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>
356 lines
9.9 KiB
Lua
356 lines
9.9 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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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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