local M = {} local PADDING = 24 local COLOR_BG = 0x282828FF local COLOR_TEXT = 0xE0E0E0FF local COLOR_DIM = 0xA0A0A0FF local COLOR_OK = 0x80C080FF local COLOR_WARN = 0xE0C040FF local COLOR_ERR = 0xE05040FF local FONT_TITLE = 28 local FONT_SUB = 16 local FONT_BODY = 14 local FONT_DEP = 14 local HERO_H = 160 -- fixed hero strip (outside scroll region) local BOTTOM_RESERVE = 70 -- fixed launch-button strip (outside scroll region) local SCROLLBAR_W = 6 local COLOR_SCROLL_TRACK = 0x00000040 local COLOR_SCROLL_THUMB = 0x707070FF local md -- lazy-loaded markdown renderer local function ensure_md(launcher_dir) if not md then md = dofile(launcher_dir .. "/markdown.lua") end end -- Camera that shifts content up by `scroll` px and clips to `view` (set up -- via engine.render.begin_view). Drawing inside uses absolute screen-space -- coords (zoom 1, target.x = view-center → x unchanged); only y scrolls. local function scroll_cam(view, scroll) return { target_x = view.x + view.w / 2, target_y = view.y + view.h / 2 + scroll, zoom = 1, } end -- Clamp the live scroll offset to [0, content - view] using last frame's -- measured content height. Returns the clamped value (also written back). local function clamp_scroll(ctx) local max_scroll = math.max(0, (ctx.detail_content_h or 0) - (ctx.detail_view_h or 0)) ctx.detail_scroll_y = math.max(0, math.min(max_scroll, ctx.detail_scroll_y or 0)) return ctx.detail_scroll_y end -- Vertical scrollbar on the view's right edge (mirrors list.lua; kept inline -- per the Lib-Cut criterion — cognitive locality over de-duplication). local function draw_scrollbar(view, scroll, content_h) if content_h <= view.h then return end local track_x = view.x + view.w - SCROLLBAR_W - 2 engine.render.draw_rect(track_x, view.y, SCROLLBAR_W, view.h, COLOR_SCROLL_TRACK) local thumb_h = math.max(24, view.h * view.h / content_h) local max_scroll = content_h - view.h local frac = (max_scroll > 0) and (scroll / max_scroll) or 0 local thumb_y = view.y + frac * (view.h - thumb_h) engine.render.draw_rect(track_x, thumb_y, SCROLLBAR_W, thumb_h, COLOR_SCROLL_THUMB) end local function status_glyph(ctx, dep_status) if dep_status == "ok" then return ctx.t("dep_glyph_ok"), COLOR_OK end if dep_status == "warn" then return ctx.t("dep_glyph_warn"), COLOR_WARN end if dep_status == "error" then return ctx.t("dep_glyph_err"), COLOR_ERR end return ctx.t("dep_glyph_unknown"), COLOR_DIM end local function find_entry(ctx, id) if id == "news" then return nil end for _, e in ipairs(ctx.module_entries) do if e.id == id then return e end end return nil end function M.render(ctx) local p = ctx.detail_panel_rect engine.render.draw_rect(p.x, p.y, p.w, p.h, COLOR_BG) if not ctx.selected_entry then if ctx.bg_texture then engine.render.draw_texture(ctx.bg_texture, p.x, p.y) end local hint = ctx.t("empty_hint") local w, h = engine.render.measure_text(hint, FONT_BODY) engine.render.draw_text(hint, p.x + (p.w - w) / 2, p.y + (p.h - h) / 2, FONT_BODY, COLOR_DIM) return end -- News: render news.md (scrollable, full panel — no hero/launch strip). if ctx.selected_entry == "news" then ensure_md(ctx.launcher_dir) local view = { x = p.x, y = p.y, w = p.w, h = p.h } local scroll = clamp_scroll(ctx) engine.render.begin_view(view, scroll_cam(view, scroll)) local body = ctx.news_body_blocks or {} local end_y = md.render(body, p.x + PADDING, p.y + PADDING, p.w - 2 * PADDING, nil, ctx.t) engine.render.end_view() ctx.detail_content_h = (end_y - view.y) + PADDING ctx.detail_view_h = view.h draw_scrollbar(view, scroll, ctx.detail_content_h) return end local entry = find_entry(ctx, ctx.selected_entry) if not entry then return end local mc = ctx.manifest_cache[entry.id] or { meta = {}, blocks = {} } -- Hero carousel (L.5) — fixed, above the scroll region. Renders bg + -- texture + arrows + dots. Zero-teaser modules render the -- default_teaser_texture (L.10) on top of the COLOR_FALLBACK_BG strip. local s = ctx.carousel_state[entry.id] if s and ctx.carousel_mod then ctx.carousel_mod.render(s, p.x, p.y, p.w, HERO_H, ctx.default_teaser_texture) else engine.render.draw_rect(p.x, p.y, p.w, HERO_H, 0x404040FF) end local r = entry.status.dep_check_result -- Scroll region: everything between hero and the fixed launch strip. local view = { x = p.x, y = p.y + HERO_H, w = p.w, h = p.h - HERO_H - BOTTOM_RESERVE, } local scroll = clamp_scroll(ctx) engine.render.begin_view(view, scroll_cam(view, scroll)) local cur_y = view.y + PADDING -- Title row. local title = entry.summary or entry.name or entry.id engine.render.draw_text(title, p.x + PADDING, cur_y, FONT_TITLE, COLOR_TEXT) local _, title_h = engine.render.measure_text(title, FONT_TITLE) -- Version + author right-aligned. local sub = string.format("v%s %s", entry.version, mc.meta.author or "") local sub_w, _ = engine.render.measure_text(sub, FONT_SUB) engine.render.draw_text(sub, p.x + p.w - PADDING - sub_w, cur_y + 6, FONT_SUB, COLOR_DIM) cur_y = cur_y + title_h + 12 -- Description (rendered MD). ensure_md(ctx.launcher_dir) cur_y = md.render(mc.blocks, p.x + PADDING, cur_y, p.w - 2 * PADDING, entry.id, ctx.t) cur_y = cur_y + 12 -- Dep list — load-order from manifest.module per L-Q6. local dep_count = (r and r.deps and #r.deps) or 0 engine.render.draw_text( string.format("%s (%d)", ctx.t("dependencies"), dep_count), p.x + PADDING, cur_y, FONT_SUB, COLOR_TEXT) cur_y = cur_y + 24 if r and r.deps then local GUTTER_W = 48 -- room for dep_glyph_warn + breathing space for _, d in ipairs(r.deps) do local glyph, col = status_glyph(ctx, d.status) local gw, _ = engine.render.measure_text(glyph, FONT_DEP) engine.render.draw_text(glyph, p.x + PADDING + GUTTER_W - gw, -- right-align in gutter cur_y, FONT_DEP, col) engine.render.draw_text(string.format("%s %s", d.id, d.version), p.x + PADDING + GUTTER_W + 8, -- id starts after gutter + 8px pad cur_y, FONT_DEP, COLOR_TEXT) cur_y = cur_y + 20 end end engine.render.end_view() -- Record content/viewport extent for scroll-clamp (next frame) + bar. ctx.detail_content_h = (cur_y - view.y) + PADDING ctx.detail_view_h = view.h draw_scrollbar(view, scroll, ctx.detail_content_h) -- Whole-list tint hint: bubble up to ctx.list_tint so panels/list.lua picks it up. if r and r.kind == "error" then ctx.list_tint = "error" elseif r and r.kind == "warn" then ctx.list_tint = "warn" end -- L.7: Launch button at the bottom-right of the detail panel. Label -- runs through ctx.t() so L.8's strings.lua picks it up once wired. local label = ctx.t("launch_module") local lw, lh = engine.render.measure_text(label, 18) local btn_w = lw + 32 local btn_h = lh + 16 local btn_x = p.x + p.w - PADDING - btn_w local btn_y = p.y + p.h - PADDING - btn_h engine.render.draw_rect(btn_x, btn_y, btn_w, btn_h, 0x405080FF) engine.render.draw_text(label, btn_x + 16, btn_y + 8, 18, 0xFFFFFFFF) ctx._launch_btn = { x = btn_x, y = btn_y, w = btn_w, h = btn_h } end function M.handle_click(ctx, mx, my) -- L.5: carousel arrow hit-test. L.7 adds the launch-button. if not ctx.selected_entry or ctx.selected_entry == "news" then return false end local entry = find_entry(ctx, ctx.selected_entry) if not entry then return false end local s = ctx.carousel_state[entry.id] if s and ctx.carousel_mod and ctx.carousel_mod.handle_click(s, mx, my) then return true end -- L.7: Launch button → either switch directly (clean deps) or open -- the conflict modal (warn/error deps). The launch-anyway path -- requires engine.module.switch_module_supports_fallback (separate -- engine slice); until that ships the button stays disabled. if ctx._launch_btn and engine.spatial.aabb_contains_point(ctx._launch_btn, mx, my) then local r = entry.status.dep_check_result if r and r.ok then engine.switch_module(entry.id) else ctx.modal_def = { title = ctx.t("conflict_title"), body = { ctx.t("conflict_body_line1"), string.format(ctx.t("conflict_body_line2_fmt"), r and (#(r.errors or {}) + #(r.conflicts or {})) or 0), }, buttons = { { id = "cancel", label = ctx.t("cancel") }, { id = "launch_anyway", label = ctx.t("launch_anyway"), disabled = not engine.module.switch_module_supports_fallback }, }, module_id = entry.id, } -- C1: signal init.lua to dispatch open_conflict on the FSM -- so state actually transitions into STATE_MODAL_CONFLICT. ctx._pending_modal_open = "conflict" end return true end return false end function M.handle_scroll(ctx, dy) local max_scroll = math.max(0, (ctx.detail_content_h or 0) - (ctx.detail_view_h or 0)) ctx.detail_scroll_y = math.max(0, math.min(max_scroll, (ctx.detail_scroll_y or 0) - dy * 24)) end return M