture = true,
align = "center", justify = "center", on_click = spec.on_outside,
ui.box(card),
}
end
function ui.reset()
node.reset()
clearState()
laidOut = false
activeScreen = nil
node.reset()
clearState()
laidOut = false
activeScreen = nil
end
---@class UiScreen
@@ -300,159 +300,159 @@ local Screen = {}
Screen.__index = Screen
applyPalette = function(root)
-- The root is the panel background, not a card: no border, so it takes the fast fillRect
-- path rather than the per-pixel roundRect one. Radius stays so cards inherit it.
node.setStyle(root, {
color = ui.theme.color,
background = ui.theme.background,
face = ui.theme.face,
pressedFace = ui.theme.pressedFace,
pressedColor = ui.theme.pressedColor,
focusColor = ui.theme.focusColor,
radius = ui.theme.radius,
font = gui.FONT_UI,
})
-- The root is the panel background, not a card: no border, so it takes the fast fillRect
-- path rather than the per-pixel roundRect one. Radius stays so cards inherit it.
node.setStyle(root, {
color = ui.theme.color,
background = ui.theme.background,
face = ui.theme.face,
pressedFace = ui.theme.pressedFace,
pressedColor = ui.theme.pressedColor,
focusColor = ui.theme.focusColor,
radius = ui.theme.radius,
font = gui.FONT_UI,
})
end
---@param root NodeId
---@param style? NodeStyle
---@return UiScreen
function ui.screen(root, style)
node.setSize(root, "fill", "fill")
applyPalette(root)
if style then node.setStyle(root, style) end
local screen = setmetatable({root = root}, Screen)
activeScreen = screen
screen:relayout()
return screen
node.setSize(root, "fill", "fill")
applyPalette(root)
if style then node.setStyle(root, style) end
local screen = setmetatable({ root = root }, Screen)
activeScreen = screen
screen:relayout()
return screen
end
function Screen:relayout()
local ok, err = node.layout(self.root, 0, 0, gui.getWidth(), gui.getHeight())
if not ok then error(err, 2) end
node.dropScratch()
laidOut = true
gui.clear(ui.theme.background)
local ok, err = node.layout(self.root, 0, 0, gui.getWidth(), gui.getHeight())
if not ok then error(err, 2) end
node.dropScratch()
laidOut = true
gui.clear(ui.theme.background)
end
function Screen:draw()
node.draw(self.root)
node.draw(self.root)
end
local function inside(id, x, y)
local rx, ry, rw, rh = node.getRect(id)
return x >= rx and x < rx + rw and y >= ry and y < ry + rh
local rx, ry, rw, rh = node.getRect(id)
return x >= rx and x < rx + rw and y >= ry and y < ry + rh
end
local function enter(id, x, y)
if pressStyles[id] then node.setPressed(id, true) end
local handler = enterHandlers[id]
if handler then handler(id, x, y) end
if pressStyles[id] then node.setPressed(id, true) end
local handler = enterHandlers[id]
if handler then handler(id, x, y) end
end
local function exit(id, x, y)
if pressStyles[id] then node.setPressed(id, false) end
local handler = exitHandlers[id]
if handler then handler(id, x, y) end
if pressStyles[id] then node.setPressed(id, false) end
local handler = exitHandlers[id]
if handler then handler(id, x, y) end
end
---@param x integer
---@param y integer
---@return boolean handled
function Screen:down(x, y)
local focused = node.getFocus()
if focused then
node.setFocus(nil)
local handler = exitHandlers[focused]
if handler then handler(focused) end
end
local focused = node.getFocus()
if focused then
node.setFocus(nil)
local handler = exitHandlers[focused]
if handler then handler(focused) end
end
local target = node.hit(self.root, x, y)
if not target then return false end
self.captured, self.inside = target, true
enter(target, x, y)
return true
local target = node.hit(self.root, x, y)
if not target then return false end
self.captured, self.inside = target, true
enter(target, x, y)
return true
end
---@param x integer
---@param y integer
---@return boolean handled
function Screen:move(x, y)
local target = self.captured
if not target then return false end
local isInside = inside(target, x, y)
if isInside ~= self.inside then
self.inside = isInside
if isInside then enter(target, x, y) else exit(target, x, y) end
end
return true
local target = self.captured
if not target then return false end
local isInside = inside(target, x, y)
if isInside ~= self.inside then
self.inside = isInside
if isInside then enter(target, x, y) else exit(target, x, y) end
end
return true
end
---@param x integer
---@param y integer
---@return boolean handled
function Screen:up(x, y)
local target = self.captured
if not target then return false end
local wasActive = self.inside
local releasedInside = inside(target, x, y)
local handler = releasedInside and clickHandlers[target] or nil
self.captured, self.inside = nil, nil
if wasActive then exit(target, x, y) end
if handler then handler(target, x, y) end
return true
local target = self.captured
if not target then return false end
local wasActive = self.inside
local releasedInside = inside(target, x, y)
local handler = releasedInside and clickHandlers[target] or nil
self.captured, self.inside = nil, nil
if wasActive then exit(target, x, y) end
if handler then handler(target, x, y) end
return true
end
local DIRECTIONS = {up = true, down = true, left = true, right = true}
local DIRECTIONS = { up = true, down = true, left = true, right = true }
local function focusFirst(screen)
local focused = node.focusFirst(screen.root)
if focused then
local handler = enterHandlers[focused]
if handler then handler(focused) end
end
return focused
local focused = node.focusFirst(screen.root)
if focused then
local handler = enterHandlers[focused]
if handler then handler(focused) end
end
return focused
end
---@param name string Button name; directions and confirm are handled.
