-- love.run: main entrypoint function for LÖVE
--
-- Most apps can just use the default shown in https://love2d.org/wiki/love.run,
-- but we need to override it to:
-- * run all tests (functions starting with 'test_') on startup, and
-- * save some state that makes it possible to switch between the main app
-- and a source editor, while giving each the illusion of complete
-- control.
function love.run()
App.snapshot_love()
-- Tests always run at the start.
App.run_tests_and_initialize()
--? print('==')
love.timer.step()
local dt = 0
return function()
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
dt = love.timer.step()
App.update(dt)
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
App.draw()
love.graphics.present()
love.timer.sleep(0.001)
end
end
-- The rest of this file wraps around various LÖVE primitives to support
-- automated tests. Often tests will run with a fake version of a primitive
-- that redirects to the real love.* version once we're done with tests.
--
-- Not everything is so wrapped yet. Sometimes you still have to use love.*
-- primitives directly.
App = {}
-- save/restore various framework globals we care about -- only on very first load
function App.snapshot_love()
if Love_snapshot then return end
Love_snapshot = {}
-- save the entire initial font; it doesn't seem reliably recreated using newFont
Love_snapshot.initial_font = love.graphics.getFont()
end
function App.undo_initialize()
love.graphics.setFont(Love_snapshot.initial_font)
end
function App.run_tests_and_initialize()
App.load()
Test_errors = {}
App.run_tests()
if #Test_errors > 0 then
error(('There were %d test failures:\n\n%s'):format(#Test_errors, table.concat(Test_errors)))
end
App.disable_tests()
App.initialize_globals()
App.initialize(love.arg.parseGameArguments(arg), arg)
end
function App.run_tests()
local sorted_names = {}
for name,binding in pairs(_G) do
if name:find('test_') == 1 then
table.insert(sorted_names, name)
end
end
table.sort(sorted_names)
for _,name in ipairs(sorted_names) do
App.initialize_for_test()
--? print('=== '..name)
--? _G[name]()
xpcall(_G[name], function(err) prepend_debug_info_to_test_failure(name, err) end)
end
-- clean up all test methods
for _,name in ipairs(sorted_names) do
_G[name] = nil
end
end
function App.initialize_for_test()
App.screen.init{width=100, height=50}
App.screen.contents = {} -- clear screen
App.filesystem = {}
App.source_dir = ''
App.current_dir = ''
App.save_dir = ''
App.fake_keys_pressed = {}
App.fake_mouse_state = {x=-1, y=-1}
App.initialize_globals()
end
-- App.screen.resize and App.screen.move seem like better names than
-- love.window.setMode and love.window.setPosition respectively. They'll
-- be side-effect-free during tests, and they'll save their results in
-- attributes of App.screen for easy access.
App.screen={}
-- Use App.screen.init in tests to initialize the fake screen.
function App.screen.init(dims)
App.screen.width = dims.width
App.screen.height = dims.height
end
function App.screen.resize(width, height, flags)
App.screen.width = width
App.screen.height = height
App.screen.flags = flags
end
function App.screen.size()
return App.screen.width, App.screen.height, App.screen.flags
end
function App.screen.move(x,y, displayindex)
App.screen.x = x
App.screen.y = y
App.screen.displayindex = displayindex
end
function App.screen.position()
return App.screen.x, App.screen.y, App.screen.displayindex
end
-- If you use App.screen.print instead of love.graphics.print,
-- tests will be able to check what was printed using App.screen.check below.
