feat(launcher): ship default brand assets
Solid-fill placeholders for the empty-state background (1920×1080) and the zero-teaser hero fallback (800×450). Brand-refresh slice can drop both files in without touching code. Loaded once on init via engine.asset.load_texture (launcher's own sandbox).
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assets/launcher/background.png
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assets/launcher/background.png
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After Width: | Height: | Size: 9.7 KiB |
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assets/launcher/default_teaser.png
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assets/launcher/default_teaser.png
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After Width: | Height: | Size: 2.2 KiB |
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init.lua
12
init.lua
@@ -203,14 +203,22 @@ function init(ctx)
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list_tint = nil, -- nil | "warn" | "error" — set in L.4
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list_panel_rect = nil, -- set below from window size
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detail_panel_rect = nil,
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bg_texture = nil, -- L.10 loads it
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default_teaser_texture = nil, -- L.10 loads it
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bg_texture = nil, -- assigned below from engine.asset.load_texture
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default_teaser_texture = nil, -- assigned below from engine.asset.load_texture
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t = nil, -- L.8: real implementation installed below
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carousel_state = {}, -- per-module-id state, L.5 populates
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manifest_cache = {}, -- L.3 populates
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launcher_dir = MODULE_DIR, -- L.4: detail.lua dofiles markdown.lua via this
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}
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-- L.10: launcher-owned brand assets. Solid-fill placeholders today;
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-- a brand-refresh slice can drop new PNGs in without touching code.
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-- Loaded via engine.asset (the launcher's own sandbox-rooted loader),
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-- not engine.module.load_texture — assets/launcher/ lives inside the
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-- launcher's module dir.
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ctx_panels.bg_texture = engine.asset.load_texture("assets/launcher/background.png")
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ctx_panels.default_teaser_texture = engine.asset.load_texture("assets/launcher/default_teaser.png")
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-- L.8: real string indirection. Looks up `key` in strings.lua, falls
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-- back to "[key]" for missing entries, and string.formats with any
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-- varargs so callers can pass format-args inline (e.g. counts).
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@@ -1,6 +1,6 @@
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{
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"id": "lib-management.launcher",
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"version": "0.3.1",
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"version": "0.3.2",
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"kind": "module",
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"api": "^0.1",
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"ci_frames": 10,
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