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2026-08-03 16:09:07 -04:00
commit 95fa512047
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#pragma once
#include <map>
#include <string>
#include <vector>
#include <lua/layout.h>
#include <lua/providers.h>
struct lua_State;
namespace esp32lua {
// The version sys.getAPIVersion() reports: this contract, not the firmware's build.
constexpr int32_t API_VERSION = 1;
// Where the runtime looks for apps, their data, and shared modules.
struct Paths {
std::string apps = "/.lua/apps";
std::string data = "/.lua/data";
std::string lib = "/.lua/lib";
// Where sys.back() lands once history is empty. It is an app like any other.
std::string home = "Home";
};
// Firmware supplies every core provider; a null feature provider is how sys.hasFeature()
// answers false, and its namespace additions are simply never registered.
struct Providers {
LogProvider* log = nullptr;
SettingsProvider* settings = nullptr;
SysProvider* sys = nullptr;
FsProvider* fs = nullptr;
GuiProvider* gui = nullptr;
HttpProvider* http = nullptr;
TimerProvider* timer = nullptr;
WifiProvider* wifi = nullptr;
BleProvider* ble = nullptr;
TouchProvider* touch = nullptr;
ButtonsProvider* buttons = nullptr;
};
class Runtime {
public:
explicit Runtime(const Providers& providers, const Paths& paths = Paths());
~Runtime();
Runtime(const Runtime&) = delete;
Runtime& operator=(const Runtime&) = delete;
// Fails when a core provider is missing, leaving no Lua state behind.
bool open();
void close();
lua_State* state() const { return state_; }
// Replaces the running app with a fresh lua_State, loads <apps>/<path>/main.lua, and calls
// init(arg). A failure leaves no app running rather than a half-built one.
bool startApp(const std::string& path, const std::string& arg = std::string());
bool hasApp() const { return !appPath_.empty(); }
// The app-relative route, its immutable first component, and the title the app chose.
const std::string& appPath() const { return appPath_; }
std::string appId() const;
std::string appDataPath() const;
const std::string& appTitle() const { return appTitle_; }
void setAppTitle(const std::string& title) { appTitle_ = title; }
bool hasFeature(const std::string& feature) const;
// sys.launch/replace/back record intent and return; swapping the lua_State inside a callback
// would free the VM that is still executing. The firmware applies it between batches.
void requestLaunch(const std::string& path, const std::string& arg, bool replace);
void requestBack();
bool hasPendingNavigation() const { return pending_.kind != Pending::None; }
// Loads whatever was requested. False means the app failed to start or history ran out at the
// launcher, in which case no app is running.
bool applyPendingNavigation();
LogProvider& log() const { return *providers_.log; }
SettingsProvider& settings() const { return *providers_.settings; }
SysProvider& sys() const { return *providers_.sys; }
FsProvider& fs() const { return *providers_.fs; }
GuiProvider& gui() const { return *providers_.gui; }
HttpProvider& http() const { return *providers_.http; }
TimerProvider& timer() const { return *providers_.timer; }
WifiProvider& wifi() const { return *providers_.wifi; }
BleProvider& ble() const { return *providers_.ble; }
TouchProvider& touch() const { return *providers_.touch; }
ButtonsProvider& buttons() const { return *providers_.buttons; }
ui::Tree& tree() { return tree_; }
// Entry points into the app. The firmware decides whether an event reaches the app at all --
// jitter, chrome and debouncing are its business -- and the runtime decides what the app sees.
// Only a failed init() stops an app; every other callback logs and carries on.
bool callInit(const std::string& arg);
void callDraw(int32_t deltaMs);
// An Up phase also fires the on_touch tap alias, in that order.
void callTouch(TouchPhase phase, int32_t x, int32_t y);
// A release also fires the on_button tap alias, in that order.
void callButton(const std::string& button, bool pressed);
// Timer identity and callback retention are the runtime's; deadlines are the firmware's.
TimerId addTimer(int callbackRef, int32_t intervalMs, bool repeating);
bool cancelTimer(TimerId id);
// Called on the Lua thread when a scheduled deadline elapses.
void callTimer(TimerId id);
static Runtime* from(lua_State* state);
private:
struct Timer {
int callbackRef;
bool repeating;
};
struct Route {
std::string path;
std::string arg;
};
struct Pending {
enum Kind { None, Launch, Replace, Back } kind = None;
Route route;
};
bool loadScript(const std::string& path);
void installLoader(const std::string& appDir);
static int searchModule(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
// on_touch_up and then the on_touch alias, and a timer can fire inside draw. Committing per
// callback would refresh an e-ink panel twice for one visible change, so the display is
// committed when the outermost call returns.
class Batch {
public:
explicit Batch(Runtime& runtime);
~Batch();
private:
Runtime& runtime_;
};
// Pushes the named global, or returns false when the app does not define it.
bool beginCall(const char* name);
bool finishCall(const char* name, int argc);
void cancelAllTimers();
Providers providers_;
lua_State* state_ = nullptr;
ui::Tree tree_;
std::map<TimerId, Timer> timers_;
TimerId nextTimerId_ = 1;
int batchDepth_ = 0;
Paths paths_;
std::string appPath_;
std::string appTitle_;
std::vector<Route> history_;
Pending pending_;
};
} // namespace esp32lua