Files
alchemist-accessibility/accessibility/menus.lua
T
Accessibility ModandClaude Opus 5 0477097e29 Phase 4: menu descriptors for 16 states
Game-file footprint unchanged: still one line in main.lua.

Adds descriptors for actions_menu, worldmap, alchemy_table, journal, character,
inventory, and a shared one for the full-screen prose states (menu_text,
ingame_message, menu_message). The prose states also push their text into the
console history, so the existing review keys walk the manual paragraph by
paragraph rather than delivering it as one unusable utterance.

Two driver improvements, both prompted by real failures the self-test caught:

- menus.getAnyUpvalue finds a file-local across all of a state's functions and
  one level into inner closures. Safe because a Lua file-local is a single
  shared upvalue. Needed because actions_menu and worldmap build their lists in
  open() and never reference them in keypressed, so the named probe function
  found nothing. The generic probe path now falls back to this.

- menus.hasUpvalue checks that a local exists rather than that it holds a value.
  getUpvalue cannot distinguish 'no such local' from 'declared but currently
  nil', which made the self-test report PROBE BROKEN for worldmap, whose
  'local options' is nil until the screen is first opened.

patches/popups.lua now stands down for any state that has a descriptor.
inventoryCursorPopup.set only fires when an item is under the cursor, so empty
slots and empty tabs were silent and you could not tell the cursor had moved.
The inventory descriptor reports item-or-empty plus slot and tab instead.

21/21 testbed checks, history unit tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 22:00:52 +02:00

