Opening the journal and selecting an entry announced its title and stopped, which is an index into content the player could never reach. Page flipping was silent too. The screen is three widgets at once: the tab row (q/e), the list of entry titles down the left (up/down), and the page on the right holding the actual text (left/right). The descriptor read only the first two. It now reads options[selectedOption].pages[selectedPageId] and speaks its text blocks. A page is bounded by what fits on screen, so it is safe as a single utterance. Layout newlines are flattened first -- splitTextByPages joins the game's own wrapped lines with \n, so left in they make the reader pause mid-sentence at every wrap point. Page position is announced only when there is more than one page, and the blocks are pushed into the console history so [ and ] walk back through a long lore entry after the utterance has gone by. The tab leads only when the tab changed and the title only when the entry changed, so flipping pages does not bury the new page under a repeated heading. That suppression made read() stateful, which is a trap: it is called for the same focus from four places -- the per-frame poll, the post-keypress announce, repeatFocus, and the testbed's before/after probes -- so a poll would consume the "changed" flag and the real announcement would come out headless. The descriptor now caches its last (key, text) and replays it whenever the key is unchanged, making read() idempotent; the suppression state advances exactly once per genuine focus change. Adds a generic descriptor.reset hook, called from menus.announceScreen. The memory lives in file-locals that outlive the screen, so without it reopening the journal on the entry you left it on would read the page with no title. Testbed asserts the spoken text contains the page body rather than merely being non-nil. 29 checks, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
365 lines
10 KiB
Lua
365 lines
10 KiB
Lua
-- menus.lua — narrates focus in the game's menu screens.
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--
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-- Most menu states keep their focus in file-local variables (`selectedOption`,
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-- `optionsList`, ...) which are not reachable through the table the state returns.
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-- They ARE reachable as upvalues of the state's own functions, via
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-- debug.getupvalue.
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--
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-- Per docs/05-decisions.md (D3) this driver supports two interchangeable
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-- backends, so we can move between them without rewriting per-screen logic:
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--
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-- mode "probe" -- read upvalues. Zero edits to game files. Depends on
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-- internal variable names, so it is checked by the self-test.
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-- mode "patched" -- game files call accessibility.announce() directly. Robust,
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-- but must be re-applied on each game version.
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--
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-- The `render` function in each descriptor -- which holds all the per-screen
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-- knowledge -- is shared by both. Switching modes is a config flag.
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local speech = require("accessibility.speech")
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local stateNames = require("accessibility.stateNames")
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local menus = {}
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menus.mode = "probe"
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--------------------------------------------------------------------------------
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-- Upvalue access
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--------------------------------------------------------------------------------
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local function getUpvalue(fn, name)
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if type(fn) ~= "function" then
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return nil
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end
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local i = 1
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while true do
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local n, v = debug.getupvalue(fn, i)
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if not n then
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return nil
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end
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if n == name then
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return v, i
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end
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i = i + 1
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end
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end
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menus.getUpvalue = getUpvalue
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-- Find a file-local by name across ALL of a state's exported functions, and one
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-- level into any inner functions they close over.
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--
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-- Safe because a Lua file-local is a single shared upvalue: every closure in that
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-- file that references it sees the same variable, so whichever function we reach
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-- it through yields the same value. This saves hand-picking a probe function per
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-- descriptor, and survives the common case where the local we want is touched by
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-- draw() or an inner helper rather than by keypressed().
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function menus.getAnyUpvalue(stateTable, name)
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if type(stateTable) ~= "table" then
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return nil
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end
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local nested = {}
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for _, fn in pairs(stateTable) do
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if type(fn) == "function" then
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local value = getUpvalue(fn, name)
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if value ~= nil then
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return value
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end
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local i = 1
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while true do
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local upName, upValue = debug.getupvalue(fn, i)
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if not upName then
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break
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end
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if type(upValue) == "function" then
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nested[#nested + 1] = upValue
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end
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i = i + 1
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end
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end
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end
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for _, fn in ipairs(nested) do
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local value = getUpvalue(fn, name)
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if value ~= nil then
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return value
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end
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end
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return nil
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end
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-- IMPORTANT: states.lua loads states with require("states/"..name) -- a SLASH.
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-- require() caches on the exact string, so require("states.main_menu") would load
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-- a SECOND, independent copy of the file with its own upvalues, and we would be
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-- reading focus from a state the player is not interacting with. Always match the
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-- game's spelling.
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local function getStateTable(stateName)
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local ok, stateTable = pcall(require, "states/" .. stateName)
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if not ok then
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return nil
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end
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return stateTable
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end
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menus.getStateTable = getStateTable
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-- Does a file-local of this name EXIST, regardless of its current value?
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--
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-- getUpvalue returns the value, so it cannot tell "no such local" from "local
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-- exists but is currently nil". That distinction matters for the self-test:
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-- several states declare `local options` at the top and only assign it in
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-- open(), so before the screen is first visited the value is legitimately nil.
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-- Treating that as a broken probe produced a false alarm on worldmap.
