feat(LuaGame): Pico API compatibility layer + 17 games ported
- Added renderer, game, INPUT tables mapping Pico monochrome API to RGB565 framebuffer - renderer.clear, pixel, line, rect, circle, triangle (filled via scanline), text, text_scaled (8x8 font scaled) - game.width/height, vars, set_frame_updates, exit - INPUT constants NONE, TOUCH_DOWN/MOVE/UP, BUTTON_0/1, FRAME_TICK, GESTURE - Event generation: touch down/move/up detection + FRAME_TICK each frame - is_pico detection via source content (renderer./INPUT.) and game.vars heuristic - Unified game loop handling both sys API (update(dt)) and Pico API (update(event)) - Generated pico_games.h with all 17 examples from pico-bare-metal: 2048, air_hockey, asteroids, ball, breakout, counter, flappy_bird, lunar_lander, memory_match, pacman, pong, simon_says, snake, solitaire, tetris, tic_tac_toe - Tested: Pong runs at 17 FPS, 'Pong initialized' log, no Lua errors - Fixes: renamed breakout_lua_src to embedded_breakout_lua_src to avoid conflict with pico breakout - Ready for game selector UI (menu wrapper) - currently embedded breakout fast v2 remains default, pico test flag use_pico_test available for dev
This commit is contained in:
+301
-14
@@ -17,6 +17,7 @@
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#include "lualib.h"
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#include "audio.h"
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#include "font8x8.h"
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#include "pico_games.h"
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#undef ESP_LOGI
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#undef ESP_LOGW
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@@ -53,11 +54,13 @@ typedef struct {
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lv_timer_t* timer;
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TaskHandle_t lua_task;
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bool touch_pressed;
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bool prev_touch_pressed;
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int touch_x;
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int touch_y;
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lua_State* L;
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bool lua_ok;
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bool initialized;
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bool is_pico;
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uint64_t last_tick_us;
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bool should_exit;
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// fps
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@@ -203,7 +206,161 @@ static int l_sys_sfx(lua_State* L){
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return 0;
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}
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/* ---------- Pico API compatibility ---------- */
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static int l_renderer_clear(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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bool white = false;
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if(lua_gettop(L)>=1) white = lua_toboolean(L,1);
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uint16_t col = white ? 0xFFFF : 0x0000;
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fill_rect(ctx,0,0,GAME_W,GAME_H,col,true);
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clear_labels(ctx);
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return 0;
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}
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static int l_renderer_pixel(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x=(int)luaL_checknumber(L,1);
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int y=(int)luaL_checknumber(L,2);
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bool on = true; if(lua_gettop(L)>=3) on = lua_toboolean(L,3);
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uint16_t col = on ? 0xFFFF : 0x0000;
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set_px(ctx,x,y,col);
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return 0;
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}
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static int l_renderer_line(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x0=(int)luaL_checknumber(L,1);
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int y0=(int)luaL_checknumber(L,2);
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int x1=(int)luaL_checknumber(L,3);
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int y1=(int)luaL_checknumber(L,4);
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bool on = true; if(lua_gettop(L)>=5) on = lua_toboolean(L,5);
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// width ignored
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uint16_t col = on ? 0xFFFF : 0x0000;
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draw_line(ctx,x0,y0,x1,y1,col);
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return 0;
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}
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static int l_renderer_rect(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x=(int)luaL_checknumber(L,1);
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int y=(int)luaL_checknumber(L,2);
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int w=(int)luaL_checknumber(L,3);
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int h=(int)luaL_checknumber(L,4);
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bool on = true; if(lua_gettop(L)>=5) on = lua_toboolean(L,5);
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bool filled = false; if(lua_gettop(L)>=6) filled = lua_toboolean(L,6);
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uint16_t col = on ? 0xFFFF : 0x0000;
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fill_rect(ctx,x,y,w,h,col,filled);
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// if not filled and on=true, we already draw border via fill_rect false, but our fill_rect does border
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// To match pico: if filled false, draw outline with on color
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if(!filled){
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// ensure border drawn (our fill_rect already draws border when filled=false)
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}
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return 0;
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}
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static int l_renderer_circle(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x=(int)luaL_checknumber(L,1);
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int y=(int)luaL_checknumber(L,2);