356 lines
9.9 KiB
Lua

-- menus.lua — narrates focus in the game's menu screens.
--
-- Most menu states keep their focus in file-local variables (`selectedOption`,
-- `optionsList`, ...) which are not reachable through the table the state returns.
-- They ARE reachable as upvalues of the state's own functions, via
-- debug.getupvalue.
--
-- Per docs/05-decisions.md (D3) this driver supports two interchangeable
-- backends, so we can move between them without rewriting per-screen logic:
--
-- mode "probe" -- read upvalues. Zero edits to game files. Depends on
-- internal variable names, so it is checked by the self-test.
-- mode "patched" -- game files call accessibility.announce() directly. Robust,
-- but must be re-applied on each game version.
--
-- The `render` function in each descriptor -- which holds all the per-screen
-- knowledge -- is shared by both. Switching modes is a config flag.
local speech = require("accessibility.speech")
local stateNames = require("accessibility.stateNames")
local menus = {}
menus.mode = "probe"
--------------------------------------------------------------------------------
-- Upvalue access
--------------------------------------------------------------------------------
local function getUpvalue(fn, name)
if type(fn) ~= "function" then
return nil
end
local i = 1
while true do
local n, v = debug.getupvalue(fn, i)
if not n then
return nil
end
if n == name then
return v, i
end
i = i + 1
end
end
menus.getUpvalue = getUpvalue
-- Find a file-local by name across ALL of a state's exported functions, and one
-- level into any inner functions they close over.
--
-- Safe because a Lua file-local is a single shared upvalue: every closure in that
-- file that references it sees the same variable, so whichever function we reach
-- it through yields the same value. This saves hand-picking a probe function per
-- descriptor, and survives the common case where the local we want is touched by
-- draw() or an inner helper rather than by keypressed().
function menus.getAnyUpvalue(stateTable, name)
if type(stateTable) ~= "table" then
return nil
end
local nested = {}
for _, fn in pairs(stateTable) do
if type(fn) == "function" then
local value = getUpvalue(fn, name)
if value ~= nil then
return value
end
local i = 1
while true do
local upName, upValue = debug.getupvalue(fn, i)
if not upName then
break
end
if type(upValue) == "function" then
nested[#nested + 1] = upValue
end
i = i + 1
end
end
end
for _, fn in ipairs(nested) do
local value = getUpvalue(fn, name)
if value ~= nil then
return value
end
end
return nil
end
-- IMPORTANT: states.lua loads states with require("states/"..name) -- a SLASH.
-- require() caches on the exact string, so require("states.main_menu") would load
-- a SECOND, independent copy of the file with its own upvalues, and we would be
-- reading focus from a state the player is not interacting with. Always match the
-- game's spelling.
local function getStateTable(stateName)
local ok, stateTable = pcall(require, "states/" .. stateName)
if not ok then
return nil
end
return stateTable
end
menus.getStateTable = getStateTable
-- Does a file-local of this name EXIST, regardless of its current value?
--
-- getUpvalue returns the value, so it cannot tell "no such local" from "local
-- exists but is currently nil". That distinction matters for the self-test:
-- several states declare `local options` at the top and only assign it in
-- open(), so before the screen is first visited the value is legitimately nil.
-- Treating that as a broken probe produced a false alarm on worldmap.
function menus.hasUpvalue(stateTable, name)
if type(stateTable) ~= "table" then
return false
end
local function scan(fn)
local i = 1
while true do
local upName = debug.getupvalue(fn, i)
if not upName then
return false
end
if upName == name then
return true
end
i = i + 1
end
end
local nested = {}
for _, fn in pairs(stateTable) do
if type(fn) == "function" then
if scan(fn) then
return true
end
local i = 1
while true do
local upName, upValue = debug.getupvalue(fn, i)
if not upName then
break
end
if type(upValue) == "function" then
nested[#nested + 1] = upValue
end
i = i + 1
end
end
end
for _, fn in ipairs(nested) do
if scan(fn) then
return true
end
end
return false
end
--------------------------------------------------------------------------------
-- Descriptors
--------------------------------------------------------------------------------
local descriptors = {}
local function loadDescriptor(stateName)
if descriptors[stateName] ~= nil then
return descriptors[stateName] or nil
end
local ok, descriptor = pcall(require, "accessibility.states." .. stateName)
descriptors[stateName] = ok and descriptor or false
return descriptors[stateName] or nil
end
menus.loadDescriptor = loadDescriptor
--------------------------------------------------------------------------------
-- Reading focus
--------------------------------------------------------------------------------
-- Returns: text to speak, focus key (for change detection).
local function readFocus(stateName)
local descriptor = loadDescriptor(stateName)
if not descriptor then
return nil, nil
end
local stateTable = getStateTable(stateName)
if not stateTable then
return nil, nil
end
-- A descriptor may take full control, for screens that aren't a simple list
-- (text entry, tabbed pages).
if descriptor.read then
local ok, text, key = pcall(descriptor.read, stateTable, menus)
if ok then
return text, key
end
return nil, nil
end
local probe = descriptor.probe
if not probe then
return nil, nil
end
-- Try the named probe function first, then fall back to searching every
-- function in the state. Several states (actions_menu, worldmap) build their
-- list in open() and never mention it in keypressed, so the named function
-- alone finds nothing.
local probeFn = stateTable[probe.fn or "keypressed"]
local index = getUpvalue(probeFn, probe.focus)
if index == nil then
index = menus.getAnyUpvalue(stateTable, probe.focus)
end
local list = getUpvalue(probeFn, probe.list)
if list == nil then
list = menus.getAnyUpvalue(stateTable, probe.list)
end
if type(index) ~= "number" or type(list) ~= "table" then
return nil, nil
end
local entry = list[index]
if entry == nil then
return nil, nil
end
local total = #list
local ok, text = pcall(descriptor.render, entry, index, total)
if not ok or not text then
return nil, nil
end
return text, tostring(index) .. "/" .. tostring(total)
end
menus.readFocus = readFocus
--------------------------------------------------------------------------------
-- Announcing
--------------------------------------------------------------------------------
local lastKey
local lastState
local justSwitched = false
-- Called after a state switch: announce the screen name only.
--
-- Focus is deliberately left to the poll in the update hook rather than read
-- here. A state's open() may set focus after the switch returns, and
-- mousemoved can override it on the very first frame -- so reading now would
-- often announce the wrong entry. The poll picks it up a frame later, and
-- `justSwitched` makes that first announcement non-interrupting so it appends
-- to the screen name ("Main menu. Continue, 1 of 7") instead of cutting it off.
function menus.announceScreen(stateName)
lastState = stateName
lastKey = nil
justSwitched = true
speech.say(stateNames[stateName] or stateName, true)
end
-- Called after a keypress: announce the focused entry if it changed.
function menus.announceFocusIfChanged(stateName)
if stateName ~= lastState then
lastState = stateName
lastKey = nil
end
local text, key = readFocus(stateName)
if not text then
return
end
if key ~= nil and key == lastKey then
return
end
lastKey = key
-- First announcement after a switch appends to the screen name; later ones
-- interrupt, so holding an arrow key doesn't queue a backlog of options.
speech.say(text, not justSwitched)
justSwitched = false
end
-- Force a re-read, e.g. for a "where am I" key.
function menus.repeatFocus(stateName)
local text = readFocus(stateName)
if text then
speech.say(text, true)
end
end
function menus.resetFocusTracking()
lastKey = nil
end
--------------------------------------------------------------------------------
-- Self test — the version-bump canary
--------------------------------------------------------------------------------
-- Reports, for every descriptor we ship, whether its probe still resolves against
-- the current game code. A renamed local shows up here at startup instead of as
-- silence three screens into a playthrough.
function menus.selfTest(stateList)
local results = {}
for _, stateName in ipairs(stateList) do
local descriptor = loadDescriptor(stateName)
if not descriptor then
results[stateName] = "no descriptor"
elseif descriptor.read then
results[stateName] = "custom read()"
else
local stateTable = getStateTable(stateName)
if not stateTable then
results[stateName] = "STATE NOT LOADABLE"
else
-- Check that the NAMES exist, not that they currently hold values.
-- Most of these are assigned in open(), so before the screen has
-- been visited they are legitimately nil.
local hasFocus = menus.hasUpvalue(stateTable, descriptor.probe.focus)
local hasList = menus.hasUpvalue(stateTable, descriptor.probe.list)
if not hasList then
results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.list) .. "'"
elseif not hasFocus then
results[stateName] = "PROBE BROKEN: no upvalue '" .. tostring(descriptor.probe.focus) .. "'"
else
local list = menus.getAnyUpvalue(stateTable, descriptor.probe.list)
results[stateName] = list == nil and "ok (unset until opened)" or "ok"
end
end
end
end
return results
end
return menus