# slate32 A Lua app platform for a cheap ESP32 touchscreen. Apps are plain Lua files on the SD card, launched from an on-screen menu, drawn with a component toolkit and themed from the card. The firmware is the runtime; everything a user sees ships as Lua. Built for the 4.0" ESP32-32E display (lcdwiki E32R40T): ST7796S 320x480 SPI panel + XPT2046 resistive touch + microSD. The Lua API is kept deliberately in step with crosspoint-reader's, which runs the same kind of apps on e-ink — see [docs/lua-api-parity.md](docs/lua-api-parity.md). ## Build & flash ```sh nix develop # provides pio, make, lua 5.4 and a host compiler make build # build make test # host tests (see below) make upload # flash over USB-C make monitor # serial logs ``` ``` src/ main.cpp runtime loop and the fallback screen settings.{h,cpp} /settings.lua persistence gfx/ drawing maths, free of Arduino headers so it is testable lua/ lua_app.{h,cpp} app lifecycle: the lua_State, callbacks, teardown bindings.h shared internals for the binding files bindings/ one file per Lua table: gui, sys, input, fs, wifi module_loader SD-backed require, loadfile and dofile sdcard/ copied to the card: apps/ and lib/ test/ host tests, run by `make test` scripts/ gen_lua_stubs.py, which writes stubs/slate32.lua stubs/ generated LuaLS definitions; point your editor here docs/ lua-api-parity.md, the crosspoint-reader comparison ``` Copy `sdcard/` to the SD card root: apps live in `/apps//main.lua` and shared Lua modules in `/lib`. Home is itself an app (`/apps/Home/main.lua`); the firmware only draws a fallback screen if it cannot start. ## Lua API Apps define `init(arg)`, which is required, plus optional `draw()` (~30fps cap), `on_touch_down(x, y)`, `on_touch_up(x, y)`, `on_touch(x, y)` (tap alias, fired on release), and `on_tick()` (enabled by `sys.setTickInterval(ms)`). Call `sys.back()` to return to the previous route, which the back button in the status bar does too; an empty history returns to Home. `init` receives whatever string `sys.launch(path, arg)` passed, or `nil` from the launcher. `launch` adds the current route to history; `sys.replace(path, arg)` does not. States share no memory, so one string is the whole handoff; anything structured travels as a Lua literal the receiver runs through `load()`. An app is named after its directory until it calls `sys.setAppName("settings - wifi")`, which the status bar picks up on its next tick. `require` reads from the SD card: `/apps//?.lua` first, then `/lib/?.lua`. | Module | Functions | |---|---| | `gui` | `getWidth()`, `getHeight()`, `clear(color)`, `fillRect(x,y,w,h,c)`, `drawRect(x,y,w,h,c)`, `fillCircle(x,y,r,c,bg)`, `drawLine(x1,y1,x2,y2,c)`, `drawText(text,x,y,fg,bg)`, `roundRect(x,y,w,h,radius,bg,top,bottom,border)`, `getFontHeight()`, `getTextWidth(text)`, `getRotation()`, `setRotation(deg)`, `setFullscreen(on)`, `color(r,g,b)` | | `input` | `getTouch()` -> `x,y` or nil, `getRawTouch()` -> raw ADC `x,y` or nil, `isTouched()` | | `fs` | `readFile(path)`, `writeFile(path, data)`, `exists(path)`, `listFiles(path)`, `listDirs(path)` | | `sys` | `getMillis()`, `delay(ms)`, `back()`, `launch(path, arg)`, `replace(path, arg)`, `getAppName()`, `setAppName(name)`, `getMemory()` -> `free,total,largest`, `isClockSynced()`, `setTickInterval(ms)` | | `settings` | `getRotation()`, `setRotation(deg)`, `getTheme()`, `setTheme(name)`, `getTimezone()`, `setTimezone(tz)`, `setCalibration(x0,y0,x1,y1)` | | `wifi` | `scan()` -> `{ssid,rssi,secure}[]`, `connect(ssid,password)`, `getStatus()` -> `{state,ssid,ip,rssi}`, `getLocalIP()`, `isConnected()`, `disconnect()`, `forget()` | | `log` | `debug(msg)`, `info(msg)`, `error(msg)` (serial) | Accessors are `getName` / `setName` / `isName`; bare names are actions (`gui.fillRect`) or pure conversions (`gui.color`, `http.urlencode`). `settings.