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int r=(int)luaL_checknumber(L,3);
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bool on = true; if(lua_gettop(L)>=4) on = lua_toboolean(L,4);
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bool filled = false; if(lua_gettop(L)>=5) filled = lua_toboolean(L,5);
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uint16_t col = on ? 0xFFFF : 0x0000;
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draw_circle(ctx,x,y,r,col,filled);
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return 0;
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}
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// Simple triangle rasterizer: draw outline and optionally filled via scanline
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static void draw_triangle_filled(AppCtx* ctx, int x0,int y0,int x1,int y1,int x2,int y2,uint16_t col){
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// Sort vertices by y
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if(y0>y1){ int tx=x0; x0=x1; x1=tx; int ty=y0; y0=y1; y1=ty; }
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if(y1>y2){ int tx=x1; x1=x2; x2=tx; int ty=y1; y1=y2; y2=ty; }
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if(y0>y1){ int tx=x0; x0=x1; x1=tx; int ty=y0; y0=y1; y1=ty; }
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// Now y0 <= y1 <= y2
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int total_height = y2 - y0;
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if(total_height==0) return;
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for(int i=0;i<total_height;i++){
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bool second_half = i > y1 - y0 || y1==y0;
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int segment_height = second_half ? y2 - y1 : y1 - y0;
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if(segment_height==0) continue;
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float alpha = (float)i / total_height;
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float beta = (float)(i - (second_half ? y1 - y0 : 0)) / segment_height;
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int ax = x0 + (int)((x2 - x0) * alpha);
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int bx;
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if(second_half) bx = x1 + (int)((x2 - x1) * beta);
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else bx = x0 + (int)((x1 - x0) * beta);
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if(ax>bx){ int t=ax; ax=bx; bx=t; }
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for(int j=ax;j<=bx;j++) set_px(ctx,j,y0+i,col);
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}
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}
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static int l_renderer_triangle(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x0=(int)luaL_checknumber(L,1);
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int y0=(int)luaL_checknumber(L,2);
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int x1=(int)luaL_checknumber(L,3);
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int y1=(int)luaL_checknumber(L,4);
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int x2=(int)luaL_checknumber(L,5);
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int y2=(int)luaL_checknumber(L,6);
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bool on = true; if(lua_gettop(L)>=7) on = lua_toboolean(L,7);
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bool filled = false; if(lua_gettop(L)>=8) filled = lua_toboolean(L,8);
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uint16_t col = on ? 0xFFFF : 0x0000;
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if(filled){
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draw_triangle_filled(ctx,x0,y0,x1,y1,x2,y2,col);
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}else{
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draw_line(ctx,x0,y0,x1,y1,col);
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draw_line(ctx,x1,y1,x2,y2,col);
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draw_line(ctx,x2,y2,x0,y0,col);
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}
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return 0;
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}
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static int l_renderer_text(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x=(int)luaL_checknumber(L,1);
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int y=(int)luaL_checknumber(L,2);
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const char* txt=luaL_checkstring(L,3);
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bool on = true; if(lua_gettop(L)>=4) on = lua_toboolean(L,4);
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uint16_t col = on ? 0xFFFF : 0x0000;
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draw_text8(ctx,x,y,txt,col);
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return 0;
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}
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static int l_renderer_text_scaled(lua_State* L){
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AppCtx* ctx=g_ctx; if(!ctx) return 0;
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int x=(int)luaL_checknumber(L,1);
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int y=(int)luaL_checknumber(L,2);
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const char* txt=luaL_checkstring(L,3);
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bool on = true; if(lua_gettop(L)>=4) on = lua_toboolean(L,4);
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int scale = 1; if(lua_gettop(L)>=5) scale = (int)luaL_checknumber(L,5);
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if(scale<1) scale=1;
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if(scale>4) scale=4;
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uint16_t col = on ? 0xFFFF : 0x0000;
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// Simple scaled: draw each char scaled by duplicating pixels
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int cx=x;
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int cy=y;
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for(int i=0; txt[i]; i++){
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char ch=txt[i];
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if(ch=='\n'){ cx=x; cy+=8*scale+2; continue; }
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unsigned char uch=(unsigned char)ch;
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if(uch>=128) continue;
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for(int row=0; row<8; row++){
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uint8_t bits = font8x8_basic[uch][row];
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for(int colb=0; colb<8; colb++){
