refactor: run apps on the shared esp32-lua-api runtime
Replaces the firmware's own lua_State, bindings, module loader, node tree and navigation history with lib/esp32-lua-api. What is left in src/host is the hardware behind the provider interfaces plus the chrome the firmware owns: the viewport, the status bar and touch polling. src/lua became src/host because src is on the include path, so a directory named lua shadowed the library's <lua/providers.h> and #pragma once then silently skipped it.
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#include "lua_host.h"
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#include <algorithm>
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#include "../settings.h"
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extern "C" {
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#include <lauxlib.h>
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#include <lua.h>
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}
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namespace {
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esp32lua::Paths slatePaths() {
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esp32lua::Paths paths;
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paths.apps = "/.lua/apps";
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paths.data = "/.lua/data";
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paths.lib = "/.lua/lib";
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paths.home = "Home";
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return paths;
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}
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// Reads an optional positive integer field off the bar module on the stack top.
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lua_Integer barField(lua_State* state, const char* key, lua_Integer fallback) {
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lua_getfield(state, -1, key);
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const lua_Integer value = lua_isinteger(state, -1) ? lua_tointeger(state, -1) : fallback;
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lua_pop(state, 1);
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return value > 0 ? value : fallback;
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}
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} // namespace
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// Called from the initializer list once every provider member exists, which declaration order
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// guarantees: the runtime holds pointers to them for its whole life.
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esp32lua::Providers LuaHost::wire() {
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esp32lua::Providers providers;
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providers.log = &logProvider;
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providers.settings = &settingsProvider;
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providers.sys = &sysProvider;
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providers.fs = &fsProvider;
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providers.gui = &guiProvider;
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providers.http = &httpProvider;
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providers.timer = &timerProvider;
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providers.wifi = &wifiProvider;
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providers.ble = &bleProvider;
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providers.touch = &touchProvider;
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// No buttons on this board, so sys.hasFeature("buttons") is false and input gains nothing.
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return providers;
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}
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LuaHost::LuaHost(TFT_eSPI& tft, XPT2046_Touchscreen& touch)
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: tft(tft),
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touchPanel(touch),
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settingsProvider(*this),
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guiProvider(tft, *this),
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touchProvider(touch, *this),
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runtime(wire(), slatePaths()) {}
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void LuaHost::mapTouch(const TS_Point& point, int16_t& x, int16_t& y) const {
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const int16_t nx = constrain(map(point.y, settings.touchX0, settings.touchX1, 0, PANEL_W), 0, PANEL_W - 1);
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const int16_t ny = constrain(map(point.x, settings.touchY0, settings.touchY1, 0, PANEL_H), 0, PANEL_H - 1);
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switch (tft.getRotation() & 3) {
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case 1:
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x = ny;
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y = PANEL_W - 1 - nx;
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break;
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case 2:
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x = PANEL_W - 1 - nx;
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y = PANEL_H - 1 - ny;
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break;
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case 3:
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x = PANEL_H - 1 - ny;
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y = nx;
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break;
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default:
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x = nx;
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y = ny;
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break;
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}
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// App space starts below the bar, matching the viewport apps draw into. A tap on the bar
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// itself lands at a negative y, which pollTouch() drops.
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y -= barInset();
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}
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// resetViewport() first: width()/height() report the viewport once one is set, so re-applying
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// over an existing one would shrink the app area again every time. setRotation() leaves the old
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// viewport metrics behind, so every rotation needs this too.
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void LuaHost::applyViewport() {
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const int16_t inset = barInset();
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tft.resetViewport();
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if (inset > 0) tft.setViewport(0, inset, tft.width(), tft.height() - inset, true);
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}
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void LuaHost::applyRotation() {
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tft.setRotation(settings.rotationIndex());
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applyViewport();
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refreshStatusBar(); // every slot in the bar just moved
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}
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void LuaHost::setFullscreen(bool on) {
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fullscreen = on;
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applyViewport();
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nextBarMs = 0; // leaving fullscreen left the bar's rows painted by the app
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}
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bool LuaHost::begin() { return startApp("Home", ""); }
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bool LuaHost::startApp(const std::string& path, const std::string& arg) {
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tft.setRotation(settings.rotationIndex()); // the previous app may have rotated the frame
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fullscreen = false;
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// Applied before the app loads, because init() measures the panel it was given. The height
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// is last app's, which is the same module, and loadStatusBar() corrects it if that changes.
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applyViewport();
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Serial.printf("[lua] launching %s free=%u largest=%u\n", path.c_str(), ESP.getFreeHeap(), ESP.getMaxAllocHeap());
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lastTouched = true; // the tap that launched this app may still be down
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ignoreRelease = true; // and its release is not this app's gesture
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backArmed = false;
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if (!runtime.startApp(path, arg)) {
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fail(("could not start " + path).c_str());
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return false;
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}
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hasBack = runtime.canGoBack(); // the runtime keeps the history; the bar only offers the control
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loadStatusBar();
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applyViewport();
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if (barInset() > 0 && !barBroken) drawStatusBar();
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const uint32_t now = millis();
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nextDrawMs = now;
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lastDrawMs = now;
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return true;
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}
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// The bar is a Lua module like any other, loaded per app because the state is too.