--
-- One drawback of this approach: the y coordinate used depends on font size,
-- which feels brittle.
function App.screen.print(msg, x,y)
local screen_row = 'y'..tostring(y)
--? print('drawing "'..msg..'" at y '..tostring(y))
local screen = App.screen
if screen.contents[screen_row] == nil then
screen.contents[screen_row] = {}
for i=0,screen.width-1 do
screen.contents[screen_row][i] = ''
end
end
if x < screen.width then
screen.contents[screen_row][x] = msg
end
end
function App.screen.check(y, expected_contents, msg)
--? print('checking for "'..expected_contents..'" at y '..tostring(y))
local screen_row = 'y'..tostring(y)
local contents = ''
if App.screen.contents[screen_row] == nil then
error('no text at y '..tostring(y))
end
for i,s in ipairs(App.screen.contents[screen_row]) do
contents = contents..s
end
check_eq(contents, expected_contents, msg)
end
-- If you access the time using App.get_time instead of love.timer.getTime,
-- tests will be able to move the time back and forwards as needed using
-- App.wait_fake_time below.
App.time = 1
function App.get_time()
return App.time
end
function App.wait_fake_time(t)
App.time = App.time + t
end
function App.width(text)
return love.graphics.getFont():getWidth(text)
end
-- If you access the clipboard using App.get_clipboard and App.set_clipboard
-- instead of love.system.getClipboardText and love.system.setClipboardText
-- respectively, tests will be able to manipulate the clipboard by
-- reading/writing App.clipboard.
App.clipboard = ''
function App.get_clipboard()
return App.clipboard
end
function App.set_clipboard(s)
App.clipboard = s
end
-- In tests I mostly send chords all at once to the keyboard handlers.
-- However, you'll occasionally need to check if a key is down outside a handler.
-- If you use App.key_down instead of love.keyboard.isDown, tests will be able to
-- simulate keypresses using App.fake_key_press and App.fake_key_release
-- below. This isn't very realistic, though, and it's up to tests to
-- orchestrate key presses that correspond to the handlers they invoke.
App.fake_keys_pressed = {}
function App.key_down(key)
return App.fake_keys_pressed[key]
end
function App.fake_key_press(key)
App.fake_keys_pressed[key] = true
end
function App.fake_key_release(key)
App.fake_keys_pressed[key] = nil
end
-- Tests mostly will invoke mouse handlers directly. However, you'll
-- occasionally need to check if a mouse button is down outside a handler.
-- If you use App.mouse_down instead of love.mouse.isDown, tests will be able to
-- simulate mouse clicks using App.fake_mouse_press and App.fake_mouse_release
-- below. This isn't very realistic, though, and it's up to tests to
-- orchestrate presses that correspond to the handlers they invoke.
App.fake_mouse_state = {x=-1, y=-1} -- x,y always set
function App.mouse_move(x,y)
App.fake_mouse_state.x = x
App.fake_mouse_state.y = y
end
function App.mouse_down(mouse_button)
return App.fake_mouse_state[mouse_button]
end
function App.mouse_x()
return App.fake_mouse_state.x
end
function App.mouse_y()
return App.fake_mouse_state.y
end
function App.fake_mouse_press(x,y, mouse_button)
App.fake_mouse_state.x = x
App.fake_mouse_state.y = y
App.fake_mouse_state[mouse_button] = true
end
function App.fake_mouse_release(x,y, mouse_button)
App.fake_mouse_state.x = x
App.fake_mouse_state.y = y
App.fake_mouse_state[mouse_button] = nil
end
-- If you use App.open_for_reading and App.open_for_writing instead of other
-- various Lua and LÖVE helpers, tests will be able to check the results of
-- file operations inside the App.filesystem table.
function App.open_for_writing(filename)
App.filesystem[filename] = ''
return {
write = function(self, s)
App.filesystem[filename] = App.filesystem[filename]..s
end,
close = function(self)
end,
}
end
function App.open_for_reading(filename)
if App.filesystem[filename] then
return {
lines = function(self)
return App.filesystem[filename]:gmatch('[^\n]+')
end,
close = function(self)
end,
}
end
end
-- Some helpers to trigger an event and then refresh the screen. Akin to one
-- iteration of the event loop.