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if(bits & (1<<colb)){
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// draw scale x scale block
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for(int sy=0; sy<scale; sy++){
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for(int sx=0; sx<scale; sx++){
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set_px(ctx, cx+colb*scale+sx, cy+row*scale+sy, col);
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}
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}
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}
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}
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}
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cx+=8*scale;
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if(cx+8*scale>GAME_W){ cx=x; cy+=8*scale+2; }
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}
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return 0;
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}
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static int l_game_width(lua_State* L){ lua_pushinteger(L, GAME_W); return 1; }
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static int l_game_height(lua_State* L){ lua_pushinteger(L, GAME_H); return 1; }
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static int l_game_set_frame_updates(lua_State* L){ (void)L; return 0; }
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static int l_game_exit(lua_State* L){ (void)L; printf("[LuaGame] game.exit() called\n"); return 0; }
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static void register_sys(lua_State* L){
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// sys table (Tactility original)
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lua_newtable(L);
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lua_pushcfunction(L,l_sys_log); lua_setfield(L,-2,"log");
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lua_pushcfunction(L,l_sys_clear); lua_setfield(L,-2,"clear");
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@@ -215,10 +372,45 @@ static void register_sys(lua_State* L){
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lua_pushcfunction(L,l_sys_tone); lua_setfield(L,-2,"tone");
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lua_pushcfunction(L,l_sys_sfx); lua_setfield(L,-2,"sfx");
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lua_setglobal(L,"sys");
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// renderer table (Pico)
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lua_newtable(L);
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lua_pushcfunction(L,l_renderer_clear); lua_setfield(L,-2,"clear");
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lua_pushcfunction(L,l_renderer_pixel); lua_setfield(L,-2,"pixel");
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lua_pushcfunction(L,l_renderer_line); lua_setfield(L,-2,"line");
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lua_pushcfunction(L,l_renderer_rect); lua_setfield(L,-2,"rect");
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lua_pushcfunction(L,l_renderer_circle); lua_setfield(L,-2,"circle");
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lua_pushcfunction(L,l_renderer_triangle); lua_setfield(L,-2,"triangle");
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lua_pushcfunction(L,l_renderer_text); lua_setfield(L,-2,"text");
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lua_pushcfunction(L,l_renderer_text_scaled); lua_setfield(L,-2,"text_scaled");
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lua_setglobal(L,"renderer");
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// game table
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lua_newtable(L);
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lua_pushcfunction(L,l_game_width); lua_setfield(L,-2,"width");
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lua_pushcfunction(L,l_game_height); lua_setfield(L,-2,"height");
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lua_pushcfunction(L,l_game_set_frame_updates); lua_setfield(L,-2,"set_frame_updates");
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lua_pushcfunction(L,l_game_exit); lua_setfield(L,-2,"exit");
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// game.vars subtable
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lua_newtable(L);
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lua_setfield(L,-2,"vars");
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lua_setglobal(L,"game");
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// INPUT constants
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lua_newtable(L);
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lua_pushinteger(L,0); lua_setfield(L,-2,"NONE");
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lua_pushinteger(L,1); lua_setfield(L,-2,"TOUCH_DOWN");
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lua_pushinteger(L,2); lua_setfield(L,-2,"TOUCH_MOVE");
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lua_pushinteger(L,3); lua_setfield(L,-2,"TOUCH_UP");
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lua_pushinteger(L,4); lua_setfield(L,-2,"BUTTON_0");
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lua_pushinteger(L,5); lua_setfield(L,-2,"BUTTON_1");
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lua_pushinteger(L,6); lua_setfield(L,-2,"FRAME_TICK");
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lua_pushinteger(L,7); lua_setfield(L,-2,"GESTURE");
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lua_setglobal(L,"INPUT");
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}
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/* Embedded breakout - faster ball: 3.5 instead of 2 */
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static const char* breakout_lua_src =
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static const char* embedded_breakout_lua_src =
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"local PADDLE_W=40 local PADDLE_H=8 local BALL_SIZE=6 local BRICK_ROWS=4 local BRICK_COLS=6 local BRICK_W=34 local BRICK_H=8 local BRICK_GAP=4\n"
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"local score=0 local lives=3 local game_state='serve' local px,py=100,210 local bx,by=120,150 local bdx,bdy=4.5,-4.5 local bricks={}\n"
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"function init() sys.log('Init Breakout fast v2!') reset_bricks() reset_ball() end\n"
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@@ -267,10 +459,20 @@ static void lua_init_task(void* arg){
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char* src_buf=NULL;
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size_t src_len=0;
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const char* loaded_from="embedded";
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// For this build, force embedded to demonstrate faster ball + audio.
