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- -- love.run: main entrypoint function for LÖVE
- --
- -- Most apps can just use the default shown in https://love2d.org/wiki/love.run,
- -- but we need to override it to:
- -- * recover from errors (by switching to the source editor)
- -- * run all tests (functions starting with 'test_') on startup, and
- -- * save some state that makes it possible to switch between the main app
- -- and a source editor, while giving each the illusion of complete
- -- control.
- function love.run()
- Version, Major_version = App.love_version()
- App.snapshot_love()
- -- Tests always run at the start.
- App.run_tests_and_initialize()
- --? print('==')
- love.timer.step()
- local dt = 0
- return function()
- if love.event then
- love.event.pump()
- for name, a,b,c,d,e,f in love.event.poll() do
- if name == "quit" then
- if not love.quit or not love.quit() then
- return a or 0
- end
- end
- xpcall(function() love.handlers[name](a,b,c,d,e,f) end, handle_error)
- end
- end
- dt = love.timer.step()
- xpcall(function() App.update(dt) end, handle_error)
- love.graphics.origin()
- love.graphics.clear(love.graphics.getBackgroundColor())
- xpcall(App.draw, handle_error)
- love.graphics.present()
- love.timer.sleep(0.001)
- end
- end
- function handle_error(err)
- local callstack = debug.traceback('', --[[stack frame]]2)
- Error_message = 'Error: ' .. tostring(err)..'\n'..cleaned_up_callstack(callstack)
- print(Error_message)
- if Current_app == 'run' then
- Settings.current_app = 'source'
- love.filesystem.write('config', json.encode(Settings))
- load_file_from_source_or_save_directory('main.lua')
- App.undo_initialize()
- App.run_tests_and_initialize()
- else
- -- abort without running love.quit handler
- Disable_all_quit_handlers = true
- love.event.quit()
- end
- end
- -- I tend to read code from files myself (say using love.filesystem calls)
- -- rather than offload that to load().
- -- Functions compiled in this manner have ugly filenames of the form [string "filename"]
- -- This function cleans out this cruft from error callstacks.
- function cleaned_up_callstack(callstack)
- local frames = {}
- for frame in string.gmatch(callstack, '[^\n]+\n*') do
- local line = frame:gsub('^%s*(.-)\n?$', '%1')
- local filename, rest = line:match('([^:]*):(.*)')
- local core_filename = filename:match('^%[string "(.*)"%]$')
- -- pass through frames that don't match this format
- -- this includes the initial line "stack traceback:"
- local new_frame = (core_filename or filename)..':'..rest
- table.insert(frames, new_frame)
- end
- -- the initial "stack traceback:" line was unindented and remains so
- return table.concat(frames, '\n\t')
- end
- -- The rest of this file wraps around various LÖVE primitives to support
- -- automated tests. Often tests will run with a fake version of a primitive
- -- that redirects to the real love.* version once we're done with tests.
- --
- -- Not everything is so wrapped yet. Sometimes you still have to use love.*
- -- primitives directly.
- App = {}
- function App.love_version()
- local major_version, minor_version = love.getVersion()
- local version = major_version..'.'..minor_version
- return version, major_version
- end
- -- save/restore various framework globals we care about -- only on very first load
- function App.snapshot_love()
- if Love_snapshot then return end
- Love_snapshot = {}
- -- save the entire initial font; it doesn't seem reliably recreated using newFont
- Love_snapshot.initial_font = love.graphics.getFont()
- end
- function App.undo_initialize()
- love.graphics.setFont(Love_snapshot.initial_font)
- end
- function App.run_tests_and_initialize()
- App.load()
- Test_errors = {}
- App.run_tests()
- if #Test_errors > 0 then
- local error_message = ''
- if Warning_before_tests then
- error_message = Warning_before_tests..'\n\n'
- end
- error_message = error_message .. ('There were %d test failures:\n%s'):format(#Test_errors, table.concat(Test_errors))
- error(error_message)
- end
- App.disable_tests()
- App.initialize_globals()
- App.initialize(love.arg.parseGameArguments(arg), arg)
- end
- function App.run_tests()
- local sorted_names = {}
- for name,binding in pairs(_G) do
- if name:find('test_') == 1 then
- table.insert(sorted_names, name)
- end
- end
- table.sort(sorted_names)
- --? App.initialize_for_test() -- debug: run a single test at a time like these 2 lines
- --? test_search()
- for _,name in ipairs(sorted_names) do
- App.initialize_for_test()
- --? print('=== '..name)
- --? _G[name]()
- xpcall(_G[name], function(err) prepend_debug_info_to_test_failure(name, err) end)
- end
- -- clean up all test methods
- for _,name in ipairs(sorted_names) do
- _G[name] = nil
- end
- end
- function App.initialize_for_test()
- App.screen.init{width=100, height=50}
- App.screen.contents = {} -- clear screen
- App.filesystem = {}
- App.source_dir = ''
- App.current_dir = ''
- App.save_dir = ''
- App.fake_keys_pressed = {}
- App.fake_mouse_state = {x=-1, y=-1}
- App.initialize_globals()
- end
- -- App.screen.resize and App.screen.move seem like better names than
- -- love.window.setMode and love.window.setPosition respectively. They'll
- -- be side-effect-free during tests, and they'll save their results in
- -- attributes of App.screen for easy access.
