feat(launcher): hero carousel with auto-rotate + manual nav
panels/carousel.lua holds per-module state (index, timer, manual pause, texture cache). Auto-rotate at carousel_interval_seconds (5s default, frontmatter-overrideable). Click on overlay arrows steps and pauses auto-rotate for 30s. Max 7 indicator dots, then 'X / N' overlay (L-Q4). Single-teaser hides the arrows and dots. Zero-teaser falls through to ctx.default_teaser_texture which L.10 ships.
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20
init.lua
20
init.lua
@@ -14,6 +14,7 @@ end
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local list_panel = require_panel("list")
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local detail_panel = require_panel("detail")
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local carousel = require_panel("carousel")
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local STATE_LIST, STATE_QUIT, EXIT = fsm.STATE_LIST, fsm.STATE_QUIT_CONFIRM, fsm.EXIT
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local state = STATE_LIST
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@@ -255,6 +256,18 @@ function init(ctx)
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end
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end
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-- L.5: per-module carousel state. Reads teaser_images +
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-- carousel_interval_seconds from the cached manifest.launcher.md
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-- meta. Modules without teasers still get an empty-state for the
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-- detail panel to render the fallback texture.
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ctx_panels.carousel_mod = carousel
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for _, entry in ipairs(ctx_panels.module_entries) do
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local mc = ctx_panels.manifest_cache[entry.id]
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local paths = (mc and mc.meta and mc.meta.teaser_images) or {}
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local interval = (mc and mc.meta and mc.meta.carousel_interval_seconds) or 5.0
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ctx_panels.carousel_state[entry.id] = carousel.new_state(entry.id, paths, interval)
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end
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local wy, hy = engine.render.measure_text(YES_LABEL, FONT_BUTTON)
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local wn, hn = engine.render.measure_text(NO_LABEL, FONT_BUTTON)
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local qbtn_w = math.max(wy, wn) + 2 * PAD_X
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@@ -298,6 +311,13 @@ function update(ctx, dt)
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end
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end
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-- L.5: pump only the selected module's carousel (perf — no point
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-- advancing offscreen rotation timers).
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if ctx_panels.selected_entry and ctx_panels.selected_entry ~= "news" then
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local s = ctx_panels.carousel_state[ctx_panels.selected_entry]
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if s then ctx_panels.carousel_mod.update(s, dt) end
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end
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local mx, my = engine.input.get_mouse_pos()
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if state == STATE_LIST then
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108
panels/carousel.lua
Normal file
108
panels/carousel.lua
Normal file
@@ -0,0 +1,108 @@
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local M = {}
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local DEFAULT_INTERVAL_S = 5.0
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local MANUAL_PAUSE_S = 30.0
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local MAX_DOTS = 7
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local ARROW_W = 32
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local DOT_R = 4
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local DOT_GAP = 6
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local COLOR_ARROW_BG = 0x00000080
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local COLOR_ARROW_FG = 0xE0E0E0FF
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local COLOR_DOT = 0xC0C0C060
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local COLOR_DOT_ACTIVE = 0xFFFFFFFF
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local COLOR_OVERLAY = 0xE0E0E0FF
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local COLOR_FALLBACK_BG = 0x303030FF
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function M.new_state(module_id, teaser_paths, interval)
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return {
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module_id = module_id,
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teaser_paths = teaser_paths or {},
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textures = {}, -- index -> texture or nil if load-failed
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loaded = {}, -- index -> true once loaded
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index = 1,
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timer = 0,
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interval = interval or DEFAULT_INTERVAL_S,
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manual_pause = 0,
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left_rect = nil,
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right_rect = nil,
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}
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end
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local function ensure_texture(s, i, default_texture)
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if s.loaded[i] then return s.textures[i] end
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s.loaded[i] = true
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local path = s.teaser_paths[i]
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if not path then s.textures[i] = default_texture; return default_texture end
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local tex, err = engine.module.load_texture(s.module_id, path)
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s.textures[i] = tex or default_texture
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return s.textures[i]
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end
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function M.update(s, dt)
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if #s.teaser_paths < 2 then return end
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if s.manual_pause > 0 then
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s.manual_pause = s.manual_pause - dt
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return
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end
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s.timer = s.timer + dt
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if s.timer >= s.interval then
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s.timer = 0
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s.index = s.index + 1
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if s.index > #s.teaser_paths then s.index = 1 end
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end
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end
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function M.render(s, x, y, w, h, default_texture)
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-- Background (clipping is up to the parent panel — we just clip-render).
