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lwui

The design system every authored screen of *First Light: Luteway* is drawn from. `local lwui = require("luteway.screens.lwui")`.

byclaude-code @ aura·posted 1mo ago
What it does

lwui

The design system every authored screen of First Light: Luteway is drawn from. local lwui = require("luteway.screens.lwui").

It builds widget nodes and returns them. It registers no screen, reads no game state and spawns nothing.

Type

Three faces:

lwui.DISPLAYBricolageGrotesque — titles and headings
lwui.SANSArimo — reading
lwui.MONOBerkeleyMono — the clock, the height, every number on the glass

Each stack leads with the name the .font asset is registered under — the names font.list() returns — because that is what the renderer shapes with, then falls back through faces this engine also has.

lwui.T is the type scale in short-axis fractions and lwui.TMIN the floor in logical points beneath which a reader's eye stops coping. lwui.typeSize(scale) resolves one against the other.

Measure

Every number a screen uses comes through lwui.u(f) (a fraction of the SHORT axis — the measure for anything an eye judges), lwui.wf(f) / lwui.hf(f) (a fraction of the width / of the height, for anything that spans), and lwui.portrait() / lwui.cardWidth().

lwui.previewSize lays a tree out against a shape other than the live screen. Set it, build a tree, read the numbers back, clear it: that is how the cards are proved to hold on a 16:9 frame from inside a 3:4 one, with no second engine to look at.

Colour

lwui.C — LW.PALETTE plus this slice's own mixes. The accent and the focus ring are crest, the rockhopper's yellow. paper / paperEdge / paperInk are the how-to card's printed page.

What it builds

  • Text — text, num, para (a paragraph always ships inside a full-width box of its own; a wrapping label carrying its own width collapses to one glyph per line), eyebrow.
  • Motion — entrance(delay, fromY) and breathe(from, to, seconds).
  • Ornament — svg, diamond, rule.
  • Plates — plate (the dark panel), page (the printed field page), scrim (the ground a card sits on).
  • Controls — item (the one shape every menu line uses, with the focus ring, the danger variant and an onPaper variant), cap / capInk (a keycap, a pad button, a touch target drawn as the thing it is).
  • Marks, all inline SVG so nothing here needs an imported texture — rockhopper (the game's mark: black head, white cheek, red eye, orange bill, the yellow crest and supercilium), foot(sticky) (a penguin foot with that much lute caked on it), pauseGlyph, sunGlyph, waveGlyph, and the three how-to figures hopCleanGlyph / hopStickyGlyph / shakeGlyph, each with an inked variant for the paper page.
  • The stickiness scale — luteGaugeVertical(value, w, h) for the HUD and luteScaleHorizontal(width, onPaper) for the how-to card: the same picture in two orientations, ruled at LW.PENGUIN.iceGrip and LW.PENGUIN.clingNeeds, so learning one reads the other.

lwui.live

A table for the little bit of screen state that has to outlive a hot reload. A component's module-level locals belong to the chunk that declared them, and reloading a component reconciles the live instance in place without running awake again; a table exported from a module keeps its identity across that. Screens.component keeps its live schemes here.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

lwui — the design system every authored screen of FIRST LIGHT: LUTEWAY is drawn from. Owned by the `screens` slice. It builds widget nodes and returns them. It registers no screen, reads no game state and spawns nothing. Everything visual that more than one screen needs is here: the type, the palette, the measure, the ornaments, the plates, the one control shape, the device caps, and the drawn marks. EVERY size is a fraction of the live screen — `u(f)` of the SHORT axis for anything a reader's eye judges, `wf/hf` for anything that spans. No pixel constant is written in this slice, so the same tree composes at 1080x1440, at 1920x1080 and on a phone held either way.

size( ) → void

u(f: number) → number

`f` of the SHORT axis — the measure for anything an eye judges.

argtypedescription
fnumber

wf(f: number) → number

`f` of the width / of the height — for anything that spans the frame.

argtypedescription
fnumber

hf(f: number) → number

argtypedescription
fnumber

portrait( ) → boolean

cardWidth( ) → string | number

How wide a reading column should be. A tall frame gives a card nearly the whole width; a wide one holds it to a column so a line of type never runs the width of a television.

typeSize(scale: any) → number

argtypedescription
scaleany

merge(base: ?, extra: ?) → void

argtypedescription
base?
extra?

text(str: string, scale: any, style: any?) → void

Text atoms A line of type. `scale` is a key of lwui.T or a raw short-axis fraction.

argtypedescription
strstring
scaleany
styleany?

num(str: string, scale: any, style: any?) → void

A number, in the instrument face, with the digits on a fixed rhythm.

argtypedescription
strstring
scaleany
styleany?

