26f3fdb6e6
The runtime kept a back stack, a launcher fallback, an app id and a title because a teardown destroys the Lua that would otherwise hold them. Only the first of those is true: everything about where an app came from can ride in the arguments, and the arguments are the one value that has to outlive the VM. So the runtime now does four things -- close the state, load a path, hand the next state its arguments, defer the swap to a batch boundary -- and sys.startApp(path, args) is the whole of navigation. Routing, history, titles and data directories move to the Lua file a firmware boots, where they can differ per product without a flag on Runtime. Arguments cross as JSON, encoded while the sending state still holds the table, so a function or a cycle raises at the call rather than stranding a launch. start(args) receives the decoded table, or nil at boot, which is how the entry file knows to open its own launcher. Removes launch, replace, back, canGoBack, getAppID, getAppTitle, setAppTitle and getAppDataPath, along with the home and data fields. LANDSCAPE.md goes with them: it recorded a divergence from firmwares that have since migrated.
19 lines
914 B
Lua
19 lines
914 B
Lua
---@meta
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-- Generated from native/src/runtime/runtime.cpp. Do not edit.
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-- The firmware loads the path it was booted with into every fresh state and calls
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-- these on the table it returns. Where apps live, what surrounds them and which of
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-- these an app itself sees are all that file's to decide, which is why an app
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-- composes the classes for the features it handles:
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--
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-- ---@class PaintApp : App, TouchHandlers
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--
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-- The firmware does not clear the frame before calling draw(), and commits changed
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-- display content after each callback batch using the panel's own refresh policy.
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-- Timer callbacks are registered directly with timer.after/every.
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---@class App
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---@field start fun(args?: table) Required. Mounts whatever the arguments describe; failing here leaves no app running.
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---@field draw? fun(deltaMs: integer) Optional frame loop, called once after start and then at most 30 FPS, best effort.
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