---@param pressed boolean
---@return boolean handled
function Screen:button(name, pressed)
if type(pressed) ~= "boolean" then error("button state must be boolean", 2) end
if type(pressed) ~= "boolean" then error("button state must be boolean", 2) end
if DIRECTIONS[name] then
if not pressed then return true end
local previous = node.getFocus()
if not previous then
focusFirst(self)
return true
end
local focused = node.moveFocus(self.root, name)
if focused ~= previous then
local leave = exitHandlers[previous]
if leave then leave(previous) end
local arrive = enterHandlers[focused]
if arrive then arrive(focused) end
end
return true
end
if DIRECTIONS[name] then
if not pressed then return true end
local previous = node.getFocus()
if not previous then
focusFirst(self)
return true
end
local focused = node.moveFocus(self.root, name)
if focused ~= previous then
local leave = exitHandlers[previous]
if leave then leave(previous) end
local arrive = enterHandlers[focused]
if arrive then arrive(focused) end
end
return true
end
if name ~= "confirm" then return false end
local focused = node.getFocus() or focusFirst(self)
if not focused then return false end
if pressed then
node.setPressed(focused, true)
self.confirming = focused
else
local target = self.confirming
self.confirming = nil
if target then
node.setPressed(target, false)
local handler = clickHandlers[target]
if handler then handler(target) end
end
end
return true
if name ~= "confirm" then return false end
local focused = node.getFocus() or focusFirst(self)
if not focused then return false end
if pressed then
node.setPressed(focused, true)
self.confirming = focused
else
local target = self.confirming
self.confirming = nil
if target then
node.setPressed(target, false)
local handler = clickHandlers[target]
if handler then handler(target) end
end
end
return true
end
return ui
+18
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@@ -0,0 +1,18 @@
#pragma once
#include <cstddef>
namespace esp32lua {
// A platform module compiled to bytecode and linked into the firmware. The module searcher
// tries the SD card first, so a local copy shadows the packaged one.
struct EmbeddedModule {
const char* name;
const unsigned char* data;
size_t size;
};
extern const EmbeddedModule embedded_modules[];
extern const size_t embedded_modules_count;
} // namespace esp32lua
+1
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@@ -128,6 +128,7 @@ class Runtime {
bool loadScript(const std::string& path);
void installLoader(const std::string& appDir);
static int searchModule(lua_State* state);
static int searchEmbedded(lua_State* state);
static int loadFile(lua_State* state);
// A batch is one visit to the app, however many callbacks it fans out into: a tap fires
File diff suppressed because one or more lines are too long
+25 -4
View File
@@ -2,6 +2,9 @@
// mount, so every path into the filesystem goes through FsProvider instead.