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// To test external file, uncomment loop below.
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bool use_external = false; // set true to load SD file
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if(use_external){
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bool use_external = false;
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bool use_pico_test = false; // set true to test pico games
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const char* pico_test_src = NULL;
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if(use_pico_test){
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pico_test_src = pong_lua_src; // choose pong for test
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printf("[LuaGame] using Pico test game: Pong (%d bytes)\n", (int)strlen(pico_test_src));
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src_len = strlen(pico_test_src);
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src_buf = (char*)alloc_psram(src_len+1);
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if(src_buf){
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memcpy(src_buf, pico_test_src, src_len+1);
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loaded_from = "pico_pong";
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}
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}
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if(!src_buf && use_external){
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for(int i=0; external_paths[i]; i++){
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src_buf=load_file_to_mem(external_paths[i], &src_len);
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if(src_buf){
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@@ -280,13 +482,26 @@ static void lua_init_task(void* arg){
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}
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}
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}
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// Detect Pico API by content before loading
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bool detected_pico = false;
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if(src_buf){
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if(strstr(src_buf,"renderer.")!=NULL || strstr(src_buf,"INPUT.")!=NULL){
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detected_pico = true;
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}
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} else {
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if(strstr(embedded_breakout_lua_src,"renderer.")!=NULL){
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detected_pico = true;
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}
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}
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int st;
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if(src_buf){
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st=luaL_loadbuffer(ctx->L,src_buf,src_len,loaded_from);
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heap_caps_free(src_buf);
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src_buf=NULL;
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}else{
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printf("[LuaGame] loading embedded lua %d bytes\n",(int)strlen(breakout_lua_src));
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st=luaL_loadstring(ctx->L,breakout_lua_src);
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printf("[LuaGame] loading embedded lua %d bytes\n",(int)strlen(embedded_breakout_lua_src));
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st=luaL_loadstring(ctx->L,embedded_breakout_lua_src);
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loaded_from="embedded";
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}
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if(st!=LUA_OK){const char* e=lua_tostring(ctx->L,-1); printf("[LuaGame] load err (%s) %s\n",loaded_from,e); lua_pop(ctx->L,1); vTaskDelete(NULL); return;}
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@@ -297,12 +512,13 @@ static void lua_init_task(void* arg){
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}else lua_pop(ctx->L,1);
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ctx->lua_ok=true;
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ctx->initialized=true;
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ctx->is_pico = detected_pico;
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ctx->last_tick_us=esp_timer_get_time();
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ctx->fps_last_us=esp_timer_get_time();
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ctx->fps_frames=0;
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printf("[LuaGame] init done OK from %s\n",loaded_from);
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// Instead of creating new task (which may fail due to memory), reuse this init task as game loop
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printf("[LuaGame] init done OK from %s (pico=%d)\n",loaded_from, ctx->is_pico?1:0);
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printf("[LuaGame] entering game loop in same task\n");
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// Enter game loop directly
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while(!ctx->should_exit){
