Route gameWillTerminate, deviceWillSleep, deviceWillLock, and deviceDidUnlock to scene methods - #96
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…idUnlock to scene methods. (upstream issue NobleRobot#55) Mirrors the existing gameWillPause()/gameWillResume() pattern: each SDK lifecycle callback calls the same-named method on the current scene, with documented no-op defaults in NobleScene and matching debug bonk checks in Noble.Bonk for games that define these SDK callbacks manually. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Closes #55.
Routes
playdate.gameWillTerminate(),playdate.deviceWillSleep(),playdate.deviceWillLock(), andplaydate.deviceDidUnlock()to same-named methods on the current scene, mirroring the existinggameWillPause()/gameWillResume()pattern:Noble.luadefines the four SDK callbacks and forwards toNoble.currentScene():<method>().NobleScenegains documented no-op defaults, including a note about the OS's ~10-second watchdog forgameWillTerminate().Noble.Bonkgains matching debug checks (same as the existinggameWillPause/gameWillResumechecks) so games that define these SDK callbacks manually get a warning instead of silently overriding the engine's routing.Source LDoc comments are in place; I left the generated
.docsHTML out of this PR to avoid churn — it'll regenerate on the next docs build.🤖 Generated with Claude Code