Drag, flick and tap-vs-scroll now live on the scrollX/scrollY flag in ui.lua, so any scroll box pans with no app code. tree.hit returns the deepest node by geometry and dispatch bubbles to the nearest handler, dropping the now-unused CAPTURE flag. keyboard moves in as ui.keyboard, and embed compiles nested lib dirs to dotted module names.
ESP32 Lua API
A future shared contract for Lua applications running on the ESP32 firmwares in
../slate32 and ../crosspoint-reader.
Lua declarations and shared modules live under lua/; the vendored interpreter and shared C/C++
runtime live under native/. Runtime bindings remain authoritative until this repository is wired
into their tests.
Layout
lua/
api/core/ Required namespace contracts, generated
api/features/ Optional touch and buttons contracts, generated
lib/ Executable modules shipped to /.lua/lib, handwritten
test/ Lua host tests
native/
include/lua/ Public shared-runtime C++ headers
src/bindings/ Annotated Lua bindings, one file per namespace
src/node/ Shared widget-tree painting over GuiProvider
src/runtime/ Lua state, provider wiring, and timer dispatch
src/vendor/lua/ Vendored Lua interpreter implemented in C
test/ Native host tests
Every firmware implements all files under lua/api/core/. sys.hasFeature(name) declares
optional features; claiming one guarantees every API and behavior in its matching file or
directory. Features compose, so a device may expose both touch and buttons. A panel is the
screen feature -- the screen and tree namespaces, including the saved rotation and theme --
because a headless firmware supplies no GuiProvider. Every namespace belongs to exactly one
feature or to core, which is why touch calibration is touch.setCalibration() rather than a
shared settings namespace three features write to. Display technology is still not a feature:
an e-ink GuiProvider flattens a gradient the way screen.color() quantizes to grayscale, and
the firmware owns publication and waveform policy on every panel.
The contract is the app-facing Lua API, not the provider C++ interface. Shared binding
registrations carry LuaLS annotations; tools/gen_api.py mirrors them into lua/api/. Generated
files are committed for editors and checked for drift by make test, so a namespace is documented
by the code that registers it, including the callbacks in core/runtime.lua and the feature files,
which are generated from the Runtime::call* sites that fire them.
Callbacks are fields on the table an app returns, not globals, so each @lua-app block generates a
class rather than loose functions: App for the core contract, TouchHandlers and ButtonHandlers
alongside the namespaces they belong to. An app composes the ones it implements
(---@class PaintApp : App, TouchHandlers), which is as close to per-device stubs as static
declarations get -- what a firmware actually provides is still sys.hasFeature() at runtime.
Nothing under lua/api/ ever runs: it is ---@meta for editors and the drift check. lua/lib/
is the opposite -- real modules that ship to the SD card, so composition like ui.lua and
hints.lua changes without a reflash.
Firmware supplies the interfaces in native/include/lua/providers.h and nothing else: the
bindings, argument validation, timer identity, and the node tree are shared. A null feature
provider is how sys.hasFeature() answers false, and its namespace additions are simply never
registered.
The declarations are a clean target, not the intersection of today's APIs. Existing apps and
firmwares migrate to it without compatibility aliases. Safe filesystem mutation, app
navigation, module loading, and ble are core even where a firmware does not implement them yet.
Every app may use require; the entry file points package.path wherever it keeps apps and
modules. This repository owns portable shared modules such as ui.lua; firmware-specific modules
stay with their firmware. The tree below is a convention of the Lua that boots, not something the
runtime knows -- it loads the one path it is given.
/.lua/
main.lua the entry file a firmware boots
apps/<AppId>/main.lua
data/<AppId>/
lib/<module>.lua
The runtime owns the teardown and nothing above it. sys.startApp(path, args) closes the
lua_State, opens a fresh one, loads a path, and calls start(args) on the table it returns.
The arguments cross as JSON, because the table they came from dies with the state that built it;
encoding happens while that state still lives, so an argument JSON cannot carry raises at the call
rather than stranding a launch.
That is the whole of navigation. Routing, history, titles and data directories are decided by the
Lua file a firmware boots, since the only thing that structurally cannot live there is a value
that has to outlive the VM -- and the arguments are that value. sys.startApp records intent and
returns, because swapping the state inside a callback would free the VM still executing it; the
firmware calls applyPendingNavigation() between batches. With app identity gone from C++,
SysProvider is down to millis, memory, and isClockSynced.
draw(deltaMs) is an optional frame loop called once after start() and then at most 30 FPS,
best effort. The host passes monotonic elapsed milliseconds (0 on the first frame). Timers take
Lua callbacks and return cancellation handles.
The firmware decides whether an event reaches an app at all -- jitter filtering, chrome, and
debouncing are its business -- and Runtime::call* decides what the app sees. A release fires
on_touch_up then the on_touch alias, and a button release fires on_button_up then
on_button, so the ordering is identical on every device. Only a failed start() stops an app;
every other callback logs through LogProvider and carries on. Calling a feature callback without
its provider is a wiring bug and says so.
The firmware commits dirty display content after callback batches and owns e-ink waveform
policy; apps do not refresh the panel manually. Apps are fully trusted with the complete core API.
Theme application belongs to shared ui.lua; screen.setTheme() only stores the name.
The native library vendors Lua 5.4.8 from GitHub tag v5.4.8 and compiles it with LUA_32BITS.
Command-line and upstream test entry points are excluded; luaconf.h carries one documented guard
that lets the build flag select 32-bit number mode.
Shared UI
Portable apps normally use the declarative ui.lua toolkit; tree remains the low-level escape
hatch. The baseline constructors are screen, box, spacer, text, label, button,
custom, and confirm. A screen accepts both touch and physical-button input.
Widgets expose three input-agnostic callbacks:
ui.button{
on_enter = function(id, x, y) end,
on_exit = function(id, x, y) end,
on_click = function(id, x, y) end,
}
Touch-down enters; moving outside exits and moving back enters again; release exits before a
release-inside click. Directional focus enters and exits nodes; confirmation clicks. Coordinates
are present only for touch. There is no hover API. Built-in buttons usually need only on_click;
enter/exit exist for custom visuals.
Apps forward input through screen:down(x, y), move(x, y), up(x, y), and
button(name, pressed). These return whether the toolkit handled the event, leaving back and page
buttons available to the app.
The selected theme name is global in /.lua/theme. Shared ui.lua atomically persists and applies
getTheme, setTheme, and themeNames; it also owns palette application, focus handling, and
input dispatch. Hardware-specific widgets stay outside core UI.
Development
nix develop
make api # regenerate LuaLS declarations from shared binding annotations
make test # generated-file, Lua module, interpreter, and runtime checks
The shell provides Lua 5.4 for module tests; native checks compile the vendored Lua 5.4.8 with the
embedded 32-bit number configuration. native/test/runtime_test.cpp drives every namespace against
the fakes in native/test/fake_providers.h, so a binding's marshalling is asserted without a board.
Current Sources
- LCD:
../slate32/stubs/slate32.lua - E-ink:
../crosspoint-reader/data/lua/crosspoint.lua - Existing comparison:
../slate32/docs/lua-api-parity.md