A little sudoku-like app for helping first-graders practice addition
nativefs = require 'nativefs'

local Keys_down = {}

-- main entrypoint 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 sending them to the driver and waiting for a command)
--   * 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()
  Version, Major_version = App.love_version()
  App.snapshot_love()
  live.load()
  -- have LÖVE delegate all handlers to App if they exist
  -- make sure to late-bind handlers like LÖVE's defaults do
  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] = function(...) App[name](...) end
      end
    end
  end

  -- Stash initial state of App (right after loading files) for tests
  if App_for_tests == nil then
    App_for_tests = {}
    for k,v in pairs(App) do
      App_for_tests[k] = v
    end
    -- there's one nested table
    App_for_tests.screen = {}
    for k,v in pairs(App.screen) do
      App_for_tests.screen[k] = v
    end
  end
  -- Mutate App for the real app
  -- disable test methods
  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 = function(width, height, flags)
    local has_text_input = love.keyboard.hasTextInput()
    love.window.setMode(width, height, flags)
    if OS == 'iOS' then
      love.keyboard.setTextInput(has_text_input)  -- iOS recreates the window on setMode
                                                  -- this property is part of the window
                                                  -- https://github.com/love2d/love/issues/1959
      love.keyboard.setKeyRepeat(true)
    end
  end

  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 = love.filesystem.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 = love.filesystem.newFile(filename)
        local ok, err = result:open('w')
        if ok then
          return result
        else
          return ok, err
        end
      end
  App.write_file =
      function(path, 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(path)
        if err then
          return --[[status]] false, err
        end
        f:write(contents)
        f:close()
        return --[[status]] true
      end
  App.files = love.filesystem.getDirectoryItems
  App.file_info = love.filesystem.getInfo
  App.mkdir = love.filesystem.createDirectory
  App.remove = love.filesystem.remove
  App.source_dir = love.filesystem.getSource()..'/'  -- '/' should work even on Windows
  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

  -- Tests always run at the start.
  Test_errors = {}
  App.run_tests(record_error)
  -- example handler
  if #Test_errors > 0 then
    print('tests failed; mode error')
    Mode = 'error'
    Redo_initialization = true
    Error_message = ''
    if Warning_before_tests then
      Error_message = Warning_before_tests..'\n\n'
    end
    Error_message = Error_message .. 'There were test failures:\n\n'..table.concat(Test_errors, '\n')
    live.send_run_time_error_to_driver(Error_message)
  end

  App.initialize_globals()
  xpcall(function() App.initialize(love.arg.parseGameArguments(arg), arg) end, live.handle_initialization_error)

  love.timer.step()
  local dt = 0

  -- one iteration of the event loop
  -- return nil to continue the event loop, non-nil to quit
  App.run_frame = 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)

    -- returning nil continues the loop
  end

  -- protect against runtime errors
  return function()
    local status, result = xpcall(App.run_frame, live.handle_error)
    return result
  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 = {}

function App.love_version()
  local major_version, minor_version = love.getVersion()
  local version = major_version..'.'..minor_version
  return version, major_version
end

-- 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(record_error_fn)
  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)
  local globals = App.shallow_copy_all_globals()
  App = App_for_tests
  local saved_font = love.graphics.getFont()
  love.graphics.setFont(Love_snapshot.initial_font)
--?   App.initialize_for_test() -- debug: run a single test at a time like these 2 lines
--?   test_search()
  for _,name in ipairs(sorted_names) do
    App.initialize_for_test()
--?     print('=== '..name)
    xpcall(_G[name], function(err) record_error_fn(name, err) end)
  end
  love.graphics.setFont(saved_font)
  -- restore all global state except Test_errors
  local test_errors = Test_errors
  App.restore_all_globals(globals)
  Test_errors = test_errors
end

function App.run_test(test, record_error_fn)
  local globals = App.shallow_copy_all_globals()
  App = App_for_tests
  local saved_font = love.graphics.getFont()
  love.graphics.setFont(Love_snapshot.initial_font)
    App.initialize_for_test()
    xpcall(test, function(err) record_error_fn('', err) end)
  love.graphics.setFont(saved_font)
  -- restore all global state except Test_errors
  local test_errors = Test_errors
  App.restore_all_globals(globals)
  Test_errors = test_errors
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, key)
  App.keychord_press(chord, key)
  App.keyreleased(key)
  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 App.shallow_copy_all_globals()
  local result = {}
  for k,v in pairs(_G) do
    result[k] = v
  end
  return result
end

function App.restore_all_globals(x)
  -- delete extra bindings
  for k,v in pairs(_G) do
    if x[k] == nil then
      _G[k] = nil
    end
  end
  -- restore previous bindings
  for k,v in pairs(x) do
    _G[k] = v
  end
end

-- Test_errors will be an array
function record_error(test_name, err)
  local err_without_line_number = err:gsub('^[^:]*:[^:]*: ', '')
  table.insert(Test_errors, test_name..' -- '..err_without_line_number)
end

-- Test_errors will be a table by test name
function record_error_by_test(test_name, err)
  local err_without_line_number = err:gsub('^[^:]*:[^:]*: ', '')
  Test_errors[test_name] = err_without_line_number
--?   Test_errors[test_name] = debug.traceback(err_without_line_number)
end