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void LuaHost::loadStatusBar() {
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lua_State* state = runtime.state();
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barBroken = false;
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barIntervalMs = BAR_INTERVAL_MS;
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lua_getglobal(state, "require");
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lua_pushstring(state, "statusbar");
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if (lua_pcall(state, 1, 1, 0) != LUA_OK || !lua_istable(state, -1)) {
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Serial.printf("[statusbar] unavailable: %s\n", luaL_tolstring(state, -1, nullptr));
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// Nothing has measured the panel yet, so surrendering the strip here is free.
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barBroken = true;
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barHeight = 0;
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lua_pop(state, 2);
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return;
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}
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barHeight = barField(state, "height", DEFAULT_BAR_H);
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barIntervalMs = std::max<lua_Integer>(DRAW_INTERVAL_MS, barField(state, "interval", BAR_INTERVAL_MS));
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lua_setglobal(state, "__statusbar");
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nextBarMs = 0;
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}
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// Errors here disable the bar rather than killing the app: chrome that fails should not take
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// the running program with it.
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void LuaHost::drawStatusBar() {
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lua_State* state = runtime.state();
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lua_getglobal(state, "__statusbar");
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lua_getfield(state, -1, "draw");
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lua_remove(state, -2);
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lua_pushboolean(state, hasBack);
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tft.resetViewport(); // the bar paints in panel coordinates, the app does not
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if (lua_pcall(state, 1, 0, 0) != LUA_OK) {
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Serial.printf("[statusbar] %s\n", luaL_tolstring(state, -1, nullptr));
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lua_pop(state, 2);
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barBroken = true;
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}
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applyViewport();
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}
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// Deliberately not themed: this can fire when the settings naming the theme are themselves
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// unreadable, so it stays high contrast.
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void LuaHost::fail(const char* message) {
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Serial.printf("[lua] %s\n", message ? message : "(unknown)");
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tft.resetViewport();
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tft.fillScreen(TFT_WHITE);
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tft.setTextSize(2);
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tft.setTextColor(TFT_RED, TFT_WHITE);
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tft.drawString("Lua error:", 8, 8);
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tft.setTextColor(TFT_BLACK, TFT_WHITE);
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tft.drawString(message ? message : "(unknown)", 8, 28);
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}
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void LuaHost::pollTouch() {
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bool touched = touchPanel.touched();
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if (touched) mapTouch(touchPanel.getPoint(), lastX, lastY);
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// The bar is the host's: apps never see a touch in it, and its one control acts on release,
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// so a press that slides off into the app cancels like any other button.
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if (touched && lastY < 0) {
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backArmed = backArmed || inBackButton();
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touched = false;
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} else if (backArmed) {
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backArmed = false;
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if (inBackButton()) {
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runtime.requestBack();
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return;
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}
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}
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if (touched && !lastTouched) {
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movedX = lastX;
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movedY = lastY;
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runtime.callTouch(esp32lua::TouchPhase::Down, lastX, lastY);
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} else if (touched && lastTouched) {
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// The XPT2046 jitters a pixel or two under a still finger. Below this every poll would
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// fire a move, and a painting app would draw a blur where nothing moved.
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if (abs(lastX - movedX) + abs(lastY - movedY) >= MOVE_EPSILON_PX) {
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movedX = lastX;
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movedY = lastY;
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runtime.callTouch(esp32lua::TouchPhase::Move, lastX, lastY);
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}
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} else if (!touched && lastTouched && ignoreRelease) {
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ignoreRelease = false;
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} else if (!touched && lastTouched) {
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// The runtime fires the on_touch tap alias after the release.
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runtime.callTouch(esp32lua::TouchPhase::Up, lastX, lastY);
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}
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lastTouched = touched;
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}
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void LuaHost::pollTimers() {
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std::vector<esp32lua::TimerId> due;
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timerProvider.collectDue(millis(), due);
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for (size_t at = 0; at < due.size(); at++) {
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runtime.callTimer(due[at]);
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if (runtime.hasPendingNavigation()) return; // the app is leaving; its other timers can wait
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}
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}
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void LuaHost::navigate() {
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if (!runtime.applyPendingNavigation()) {
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fail("app failed to start");
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return;
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}
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hasBack = runtime.canGoBack();
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loadStatusBar();
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applyViewport();
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if (barInset() > 0 && !barBroken) drawStatusBar();
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const uint32_t now = millis();
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nextDrawMs = now;
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lastDrawMs = now;
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}
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void LuaHost::loop() {
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if (!runtime.hasApp()) return;
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pollTouch();
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if (!runtime.hasPendingNavigation()) pollTimers();
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const uint32_t now = millis();
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if (!runtime.hasPendingNavigation() && now >= nextDrawMs) {
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nextDrawMs = now + DRAW_INTERVAL_MS;
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runtime.callDraw(static_cast<int32_t>(now - lastDrawMs));
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lastDrawMs = now;
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}
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if (!runtime.hasPendingNavigation() && barInset() > 0 && !barBroken && now >= nextBarMs) {
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nextBarMs = now + barIntervalMs;
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drawStatusBar();
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}
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// Between batches, never inside one: swapping the lua_State mid-callback would free the VM
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// that is still executing.
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if (runtime.hasPendingNavigation()) navigate();
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}
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