- App.screen={}
- -- Use App.screen.init in tests to initialize the fake screen.
- function App.screen.init(dims)
- App.screen.width = dims.width
- App.screen.height = dims.height
- end
- function App.screen.resize(width, height, flags)
- App.screen.width = width
- App.screen.height = height
- App.screen.flags = flags
- end
- function App.screen.size()
- return App.screen.width, App.screen.height, App.screen.flags
- end
- function App.screen.move(x,y, displayindex)
- App.screen.x = x
- App.screen.y = y
- App.screen.displayindex = displayindex
- end
- function App.screen.position()
- return App.screen.x, App.screen.y, App.screen.displayindex
- end
- -- If you use App.screen.print instead of love.graphics.print,
- -- tests will be able to check what was printed using App.screen.check below.
- --
- -- One drawback of this approach: the y coordinate used depends on font size,
- -- which feels brittle.
- function App.screen.print(msg, x,y)
- local screen_row = 'y'..tostring(y)
- --? print('drawing "'..msg..'" at y '..tostring(y))
- local screen = App.screen
- if screen.contents[screen_row] == nil then
- screen.contents[screen_row] = {}
- for i=0,screen.width-1 do
- screen.contents[screen_row][i] = ''
- end
- end
- if x < screen.width then
- screen.contents[screen_row][x] = msg
- end
- end
- function App.screen.check(y, expected_contents, msg)
- --? print('checking for "'..expected_contents..'" at y '..tostring(y))
- local screen_row = 'y'..tostring(y)
- local contents = ''
- if App.screen.contents[screen_row] == nil then
- error('no text at y '..tostring(y))
- end
- for i,s in ipairs(App.screen.contents[screen_row]) do
- contents = contents..s
- end
- check_eq(contents, expected_contents, msg)
- end
- -- If you access the time using App.get_time instead of love.timer.getTime,
- -- tests will be able to move the time back and forwards as needed using
- -- App.wait_fake_time below.
- App.time = 1
- function App.get_time()
- return App.time
- end
- function App.wait_fake_time(t)
- App.time = App.time + t
- end
- function App.width(text)
- return love.graphics.getFont():getWidth(text)
- end
- -- If you access the clipboard using App.get_clipboard and App.set_clipboard
- -- instead of love.system.getClipboardText and love.system.setClipboardText
- -- respectively, tests will be able to manipulate the clipboard by
- -- reading/writing App.clipboard.
- App.clipboard = ''
- function App.get_clipboard()
- return App.clipboard
- end
- function App.set_clipboard(s)
- App.clipboard = s
- end
- -- In tests I mostly send chords all at once to the keyboard handlers.
- -- However, you'll occasionally need to check if a key is down outside a handler.
- -- If you use App.key_down instead of love.keyboard.isDown, tests will be able to
- -- simulate keypresses using App.fake_key_press and App.fake_key_release
- -- below. This isn't very realistic, though, and it's up to tests to
- -- orchestrate key presses that correspond to the handlers they invoke.