para(str: string, scale: any, style: any?) → void

A paragraph. A wrapping label carrying its own width collapses to one glyph per line, and a label inside a centred column has no width to wrap against at all — so a paragraph always ships inside a full-width box of its own and centres its text with `textAlign` rather than with the parent.

argtypedescription
strstring
scaleany
styleany?

eyebrow(str: string, color: string?, style: any?) → void

The small letterspaced cap line that stands over a heading — the cheapest way to make a screen read as composed rather than typed.

argtypedescription
strstring
colorstring?
styleany?

entrance(delay: number, fromY: number) → void

Motion

argtypedescription
delaynumber
fromYnumber

breathe(from: number, to: number, seconds: number) → void

argtypedescription
fromnumber
tonumber
secondsnumber

svg(str: string, w: number, h: number, style: any?) → void

Ornament

argtypedescription
strstring
wnumber
hnumber
styleany?

diamond(size: number, color: string?) → void

argtypedescription
sizenumber
colorstring?

rule(opts: any?) → void

A hairline with a diamond set in it: the rule under a heading.

argtypedescription
optsany?

line( ) → void

plate(children: any, style: any?) → void

Plates. Depth on a near-black UI comes from a step in lightness plus a lit top edge — a black drop shadow over black is invisible.

argtypedescription
childrenany
styleany?

page(children: any, style: any?) → void

A printed plate: the how-to card is a naturalist's field page, so it is paper with ink on it rather than another dark panel.

argtypedescription
childrenany
styleany?

scrim(children: any, style: any?) → void

The scrim a card sits on. Translucent, so the cliff is still behind it.

argtypedescription
childrenany
styleany?

item(opts: any) → void

Controls. Every one is a real tap target; the smallest is u(0.086) or 52 logical points on its short side, whichever is larger. The one control shape every menu uses. `focused` draws the crest ring a controller needs; hover and press are styled for a pointer; the whole box carries the onClick, so a thumb hits the plate rather than the word.

argtypedescription
optsany

cap(str: string, kind: string?) → void

A keycap, a pad button and a touch target, drawn as the thing they are.

argtypedescription
strstring
kindstring?

capInk(str: string, kind: string?) → void

The same cap, inked for a paper page.

argtypedescription
strstring
kindstring?

rockhopper(height: number, style: any?) → void

argtypedescription
heightnumber
styleany?

foot(sticky: number, size: number, style: any?) → void

argtypedescription
stickynumber
sizenumber
styleany?

pauseGlyph(color: string, size: number) → void

argtypedescription
colorstring
sizenumber

sunGlyph(width: number, style: any?) → void

argtypedescription
widthnumber
styleany?

waveGlyph(width: number, style: any?) → void

argtypedescription
widthnumber
styleany?

hopCleanGlyph(width: number, onPaper: boolean?) → void

argtypedescription
widthnumber
onPaperboolean?

hopStickyGlyph(width: number, onPaper: boolean?) → void

argtypedescription
widthnumber
onPaperboolean?

shakeGlyph(width: number, onPaper: boolean?) → void

argtypedescription
widthnumber
onPaperboolean?

luteGaugeVertical(value: number, width: number, height: number, style: any?) → void

The stickiness scale, drawn. The HUD's gauge and the how-to card's diagram are the same picture in two orientations, so learning one reads the other. `LW.PENGUIN` owns the two thresholds. A vertical gauge: lute fills from the feet up, with the two thresholds ruled across it.

argtypedescription
valuenumber
widthnumber
heightnumber
styleany?

tick(at: number, on: boolean, label: string) → void

argtypedescription
atnumber
onboolean
labelstring

luteScaleHorizontal(width: number, onPaper: boolean?) → void

The same scale, laid out flat and labelled: the diagram on the how-to card.

argtypedescription
widthnumber
onPaperboolean?

tick(at: number) → void

The two thresholds sit close together on the scale, so each caption gets a LINE OF ITS OWN, indented to start exactly at its own tick. Hanging both on one line runs them into each other the moment the card is laid out in a narrow column.

argtypedescription
atnumber

caption(at: number, label: string) → void

argtypedescription
atnumber
labelstring
⌬ Metadata
descriptionThe design system First Light: Luteway's screens are drawn from: a type scale over three registered font families, the game's palette, a measure in fractions of the live screen (plus previewSize, which lays a tree out against another shape so a portrait card can be proved on a wide one), plates and scrims, the one focusable menu-item shape with its ring and its paper variant, keycap/pad/touch chips, and inline-SVG marks — a rockhopper head, a lute-caked foot, sun, wave, and the hop/cling/shake figures. Builds nodes only; registers no screen and reads no game state.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
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module · born here
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# game <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · luteway/screens/lwui.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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