5d44234046
The label was the last field the wrapper wrote into a caller's spec, and on a two-key text spec it was the key that forced a rehash. It now rides as an argument like type, so ui.text writes nothing at all, and a button's padding and centring are the tree's defaults rather than fields patched in from Lua. With no builder writing into a spec any more, every spec-less call can share one immutable table instead of allocating its own. It is frozen with a __newindex that raises, because reintroducing a write would otherwise leak a field into every spec-less node built afterwards -- a fault with no symptom anywhere near its cause. One lua_State exists at a time, so the guard costs about 100 bytes in total. ui.spacer passes its spec through rather than copying w and h into a fresh table, and the style alias on a text spec is dropped for textStyle, which no caller used. ui.rebuild now collects before the repaint rather than after it. The collect was already there and its comment already named the hazard, but the painter is the very next thing to want a large contiguous block for its band, and it was being handed a heap still holding a screen's worth of dead spec tables -- a C++ allocation gets no emergency collection the way a failed Lua one does. Worth 5.6kB of free heap at paint time; the largest block is unchanged, because the freed specs are small and scattered. Measured in the emulator, 12 sensors / 131 nodes: live Lua at build end 79.9kB -> 79.7kB and build time unchanged at 52ms. The raw heap figure looks worse because removing the rehashes also removed the allocation pressure that had been pacing the incremental collector, so the dead spec tables now sit uncollected until something asks for them; live usage is what did not change. ui.lua stripped bytecode 9499 -> 9340 bytes.
306 lines
7.6 KiB
Lua
306 lines
7.6 KiB
Lua
package.path = "./lua/lib/?.lua;" .. package.path
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local files = {}
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local cleared, invalidated = nil, {}
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fs = {
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readFile = function(path, maxBytes)
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local value = files[path]
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if value and #value > maxBytes then
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return nil, "too large"
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end
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return value, value and nil or "missing"
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end,
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writeFile = function(path, value)
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files[path] = value
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return true
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end,
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}
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local savedTheme = "light"
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local frameWidth, frameHeight = 320, 480
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screen = {
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getTheme = function()
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return savedTheme
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end,
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setTheme = function(name)
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savedTheme = name
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return true
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end,
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FONT_SMALL = 0,
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FONT_UI = 1,
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FONT_BODY = 2,
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FONT_LARGE = 3,
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STYLE_NORMAL = 0,
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STYLE_BOLD = 1,
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color = function(r, g, b)
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return r * 65536 + g * 256 + b
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end,
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getWidth = function()
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return frameWidth
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end,
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getHeight = function()
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return frameHeight
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end,
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getTextWidth = function(_, text)
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return #text * 6
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end,
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getFontHeight = function()
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return 8
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end,
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clear = function(color)
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cleared = color
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end,
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}
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local nodes, focus, painter = {}, nil, nil
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local buttonCount = 0
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local function interactiveNodes()
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local result = {}
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for id, entry in ipairs(nodes) do
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if entry.interactive then
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result[#result + 1] = id
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end
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end
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return result
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end
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tree = {
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reset = function()
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nodes, focus, buttonCount = {}, nil, 0
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end,
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create = function(parent, spec, kind, interactive, label)
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local id = #nodes + 1
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local x = 0
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if kind == "button" then
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buttonCount = buttonCount + 1
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x = (buttonCount - 1) * 100
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end
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nodes[id] = {
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parent = parent,
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type = kind,
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label = label,
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interactive = interactive or false,
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rect = { x, 0, 90, 50 },
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pressed = false,
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style = {},
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}
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return id
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end,
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attach = function(parent, child)
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nodes[child].parent = parent
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end,
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getParent = function(id)
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return nodes[id].parent
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end,
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setSize = function() end,
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setStyle = function(id, style)
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for key, value in pairs(style) do
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nodes[id].style[key] = value
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end
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end,
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layout = function()
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return true
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end,
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dropScratch = function() end,
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hit = function(_, x, y)
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for _, id in ipairs(interactiveNodes()) do
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local rect = nodes[id].rect
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if x >= rect[1] and x < rect[1] + rect[3] and y >= rect[2] and y < rect[2] + rect[4] then
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return id
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end
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end
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end,
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getRect = function(id)
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return table.unpack(nodes[id].rect)
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end,
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setLabel = function(id, text)
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nodes[id].label = text
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end,
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getLabel = function(id)
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return nodes[id].label
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end,
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invalidate = function(id)
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invalidated[#invalidated + 1] = id
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end,
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setPressed = function(id, pressed)
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nodes[id].pressed = pressed
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end,
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isPressed = function(id)
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return nodes[id].pressed
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end,
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setPainter = function(callback)
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painter = callback
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end,
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draw = function()
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if painter then
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for id, entry in ipairs(nodes) do
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if entry.type == "custom" then
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painter(id, table.unpack(entry.rect))
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end
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end
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end
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end,
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focusFirst = function()
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focus = interactiveNodes()[1]
