Menu narration + code-driven testbed

Pulls menu focus narration forward from Phase 4: it was a blocker, since the
screen name was spoken but not the selected option, so the game could not be
started at all.

Game-file footprint unchanged: still one line in main.lua.

- menus.lua: descriptor driver supporting both D3 backends (upvalue probe and
  patched-announce), sharing one render per screen. Probe self-test included.
- Descriptors for main_menu, settings_menu, load_game, new_game, narration.
- testbed.lua: drives the game by code via love.event.push, so input takes the
  same path as a human keypress. Coroutine-based, and navigates by READING focus
  rather than counting keypresses, which drifts when options are disabled.

Three bugs found by the testbed and fixed:

1. love.keypressed was still bound to the pre-wrapper states.keypressed.
   states.setup() captures love[callback] by value and runs before us, and
   main.lua does not define love.keypressed itself, so wrapping the states table
   field alone had no effect. Now reassigns love.keypressed/textinput.

2. Focus can move with no keypress: main_menu.mousemoved assigns selectedOption
   from cursor position, silently overriding selection including at startup.
   Focus is now polled in the update hook instead of announced only on keypress.

3. Probes sometimes need chaining. narration.keypressed only calls
   continueNarration(), so the text locals are upvalues of that inner function.

Verified: main menu -> new game -> name entry -> intro narration -> gameplay,
8/8 checks passing, including console.print capture and its (x2) fold.

Known gap: ingame_dialogue announces 'Game' and reads no dialogue text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Accessibility Mod
2026-08-01 20:53:29 +02:00
co-authored by Claude Opus 5
parent fe872be683
commit 9945703fb7
9 changed files with 796 additions and 4 deletions
+42
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-- states/narration.lua
--
-- The intro and interlude screens. Text is revealed one line at a time: pressing
-- enter advances `currentLoadedLine` within `displayData[currentPage]`, and rolls
-- over to the next page at the end.
--
-- Not a list menu, so this uses a custom read(). The "focus" is the most recently
-- revealed line, keyed by page:line so each newly revealed line is announced once.
return {
read = function(stateTable, menus)
-- Two-level probe. narration.keypressed does not touch these locals
-- directly -- it just calls continueNarration(), so they are upvalues of
-- THAT function. We reach continueNarration as an upvalue of keypressed,
-- then read through it.
local probeFn = menus.getUpvalue(stateTable.keypressed, "continueNarration")
if type(probeFn) ~= "function" then
return nil, nil
end
local displayData = menus.getUpvalue(probeFn, "displayData")
local page = menus.getUpvalue(probeFn, "currentPage")
local line = menus.getUpvalue(probeFn, "currentLoadedLine")
if type(displayData) ~= "table" or type(page) ~= "number" or type(line) ~= "number" then
return nil, nil
end
local pageData = displayData[page]
if type(pageData) ~= "table" then
return nil, nil
end
local entry = pageData[line]
if type(entry) ~= "table" or not entry.text then
return nil, nil
end
return entry.text, page .. ":" .. line
end,
}