-- 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: -- * recover from errors (by switching to the source editor) -- * 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 xpcall(function() love.handlers[name](a,b,c,d,e,f) end, handle_error) end end dt = love.timer.step() xpcall(function() App.update(dt) end, handle_error) love.graphics.origin() love.graphics.clear(love.graphics.getBackgroundColor()) xpcall(App.draw, handle_error) love.graphics.present() love.timer.sleep(0.001) end end function handle_error(err) Error_message = debug.traceback('Error: ' .. tostring(err), --[[stack frame]]2):gsub('\n[^\n]+$', '') print(Error_message) if Current_app == 'run' then Settings.current_app = 'source' love.filesystem.write('config', json.encode(Settings)) load_file_from_source_or_save_directory('main.lua') App.undo_initialize() App.run_tests_and_initialize() else love.event.quit() 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_reading(filename) if App.filesystem[filename] then return { lines = function(self) return App.filesystem[filename]:gmatch('[^\n]+') end, read = function(self) return App.filesystem[filename] end, close = function(self) end, } end end function App.read_file(filename) return App.filesystem[filename] end 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.write_file(filename, contents) App.filesystem[filename] = contents return --[[status]] true end function App.mkdir(dirname) -- nothing in test mode end function App.remove(filename) App.filesystem[filename] = nil 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' local Keys_down = {} -- 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.keyboard.isDown doesn't work on Android, so emulate it using -- keypressed and keyreleased events if name == 'keypressed' then love.handlers[name] = function(key, scancode, isrepeat) Keys_down[key] = true return App.keypressed(key, scancode, isrepeat) end elseif name == 'keyreleased' then love.handlers[name] = function(key, scancode) Keys_down[key] = nil return App.keyreleased(key, scancode) end else love.handlers[name] = App[name] end 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.read_file = function(path) if not is_absolute_path(path) then return --[[status]] false, 'Please use an unambiguous absolute path.' end local f, err = App.open_for_reading(path) if err then return --[[status]] false, err end local contents = f:read() f:close() return contents 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.write_file = function(filename, contents) if not is_absolute_path(path) then return --[[status]] false, 'Please use an unambiguous absolute path.' end local f, err = App.open_for_writing(filename) if err then return --[[status]] false, err end f:write(contents) f:close() return --[[status]] true end App.files = nativefs.getDirectoryItems App.mkdir = nativefs.createDirectory App.remove = nativefs.remove 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 = function(key) return Keys_down[key] end 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