- App.fake_keys_pressed = {}
- function App.key_down(key)
- return App.fake_keys_pressed[key]
- end
- function App.fake_key_press(key)
- App.fake_keys_pressed[key] = true
- end
- function App.fake_key_release(key)
- App.fake_keys_pressed[key] = nil
- end
- -- Tests mostly will invoke mouse handlers directly. However, you'll
- -- occasionally need to check if a mouse button is down outside a handler.
- -- If you use App.mouse_down instead of love.mouse.isDown, tests will be able to
- -- simulate mouse clicks using App.fake_mouse_press and App.fake_mouse_release
- -- below. This isn't very realistic, though, and it's up to tests to
- -- orchestrate presses that correspond to the handlers they invoke.
- App.fake_mouse_state = {x=-1, y=-1} -- x,y always set
- function App.mouse_move(x,y)
- App.fake_mouse_state.x = x
- App.fake_mouse_state.y = y
- end
- function App.mouse_down(mouse_button)
- return App.fake_mouse_state[mouse_button]
- end
- function App.mouse_x()
- return App.fake_mouse_state.x
- end
- function App.mouse_y()
- return App.fake_mouse_state.y
- end
- function App.fake_mouse_press(x,y, mouse_button)
- App.fake_mouse_state.x = x
- App.fake_mouse_state.y = y
- App.fake_mouse_state[mouse_button] = true
- end
- function App.fake_mouse_release(x,y, mouse_button)
- App.fake_mouse_state.x = x
- App.fake_mouse_state.y = y
- App.fake_mouse_state[mouse_button] = nil
- end
- -- If you use App.open_for_reading and App.open_for_writing instead of other
- -- various Lua and LÖVE helpers, tests will be able to check the results of
- -- file operations inside the App.filesystem table.
- function App.open_for_reading(filename)
- if App.filesystem[filename] then
- return {
- lines = function(self)
- return App.filesystem[filename]:gmatch('[^\n]+')
- end,
- read = function(self)
- return App.filesystem[filename]
- end,
- close = function(self)
- end,
- }
- end
- end
- function App.read_file(filename)
- return App.filesystem[filename]
- end
- function App.open_for_writing(filename)
- App.filesystem[filename] = ''
- return {
- write = function(self, s)
- App.filesystem[filename] = App.filesystem[filename]..s
- end,
- close = function(self)
- end,
- }
- end
- function App.write_file(filename, contents)
- App.filesystem[filename] = contents
- return --[[status]] true
- end
- function App.mkdir(dirname)
- -- nothing in test mode
- end
- function App.remove(filename)
- App.filesystem[filename] = nil
- end
- -- Some helpers to trigger an event and then refresh the screen. Akin to one
- -- iteration of the event loop.
- -- all textinput events are also keypresses
- -- TODO: handle chords of multiple keys
- function App.run_after_textinput(t)
- App.keypressed(t)
- App.textinput(t)
- App.keyreleased(t)
- App.screen.contents = {}
- App.draw()
- end
- -- not all keys are textinput
- -- TODO: handle chords of multiple keys
- function App.run_after_keychord(chord, key)
- App.keychord_press(chord, key)
- App.keyreleased(key)
- App.screen.contents = {}
- App.draw()
- end
- function App.run_after_mouse_click(x,y, mouse_button)
- App.fake_mouse_press(x,y, mouse_button)
- App.mousepressed(x,y, mouse_button)
- App.fake_mouse_release(x,y, mouse_button)
- App.mousereleased(x,y, mouse_button)
- App.screen.contents = {}
- App.draw()
- end
- function App.run_after_mouse_press(x,y, mouse_button)
- App.fake_mouse_press(x,y, mouse_button)
- App.mousepressed(x,y, mouse_button)
- App.screen.contents = {}
- App.draw()
- end
- function App.run_after_mouse_release(x,y, mouse_button)
- App.fake_mouse_release(x,y, mouse_button)
- App.mousereleased(x,y, mouse_button)
- App.screen.contents = {}
- App.draw()
- end
- -- miscellaneous internal helpers
- function App.color(color)
- love.graphics.setColor(color.r, color.g, color.b, color.a)
- end
- -- prepend file/line/test
- function prepend_debug_info_to_test_failure(test_name, err)
- local err_without_line_number = err:gsub('^[^:]*:[^:]*: ', '')