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function menus.hasUpvalue(stateTable, name)
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if type(stateTable) ~= "table" then
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return false
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end
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local function scan(fn)
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local i = 1
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while true do
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local upName = debug.getupvalue(fn, i)
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if not upName then
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return false
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end
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if upName == name then
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return true
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end
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i = i + 1
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end
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end
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local nested = {}
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for _, fn in pairs(stateTable) do
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if type(fn) == "function" then
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if scan(fn) then
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return true
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end
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local i = 1
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while true do
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local upName, upValue = debug.getupvalue(fn, i)
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if not upName then
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break
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end
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if type(upValue) == "function" then
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nested[#nested + 1] = upValue
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end
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i = i + 1
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end
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end
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end
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for _, fn in ipairs(nested) do
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if scan(fn) then
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return true
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end
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end
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return false
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end
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--------------------------------------------------------------------------------
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-- Descriptors
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--------------------------------------------------------------------------------
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local descriptors = {}
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local function loadDescriptor(stateName)
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if descriptors[stateName] ~= nil then
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return descriptors[stateName] or nil
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end
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local ok, descriptor = pcall(require, "accessibility.states." .. stateName)
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descriptors[stateName] = ok and descriptor or false
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return descriptors[stateName] or nil
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end
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menus.loadDescriptor = loadDescriptor
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--------------------------------------------------------------------------------
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-- Reading focus
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--------------------------------------------------------------------------------
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-- Returns: text to speak, focus key (for change detection).
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local function readFocus(stateName)
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local descriptor = loadDescriptor(stateName)
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if not descriptor then
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return nil, nil
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end
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local stateTable = getStateTable(stateName)
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if not stateTable then
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return nil, nil
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end
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-- A descriptor may take full control, for screens that aren't a simple list
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-- (text entry, tabbed pages).
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if descriptor.read then
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local ok, text, key = pcall(descriptor.read, stateTable, menus)
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if ok then
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return text, key
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end
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return nil, nil
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end
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local probe = descriptor.probe
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if not probe then
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return nil, nil
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end
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-- Try the named probe function first, then fall back to searching every
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-- function in the state. Several states (actions_menu, worldmap) build their
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-- list in open() and never mention it in keypressed, so the named function
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-- alone finds nothing.
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local probeFn = stateTable[probe.fn or "keypressed"]
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local index = getUpvalue(probeFn, probe.focus)
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if index == nil then
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index = menus.getAnyUpvalue(stateTable, probe.focus)
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end
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local list = getUpvalue(probeFn, probe.list)
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if list == nil then
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list = menus.getAnyUpvalue(stateTable, probe.list)
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end
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if type(index) ~= "number" or type(list) ~= "table" then
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return nil, nil
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end
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local entry = list[index]
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if entry == nil then
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return nil, nil
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end
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local total = #list
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local ok, text = pcall(descriptor.render, entry, index, total)
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if not ok or not text then
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return nil, nil
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end
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return text, tostring(index) .. "/" .. tostring(total)
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end
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menus.readFocus = readFocus
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--------------------------------------------------------------------------------
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-- Announcing
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--------------------------------------------------------------------------------
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local lastKey
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local lastState
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local justSwitched = false
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-- Called after a state switch: announce the screen name only.
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--
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-- Focus is deliberately left to the poll in the update hook rather than read
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-- here. A state's open() may set focus after the switch returns, and
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-- mousemoved can override it on the very first frame -- so reading now would
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-- often announce the wrong entry. The poll picks it up a frame later, and
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-- `justSwitched` makes that first announcement non-interrupting so it appends
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-- to the screen name ("Main menu. Continue, 1 of 7") instead of cutting it off.
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function menus.announceScreen(stateName)
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lastState = stateName
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lastKey = nil
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justSwitched = true
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-- Descriptors that suppress repetition across reads (journal only leads with
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-- the tab or the entry title when it CHANGED) keep that memory in file-locals,
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-- which outlive the screen. Without this, reopening the journal on the entry
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-- you left it on would read the page text with no title in front of it.
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local descriptor = loadDescriptor(stateName)
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if descriptor and descriptor.reset then
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pcall(descriptor.reset)
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end
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speech.say(stateNames[stateName] or stateName, true)
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end
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-- Called after a keypress: announce the focused entry if it changed.
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function menus.announceFocusIfChanged(stateName)
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if stateName ~= lastState then
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lastState = stateName
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lastKey = nil
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end
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local text, key = readFocus(stateName)
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if not text then
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return
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end
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if key ~= nil and key == lastKey then
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return
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end
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lastKey = key
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-- First announcement after a switch appends to the screen name; later ones
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-- interrupt, so holding an arrow key doesn't queue a backlog of options.
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speech.say(text, not justSwitched)
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justSwitched = false
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end
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-- Force a re-read, e.g. for a "where am I" key.
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function menus.repeatFocus(stateName)
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local text = readFocus(stateName)
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if text then
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speech.say(text, true)
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end
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end
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function menus.resetFocusTracking()
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lastKey = nil
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end
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--------------------------------------------------------------------------------
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-- Self test — the version-bump canary
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--------------------------------------------------------------------------------
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-- Reports, for every descriptor we ship, whether its probe still resolves against
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-- the current game code. A renamed local shows up here at startup instead of as
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-- silence three screens into a playthrough.
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function menus.selfTest(stateList)
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local results = {}
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for _, stateName in ipairs(stateList) do
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local descriptor = loadDescriptor(stateName)
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if not descriptor then
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results[stateName] = "no descriptor"
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elseif descriptor.read then
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results[stateName] = "custom read()"
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else
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local stateTable = getStateTable(stateName)
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if not stateTable then
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results[stateName] = "STATE NOT LOADABLE"
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else
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-- Check that the NAMES exist, not that they currently hold values.
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-- Most of these are assigned in open(), so before the screen has
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-- been visited they are legitimately nil.
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local hasFocus = menus.hasUpvalue(stateTable, descriptor.probe.focus)
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local hasList = menus.hasUpvalue(stateTable, descriptor.probe.list)
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if not hasList then
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results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.list) .. "'"
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elseif not hasFocus then
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results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.focus) .. "'"
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else
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local list = menus.getAnyUpvalue(stateTable, descriptor.probe.list)
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results[stateName] = list == nil and "ok (unset until opened)" or "ok"
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end
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end
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end
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end
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return results
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end
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return menus
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