*` is persisted user intent; `gui.getRotation()` is the frame actually being drawn, which differs while an app rotates the panel transiently. Colors are RGB565 integers; build them with `gui.color(r, g, b)`. ## Settings `/settings.lua` on the SD card is a Lua table literal, read at boot and rewritten by the settings app. It is Lua rather than JSON because the firmware already links Lua, so it needs no parser on either side: ```lua return { rotation = 90, theme = "dark", touch = { x0 = 188, y0 = 232, x1 = 3799, y1 = 3800 }, wifi = { ssid = "network", password = "secret" }, } ``` Missing file means the built-in defaults are used. `apps/Settings` walks two crosshairs and saves the result via `settings.setCalibration()`, cycles `rotation` through 0, 90, 180 and 270 degrees, and scans/selects Wi-Fi networks with an on-screen password keyboard. A saved network reconnects at boot. Wi-Fi credentials are Lua-escaped but stored as plaintext on the SD card. Treat the card like any other device containing a saved password. Rotation never needs a recalibration: calibration is stored in the panel's rotation-0 frame (320x480 raw ADC space) and the current rotation is applied afterwards, so `settings.setRotation()` is safe at any time. `gui.setRotation(degrees)` changes only the current frame; the firmware restores the saved rotation when an app exits. The glass itself is always portrait, so a rotated UI is drawn sideways on it. ```sh make test # everything below, non-zero on the first failure ``` | Test | Covers | |---|---| | `test/round_rect_test.cpp` | corner geometry, coverage and RGB565 blending | | `test/ui_layout.lua` | layout rects, hit testing, press capture | | `test/ui_theme.lua` | palette derivation and inheritance | | `test/settings_calibration.lua` | calibration maths, menu and wifi flows | The Lua tests run against `test/fake_device.lua`, the one place the binding surface is stubbed, and `make test` refuses to run on anything but Lua 5.4 — the version the firmware vendors, so the tests cannot pass on a dialect the device will not run. ## Drawing rounded surfaces `gui.roundRect(x, y, w, h, radius, bg, top, bottom, border)` draws a whole surface in one pass. Fill and border come from the same signed distance field, so they cannot disagree at the corners, and edge pixels are anti-aliased by coverage. `top`/`bottom` are gradient stops (pass one for a solid, or `nil` for no fill) and `border` may be `nil`. Since the panel has no alpha channel, `bg` is the colour underneath that edge pixels blend into — pass the surface the shape sits on, not the shape's own fill. The geometry lives in `src/gfx/round_rect.h`, free of Arduino headers, because the previous hand-rolled corner arc was wrong in a way only a pixel test would catch. ## UI toolkit (`/lib/ui.lua`) Apps describe nesting and sizes fall out, borrowing CSS block flow and the box model without the cascade: ```lua local ui = require("ui") local screen = ui.screen(ui.box{pad = 12, gap = 8, color = BLACK, bg = WHITE, ui.text("settings"), ui.button{label = "calibrate touch", on_press = calibrate}, }) function draw() screen:draw() end function on_touch_down(x, y) screen:down(x, y) end function on_touch_up(x, y) screen:up(x, y) end ``` Sizes are pixels (>= 1), a fraction of the parent's content box (< 1), `"fill"` for all of it, or `"auto"` (the default on the flow axis; the cross axis fills the parent). Boxes take `pad`, `gap`, `row`, `align`, `justify`, `border`, `capture`, and `at` for absolute placement. `color`, `bg`, `radius`, `gradient` and the press palette inherit from the root, so a theme is set once. Dialogs are not a layer the toolkit manages. A dialog is a node the app includes when its state calls for one, placed absolutely so it covers the flow rather than joining it, and dismissed by rebuilding without it: ```lua local function build() local content = ui.box{pad = 12, gap = 8, rows()} if not confirming then return ui.screen(ui.box{content}) end return ui.screen(ui.box{content, ui.confirm{ title = "forget