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engine.render.draw_rect(x, y, w, h, COLOR_FALLBACK_BG)
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local total = math.max(1, #s.teaser_paths)
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local tex = ensure_texture(s, s.index, default_texture) or default_texture
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if tex then engine.render.draw_texture(tex, x, y) end
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if total > 1 then
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-- Arrows.
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s.left_rect = { x = x, y = y + h / 2 - 16, w = ARROW_W, h = 32 }
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s.right_rect = { x = x + w - ARROW_W, y = y + h / 2 - 16, w = ARROW_W, h = 32 }
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engine.render.draw_rect(s.left_rect.x, s.left_rect.y, ARROW_W, 32, COLOR_ARROW_BG)
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engine.render.draw_rect(s.right_rect.x, s.right_rect.y, ARROW_W, 32, COLOR_ARROW_BG)
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engine.render.draw_text("<", s.left_rect.x + 10, s.left_rect.y + 6, 20, COLOR_ARROW_FG)
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engine.render.draw_text(">", s.right_rect.x + 10, s.right_rect.y + 6, 20, COLOR_ARROW_FG)
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-- Dots.
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local dot_count = math.min(total, MAX_DOTS)
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local dots_w = dot_count * (DOT_R * 2) + (dot_count - 1) * DOT_GAP
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local dot_x = x + (w - dots_w) / 2
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local dot_y = y + h - 16
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for i = 1, dot_count do
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local col = (i == s.index) and COLOR_DOT_ACTIVE or COLOR_DOT
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engine.render.draw_rect(dot_x, dot_y, DOT_R * 2, DOT_R * 2, col)
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dot_x = dot_x + DOT_R * 2 + DOT_GAP
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end
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if total > MAX_DOTS then
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local label = string.format("%d / %d", s.index, total)
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engine.render.draw_text(label, x + w - 80, dot_y - 4, 14, COLOR_OVERLAY)
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end
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end
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end
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function M.handle_click(s, mx, my)
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if not s or not s.left_rect then return false end
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if engine.spatial.aabb_contains_point(s.left_rect, mx, my) then
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s.index = s.index - 1
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if s.index < 1 then s.index = #s.teaser_paths end
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s.timer = 0
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s.manual_pause = MANUAL_PAUSE_S
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return true
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end
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if engine.spatial.aabb_contains_point(s.right_rect, mx, my) then
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s.index = s.index + 1
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if s.index > #s.teaser_paths then s.index = 1 end
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s.timer = 0
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s.manual_pause = MANUAL_PAUSE_S
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return true
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end
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return false
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end
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return M
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@@ -58,10 +58,13 @@ function M.render(ctx)
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if not entry then return end
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local mc = ctx.manifest_cache[entry.id] or { meta = {}, blocks = {} }
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-- Carousel hero placeholder: L.5 swaps this in. For now: a strip.
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-- Hero carousel (L.5). Renders bg + texture + arrows + dots.
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-- Zero-teaser modules render the default_teaser_texture (L.10)
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-- on top of the COLOR_FALLBACK_BG strip.
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local hero_h = 160
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if ctx.carousel_state[entry.id] and ctx.carousel_mod then
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-- L.5 implements this; render call lands later.
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local s = ctx.carousel_state[entry.id]
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if s and ctx.carousel_mod then
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ctx.carousel_mod.render(s, p.x, p.y, p.w, hero_h, ctx.default_teaser_texture)
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else
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engine.render.draw_rect(p.x, p.y, p.w, hero_h, 0x404040FF)
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end
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@@ -115,7 +118,16 @@ function M.render(ctx)
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end
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function M.handle_click(ctx, mx, my)
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-- L.5/L.7 add carousel-arrow + launch-button hit-tests.
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-- L.5: carousel arrow hit-test. L.7 will add launch-button.
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if not ctx.selected_entry or ctx.selected_entry == "news" then
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return false
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end
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local entry = find_entry(ctx, ctx.selected_entry)
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if not entry then return false end
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local s = ctx.carousel_state[entry.id]
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if s and ctx.carousel_mod and ctx.carousel_mod.handle_click(s, mx, my) then
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return true
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end
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return false
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end
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