- local stack_trace = debug.traceback('', --[[stack frame]]5) -- most likely to be useful, but set to 0 for a complete stack trace
- local file_and_line_number = stack_trace:gsub('stack traceback:\n', ''):gsub(': .*', '')
- local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number
- -- uncomment this line for a complete stack trace
- --? local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number..'\t\t'..stack_trace:gsub('\n', '\n\t\t')
- table.insert(Test_errors, full_error)
- end
- nativefs = require 'nativefs'
- local Keys_down = {}
- -- call this once all tests are run
- -- can't run any tests after this
- function App.disable_tests()
- -- have LÖVE delegate all handlers to App if they exist
- -- make sure to late-bind handlers like LÖVE's defaults do
- for name in pairs(love.handlers) do
- if App[name] then
- -- love.keyboard.isDown doesn't work on Android, so emulate it using
- -- keypressed and keyreleased events
- if name == 'keypressed' then
- love.handlers[name] = function(key, scancode, isrepeat)
- Keys_down[key] = true
- return App.keypressed(key, scancode, isrepeat)
- end
- elseif name == 'keyreleased' then
- love.handlers[name] = function(key, scancode)
- Keys_down[key] = nil
- return App.keyreleased(key, scancode)
- end
- else
- love.handlers[name] = function(...) App[name](...) end
- end
- end
- end
- -- test methods are disallowed outside tests
- App.run_tests = nil
- App.disable_tests = nil
- App.screen.init = nil
- App.filesystem = nil
- App.time = nil
- App.run_after_textinput = nil
- App.run_after_keychord = nil
- App.keypress = nil
- App.keyrelease = nil
- App.run_after_mouse_click = nil
- App.run_after_mouse_press = nil
- App.run_after_mouse_release = nil
- App.fake_keys_pressed = nil
- App.fake_key_press = nil
- App.fake_key_release = nil
- App.fake_mouse_state = nil
- App.fake_mouse_press = nil
- App.fake_mouse_release = nil
- -- other methods dispatch to real hardware
- App.screen.resize = love.window.setMode
- App.screen.size = love.window.getMode
- App.screen.move = love.window.setPosition
- App.screen.position = love.window.getPosition
- App.screen.print = love.graphics.print
- App.open_for_reading =
- function(filename)
- local result = nativefs.newFile(filename)
- local ok, err = result:open('r')
- if ok then
- return result
- else
- return ok, err
- end
- end
- App.read_file =
- function(path)
- if not is_absolute_path(path) then
- return --[[status]] false, 'Please use an unambiguous absolute path.'
- end
- local f, err = App.open_for_reading(path)
- if err then
- return --[[status]] false, err
- end
- local contents = f:read()
- f:close()
- return contents
- end
- App.open_for_writing =
- function(filename)
- local result = nativefs.newFile(filename)
- local ok, err = result:open('w')
- if ok then
- return result
- else
- return ok, err
- end
- end
- App.write_file =
- function(path, contents)
- if not is_absolute_path(path) then
- return --[[status]] false, 'Please use an unambiguous absolute path.'
- end
- local f, err = App.open_for_writing(path)
- if err then
- return --[[status]] false, err
- end
- f:write(contents)
- f:close()
- return --[[status]] true
- end
- App.files = nativefs.getDirectoryItems
- App.file_info = nativefs.getInfo
- App.mkdir = nativefs.createDirectory
- App.remove = nativefs.remove
- App.source_dir = love.filesystem.getSource()..'/' -- '/' should work even on Windows
- App.current_dir = nativefs.getWorkingDirectory()..'/'
- App.save_dir = love.filesystem.getSaveDirectory()..'/'
- App.get_time = love.timer.getTime
- App.get_clipboard = love.system.getClipboardText
- App.set_clipboard = love.system.setClipboardText
- App.key_down = function(key) return Keys_down[key] end
- App.mouse_move = love.mouse.setPosition
- App.mouse_down = love.mouse.isDown
- App.mouse_x = love.mouse.getX
- App.mouse_y = love.mouse.getY
- end
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