-- all textinput events are also keypresses
-- TODO: handle chords of multiple keys
function App.run_after_textinput(t)
App.keypressed(t)
App.textinput(t)
App.keyreleased(t)
App.screen.contents = {}
App.draw()
end
-- not all keys are textinput
-- TODO: handle chords of multiple keys
function App.run_after_keychord(chord)
App.keychord_press(chord)
App.keyreleased(chord)
App.screen.contents = {}
App.draw()
end
function App.run_after_mouse_click(x,y, mouse_button)
App.fake_mouse_press(x,y, mouse_button)
App.mousepressed(x,y, mouse_button)
App.fake_mouse_release(x,y, mouse_button)
App.mousereleased(x,y, mouse_button)
App.screen.contents = {}
App.draw()
end
function App.run_after_mouse_press(x,y, mouse_button)
App.fake_mouse_press(x,y, mouse_button)
App.mousepressed(x,y, mouse_button)
App.screen.contents = {}
App.draw()
end
function App.run_after_mouse_release(x,y, mouse_button)
App.fake_mouse_release(x,y, mouse_button)
App.mousereleased(x,y, mouse_button)
App.screen.contents = {}
App.draw()
end
-- miscellaneous internal helpers
function App.color(color)
love.graphics.setColor(color.r, color.g, color.b, color.a)
end
function colortable(app_color)
return {app_color.r, app_color.g, app_color.b, app_color.a}
end
-- prepend file/line/test
function prepend_debug_info_to_test_failure(test_name, err)
local err_without_line_number = err:gsub('^[^:]*:[^:]*: ', '')
local stack_trace = debug.traceback('', --[[stack frame]]5)
local file_and_line_number = stack_trace:gsub('stack traceback:\n', ''):gsub(': .*', '')
local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number
--? local full_error = file_and_line_number..':'..test_name..' -- '..err_without_line_number..'\t\t'..stack_trace:gsub('\n', '\n\t\t')
table.insert(Test_errors, full_error)
end
nativefs = require 'nativefs'
-- call this once all tests are run
-- can't run any tests after this
function App.disable_tests()
-- have LÖVE delegate all handlers to App if they exist
for name in pairs(love.handlers) do
if App[name] then
love.handlers[name] = App[name]
end
end
-- test methods are disallowed outside tests
App.run_tests = nil
App.disable_tests = nil
App.screen.init = nil
App.filesystem = nil
App.time = nil
App.run_after_textinput = nil
App.run_after_keychord = nil
App.keypress = nil
App.keyrelease = nil
App.run_after_mouse_click = nil
App.run_after_mouse_press = nil
App.run_after_mouse_release = nil
App.fake_keys_pressed = nil
App.fake_key_press = nil
App.fake_key_release = nil
App.fake_mouse_state = nil
App.fake_mouse_press = nil
App.fake_mouse_release = nil
-- other methods dispatch to real hardware
App.screen.resize = love.window.setMode
App.screen.size = love.window.getMode
App.screen.move = love.window.setPosition
App.screen.position = love.window.getPosition
App.screen.print = love.graphics.print
App.open_for_reading =
function(filename)
local result = nativefs.newFile(filename)
local ok, err = result:open('r')
if ok then
return result
else
return ok, err
end
end
App.open_for_writing =
function(filename)
local result = nativefs.newFile(filename)
local ok, err = result:open('w')
if ok then
return result
else
return ok, err
end
end
App.files = nativefs.getDirectoryItems
App.source_dir = love.filesystem.getSource()..'/'
App.current_dir = nativefs.getWorkingDirectory()..'/'
App.save_dir = love.filesystem.getSaveDirectory()..'/'
App.get_time = love.timer.getTime
App.get_clipboard = love.system.getClipboardText
App.set_clipboard = love.system.setClipboardText
App.key_down = love.keyboard.isDown
App.mouse_move = love.mouse.setPosition
App.mouse_down = love.mouse.isDown
App.mouse_x = love.mouse.getX
App.mouse_y = love.mouse.getY
end