Files
alchemist-accessibility/accessibility/states/load_game.lua
T
Accessibility ModandClaude Opus 5 9945703fb7 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>
2026-08-01 20:53:29 +02:00

45 lines
1.1 KiB
Lua

-- states/load_game.lua
--
-- Entries are save metadata. The screen draws three columns per row: character
-- name, in-game elapsed time, and the real-world save timestamp. We speak all
-- three, in that order -- the character name is what identifies a save, but the
-- timestamps are how you tell two runs of the same character apart.
local capitalize = require("functions.capitalize")
local turnsToTime = require("functions.turnsToTime")
return {
probe = {
fn = "keypressed",
focus = "selectedOption",
list = "metadataList",
focusMayBeNil = true,
},
render = function(entry, index, total)
local parts = {}
parts[#parts + 1] = entry.characterName or "Unnamed"
if entry.turn then
local ok, turnString = pcall(function()
return capitalize(turnsToTime(entry.turn))
end)
if ok and turnString then
parts[#parts + 1] = turnString
end
end
if entry.lastUpdatedTimestamp then
local ok, dateString = pcall(os.date, "%X %x", entry.lastUpdatedTimestamp)
if ok and dateString then
parts[#parts + 1] = dateString
end
end
parts[#parts + 1] = index .. " of " .. total
return table.concat(parts, ", ")
end,
}