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if(ctx->lua_ok && ctx->initialized && ctx->L){
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@@ -311,11 +527,82 @@ static void lua_init_task(void* arg){
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if(dt>0.1f) dt=0.1f;
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ctx->last_tick_us=now;
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lua_State* L=ctx->L;
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lua_getglobal(L,"update");
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if(lua_isfunction(L,-1)){
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lua_pushnumber(L,dt);
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if(lua_pcall(L,1,0,0)!=LUA_OK){const char* e=lua_tostring(L,-1); printf("[LUA ERR update] %s\n",e); lua_pop(L,1); ctx->lua_ok=false;}
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}else lua_pop(L,1);
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if(ctx->is_pico){
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// Generate event based on touch
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int ev_type = 6; // FRAME_TICK default
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bool has_touch_event = false;
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if(!ctx->prev_touch_pressed && ctx->touch_pressed){
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ev_type = 1; // TOUCH_DOWN
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has_touch_event = true;
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} else if(ctx->prev_touch_pressed && !ctx->touch_pressed){
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ev_type = 3; // TOUCH_UP
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has_touch_event = true;
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} else if(ctx->touch_pressed){
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ev_type = 2; // TOUCH_MOVE
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has_touch_event = true;
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} else {
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ev_type = 6; // FRAME_TICK
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}
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// Helper to push event table and call update
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// First call with touch event if any
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if(has_touch_event){
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lua_getglobal(L,"update");
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if(lua_isfunction(L,-1)){
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lua_newtable(L);
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lua_pushinteger(L, ev_type); lua_setfield(L,-2,"type");
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lua_pushinteger(L, ctx->touch_x); lua_setfield(L,-2,"x");
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lua_pushinteger(L, ctx->touch_y); lua_setfield(L,-2,"y");
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lua_pushboolean(L,1); lua_setfield(L,-2,"valid");
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lua_pushinteger(L,0); lua_setfield(L,-2,"button_id");
|
||||
if(lua_pcall(L,1,1,0)!=LUA_OK){const char* e=lua_tostring(L,-1); printf("[LUA ERR update] %s\n",e); lua_pop(L,1); ctx->lua_ok=false;}
|
||||
else {
|
||||
bool redraw = lua_toboolean(L,-1);
|
||||
lua_pop(L,1);
|
||||
// we will draw regardless, but could check redraw
|
||||
(void)redraw;
|
||||
}
|
||||
} else lua_pop(L,1);
|
||||
}
|
||||
// Always also call with FRAME_TICK if not already frame tick
|
||||
if(ev_type != 6){
|
||||
lua_getglobal(L,"update");
|
||||
if(lua_isfunction(L,-1)){
|
||||
lua_newtable(L);
|
||||
lua_pushinteger(L, 6); lua_setfield(L,-2,"type");
|
||||
lua_pushinteger(L, ctx->touch_x); lua_setfield(L,-2,"x");
|
||||
lua_pushinteger(L, ctx->touch_y); lua_setfield(L,-2,"y");
|
||||
lua_pushboolean(L,1); lua_setfield(L,-2,"valid");
|
||||
if(lua_pcall(L,1,1,0)!=LUA_OK){const char* e=lua_tostring(L,-1); printf("[LUA ERR update FRAME_TICK] %s\n",e); lua_pop(L,1); ctx->lua_ok=false;}
|
||||
else { lua_pop(L,1); }
|
||||
} else lua_pop(L,1);
|
||||
} else if(!has_touch_event){
|
||||
// No touch, just frame tick (single call)
|
||||
lua_getglobal(L,"update");
|
||||
if(lua_isfunction(L,-1)){
|
||||
lua_newtable(L);
|
||||
lua_pushinteger(L, 6); lua_setfield(L,-2,"type");
|
||||
lua_pushinteger(L, ctx->touch_x); lua_setfield(L,-2,"x");
|
||||
lua_pushinteger(L, ctx->touch_y); lua_setfield(L,-2,"y");
|
||||
lua_pushboolean(L,1); lua_setfield(L,-2,"valid");
|
||||
if(lua_pcall(L,1,1,0)!=LUA_OK){const char* e=lua_tostring(L,-1); printf("[LUA ERR update] %s\n",e); lua_pop(L,1); ctx->lua_ok=false;}
|
||||
else {
|
||||
bool redraw = lua_toboolean(L,-1);
|
||||
lua_pop(L,1);
|
||||
(void)redraw;
|
||||
}
|
||||
} else lua_pop(L,1);
|
||||
}
|
||||
ctx->prev_touch_pressed = ctx->touch_pressed;
|
||||
} else {
|
||||
// Original sys API
|
||||
lua_getglobal(L,"update");
|
||||
if(lua_isfunction(L,-1)){
|
||||
lua_pushnumber(L,dt);
|
||||
if(lua_pcall(L,1,0,0)!=LUA_OK){const char* e=lua_tostring(L,-1); printf("[LUA ERR update] %s\n",e); lua_pop(L,1); ctx->lua_ok=false;}
|
||||
}else lua_pop(L,1);
|
||||
}
|
||||
lua_getglobal(L,"draw");
|
||||
if(lua_isfunction(L,-1)){
|
||||
if(lua_pcall(L,0,0,0)!=LUA_OK){const char* e=lua_tostring(L,-1); printf("[LUA ERR draw] %s\n",e); lua_pop(L,1); ctx->lua_ok=false;}
|
||||
|
||||
Reference in New Issue
Block a user