#include <lua/runtime.h>
#include <lua/embedded_modules.h>
#include <cstring>
extern "C" {
#include "lauxlib.h"
@@ -82,6 +85,22 @@ int Runtime::searchModule(lua_State* state) {
return 1;
}
int Runtime::searchEmbedded(lua_State* state) {
const char* name = luaL_checkstring(state, 1);
for (size_t i = 0; i < embedded_modules_count; i++) {
if (std::strcmp(name, embedded_modules[i].name) != 0) continue;
const std::string chunkname = std::string("=") + name;
if (luaL_loadbuffer(state, reinterpret_cast<const char*>(embedded_modules[i].data),
embedded_modules[i].size, chunkname.c_str()) != LUA_OK) {
return luaL_error(state, "error loading embedded module '%s': %s", name, lua_tostring(state, -1));
}
lua_pushstring(state, name);
return 2;
}
lua_pushfstring(state, "\n\tno embedded module '%s'", name);
return 1;
}
int Runtime::loadFile(lua_State* state) {
Runtime* runtime = Runtime::from(state);
if (load(state, *runtime->providers_.fs, luaL_checkstring(state, 1)) == LUA_OK) return 1;
@@ -102,10 +121,12 @@ void Runtime::installLoader(const std::string& appDir) {
lua_getfield(state_, -1, "searchers");
lua_pushcfunction(state_, searchModule);
lua_rawseti(state_, -2, 2);
for (int at = 3; at <= 4; at++) {
lua_pushnil(state_);
lua_rawseti(state_, -2, at);
}
// Embedded bytecode is the fallback after the SD card, so a local /.lua/lib/ui.lua shadows
// the packaged one without reflashing.
lua_pushcfunction(state_, searchEmbedded);
lua_rawseti(state_, -2, 3);
lua_pushnil(state_);
lua_rawseti(state_, -2, 4);
lua_pop(state_, 2);
lua_pushcfunction(state_, loadFile);
+36
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@@ -0,0 +1,36 @@
// Dumps a Lua source file as bytecode, linked against the same vendored Lua the firmware
// runs (LUA_32BITS), so the header matches. Stand-in for luac when only the library is
// vendored.
#include <stdio.h>
#include <stdlib.h>
#include "lauxlib.h"
#include "lua.h"
static int writer(lua_State*, const void* p, size_t size, void* ud) {
return fwrite(p, 1, size, (FILE*)ud) != size ? 1 : 0;
}
int main(int argc, char** argv) {
if (argc != 3) {
fprintf(stderr, "usage: %s input.lua output.luac\n", argv[0]);
return 1;
}
lua_State* L = luaL_newstate();
if (luaL_loadfilex(L, argv[1], "t") != LUA_OK) {
fprintf(stderr, "%s: %s\n", argv[1], lua_tostring(L, -1));
lua_close(L);
return 1;
}
FILE* out = fopen(argv[2], "wb");
if (!out) {
fprintf(stderr, "cannot open %s\n", argv[2]);
lua_close(L);
return 1;
}
const int err = lua_dump(L, writer, out, 1); // strip debug info
fclose(out);
lua_close(L);
return err ? 1 : 0;
}
+67
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@@ -0,0 +1,67 @@
#!/usr/bin/env python3
"""Compiles lua/lib/*.lua to LUA_32BITS bytecode and generates a C++ source file embedding
the arrays. The runtime's module searcher checks these as a fallback after the SD card, so
a local copy always shadows the packaged one.
Usage:
tools/embed.py <luac32> <lua_lib_dir> <output.cpp> [--check]
"""
import subprocess
import sys
import pathlib
HEADER = """\
// GENERATED by tools/embed.py — do not edit. Run `make embed` to regenerate.
#include <lua/embedded_modules.h>
namespace esp32lua {
"""
FOOTER = """
} // namespace esp32lua
"""
def main():
check = "--check" in sys.argv
args = [a for a in sys.argv[1:] if a != "--check"]
if len(args) != 3:
sys.exit("usage: embed.py <luac32> <lua_lib_dir> <output.cpp> [--check]")
luac32, lib_dir, out_path = args
lib_dir = pathlib.Path(lib_dir)
out_path = pathlib.Path(out_path)
sources = sorted(lib_dir.glob("*.lua"))
arrays = []
rows = []
for src in sources:
import tempfile
with tempfile.NamedTemporaryFile(suffix=".luac", delete=False) as tmp:
tmp_path = tmp.name
subprocess.run([luac32, str(src), tmp_path], check=True)
bytecode = pathlib.Path(tmp_path).read_bytes()
pathlib.Path(tmp_path).unlink()
name = src.stem
comma = ", ".join(f"0x{b:02x}" for b in bytecode)
arrays.append(f"static const unsigned char {name}[] = {{{comma}}};\n")
rows.append(f' {{"{name}", {name}, sizeof({name})}},')
footer = "const EmbeddedModule embedded_modules[] = {{\n{rows}\n}};\nconst size_t embedded_modules_count = {count};\n"
generated = HEADER + "".join(arrays) + footer.format(rows="\n".join(rows), count=len(sources)) + FOOTER
if check:
existing = out_path.read_text() if out_path.exists() else ""
if existing != generated:
sys.exit(f"{out_path} is stale; run `make embed`")
return
out_path.write_text(generated)
print(f"wrote {len(sources)} modules to {out_path}")
if __name__ == "__main__":
main()