network?", ok = "forget", on_ok = function() wifi.forget(); confirming = false; build() end, on_cancel = function() confirming = false; build() end, }}) end ``` Nothing has to survive a rebuild, because the tree is derived from state rather than mutated alongside it. `capture = true` makes a component swallow the taps its children missed, which is what stops a dialog being tapped through; it deliberately has no `on_press`, so a stray touch on a resistive panel answers nothing. `dimmed = true` on a node darkens it and everything it contains, and `ui.confirm` opts its card back out, so a dialog sits lit over dimmed content. There is no alpha and no framebuffer to blend against: the whole palette is re-derived from seeds mixed toward black, and the content behind is simply repainted in those colors. Two color roles keep this honest — `bg` is the fill a node paints, `surface` is what sits underneath it, and anti-aliased edges blend into `surface`. A rounded card that blends into its own `bg` leaves square corners, which only shows once something behind it is a different color. The toolkit owns press capture (release outside cancels), an 80 ms minimum pressed duration, touch slop, and per-component dirty tracking. A custom painter can add `paint_part(node, id)` and call `node:invalidatePart(id)` to repaint only a self-contained region; a normal `invalidate()` still supersedes queued regions. For partial pressed feedback, `on_down` returns the region ID and `invalidate_press(node, id)` invalidates it; the screen retains that ID through the 80 ms hold. Any table with `measure`, `place`, `draw` and `hit` drops into the tree, so custom components need no buy-in. Not implemented: scrolling, so a list longer than the screen is unreachable. `/lib/keyboard.lua` provides a single-node, staggered QWERTY keyboard so its keys do not retain dozens of component tables. It owns shift, number/symbol pages, backspace, per-key pressed feedback, and release-over-the-same-key activation: ```lua keyboard.new{ value = password, max_length = 64, on_change = function(value) password = value end, on_submit = connect, } ``` ## Themes (`/lib/theme.lua`) A theme is three seed colors; `ui.lua` derives the rest, so adding a component never means editing a theme, and a theme cannot state its own contrast wrongly: ```lua return { light = {bg = {255, 255, 255}, fg = {0, 0, 0}, accent = {0, 120, 255}}, midnight = {bg = {12, 14, 30}, fg = {220, 225, 240}, accent = {255, 120, 0}}, } ``` | Role | Derivation | |---|---| | `bg`, `fg`, `accent` | the seeds | | `muted` | `fg` blended 45% toward `bg`, for secondary text | | `accent_fg` | black or white, whichever the accent's luminance demands | | `face`, `face_pressed` | button gradients, from `bg` and `accent` | | `radius` | 6 | Any derived role can be pinned in the theme file (`radius = 0`, `muted = {120,120,120}`). The settings app cycles through the names it finds, and stores only the name. Components get the theme by inheritance, so a themed app names no colors at all. The division is: **inheritance carries context** (`self.color`, `self.bg` — what surface am I on), while **`ui.theme` carries constants** (`ui.theme.accent`). Read the theme directly only when drawing outside the component tree, like the calibration crosshair. An explicit value on any node still wins, which is how a component deviates: ```lua ui.button{label = "delete", press_bg = DANGER} ``` The C++ Lua-error and SD-failure screens stay hardcoded high contrast, since they can fire when the settings that name the theme are themselves unreadable. ## Pin map (fixed by the board) - Display (VSPI): SCK 14, MOSI 13, MISO 12, CS 15, DC 2, backlight 27, reset = EN - Touch: shares display SPI, CS 33, IRQ 36 - SD: SCK 18, MOSI 23, MISO 19, CS 5 TFT_eSPI, XPT2046 and SD each grab the SPI controller but share the same wires; only one transfers at a time, which is safe here (see ponytail note in main.cpp).