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return focus
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end,
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setFocus = function(id)
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focus = id
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end,
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getFocus = function()
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return focus
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end,
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moveFocus = function(_, direction)
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local items, current = interactiveNodes(), nil
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for index, id in ipairs(items) do
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if id == focus then
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current = index
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break
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end
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end
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local step = (direction == "right" or direction == "down") and 1 or -1
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local nextIndex = current and current + step or 1
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if items[nextIndex] then
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focus = items[nextIndex]
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end
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return focus
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end,
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}
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local ui = require "ui"
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assert(ui.getTheme() == "light")
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assert(table.concat(ui.themeNames(), ",") == "dark,light,mono")
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local ok, err = ui.setTheme "missing"
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assert(ok == nil and err == "Unknown theme")
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assert(ui.setTheme "dark" == true)
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assert(savedTheme == "dark" and ui.getTheme() == "dark")
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local events = {}
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local function handler(name)
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return function(id, x, y)
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events[#events + 1] = { name, id, x, y }
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end
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end
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local first, second
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ui.mount(function()
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first = ui.button {
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label = "one",
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on_enter = handler "enter",
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on_exit = handler "exit",
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on_click = handler "click",
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}
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second = ui.button {
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label = "two",
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on_enter = handler "enter",
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on_exit = handler "exit",
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on_click = handler "click",
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}
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return ui.box { row = true, first, second }
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end)
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assert(ui.down(10, 10))
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assert(tree.isPressed(first))
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assert(ui.move(95, 10))
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assert(not tree.isPressed(first))
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assert(ui.move(10, 10))
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assert(tree.isPressed(first))
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assert(ui.up(10, 10))
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assert(not tree.isPressed(first))
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local expectedTouch = { "enter", "exit", "enter", "exit", "click" }
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for index, name in ipairs(expectedTouch) do
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local event = events[index]
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assert(event and event[1] == name and event[2] == first)
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assert(event[3] == 10 or event[3] == 95)
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assert(event[4] == 10)
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end
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events = {}
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assert(ui.buttonPress("right", true))
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assert(ui.buttonPress("right", false))
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assert(tree.getFocus() == first)
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assert(ui.buttonPress("right", true))
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assert(tree.getFocus() == second)
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assert(ui.buttonPress("confirm", true))
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assert(tree.isPressed(second))
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assert(ui.buttonPress("confirm", false))
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assert(not tree.isPressed(second))
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assert(ui.buttonPress("back", true) == false)
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local expectedButtons = {
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{ "enter", first },
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{ "exit", first },
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{ "enter", second },
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{ "click", second },
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}
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for index, expected in ipairs(expectedButtons) do
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local event = events[index]
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assert(event and event[1] == expected[1] and event[2] == expected[2])
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assert(event[3] == nil and event[4] == nil)
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end
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local before = #invalidated
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assert(ui.setTheme "mono" == true)
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assert(ui.getTheme() == "mono" and #invalidated == before + 1)
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assert(cleared == ui.theme.background)
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ui.draw()
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-- The inset chrome took comes off the height budget before anything else.
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ui.setInset(44)
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assert(select(2, ui.frame()) == 436, "the frame is the panel minus the chrome")
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assert(select(1, ui.cardSide(5, 12, 8)) == 132, "a grid fits the app's box, not the panel")
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ui.setInset(0)
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-- 320x480 portrait: two columns, and the reserve comes off the height budget.
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local side, columns = ui.cardSide(5, 12, 8)
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assert(columns == 2 and side == 144, "width is the binding constraint in portrait")
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assert(select(1, ui.cardSide(5, 12, 8, 300)) == 46, "height binds once the reserve is large")
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frameWidth, frameHeight = 480, 320
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side, columns = ui.cardSide(5, 12, 8)
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assert(columns == 3 and side == 144, "landscape uses three columns")
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frameWidth, frameHeight = 320, 480
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-- A widget painting its own feedback is never given a pressed style, while an ordinary one
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-- still is. Which node was hit is geometry, so the test names the target directly.
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ui.reset()
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local pressedCalls = {}
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tree.setPressed = function(_, on)
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pressedCalls[#pressedCalls + 1] = on
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end
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local own, styled
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ui.mount(function()
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own = ui.custom { h = 20, press_style = false, on_click = function() end }
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styled = ui.button { h = 20, label = "ok", on_click = function() end }
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return ui.box { own, styled }
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end)
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local target
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tree.hit = function()
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return target
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end
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target = own
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ui.down(0, 0)
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ui.up(0, 0)
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assert(#pressedCalls == 0, "a self-painting widget is not styled on press")
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target = styled
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ui.down(0, 0)
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assert(pressedCalls[1] == true, "an ordinary widget still gets its pressed style")
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-- Building outside a rebuild would reset the arena under the screen on the panel.
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local built = pcall(ui.button, { label = "stray" })
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assert(not built, "a node built after layout is refused")
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local rebuilt = false
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ui.rebuild()
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rebuilt = true
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assert(rebuilt and ui.down(0, 0), "a rebuild replaces the screen and keeps dispatch live")
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print "ok"
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