Native-Loading: add Lua-vs-native guidance for game developers
Docs refresh for SDK completion (API v4)
New pages: API Game (camera/scene/save), API TCP, API Zip, API JSON —
all previously implemented but undocumented.
Fixed pages:
- Video: removed phantom destroy()/setSpeed(), correct getInfo() fields
(frames/dropped_frames, no fps), isPaused is implemented
- Network/WiFi: removed phantom wifi.setEnabled/isHwDisconnected (they
are on picocalc.network), setEnabled callback contract, STATUS_ONLINE,
read-buffer cap 2 MiB, read cap 131072
- Display/Graphics: ~50 previously undocumented functions (effects,
tilemap, text layout, particles, preload, moveWithCollisions, stencils,
draw3DWireframeEx) plus NEW v4: setClipRect family + drawPlane incl.
native vtable table
- System-and-Config: resetIdleTimer, isUSBPowered is real, config is
per-app (alias appconfig) vs system-wide sysconfig
- Sysconfig: dim_timeout_s key
- Input: setRepeat/getButtonsRepeated
- Audio: SamplePlayer getLength/setOffset/getOffset, FilePlayer resume
- Standard-Lua-Libraries: only base/table/string/math (no utf8/coroutine)
- Global-Variables: http/audio/clipboard requirements
- Native-Loading: modplayer/zip subtables, version 3 and 4
- Lua-SDK-Reference: complete page index, per-app config note
- Sidebar: new pages linked
Remove the TinyGo section, using TinyGo would require compiler changes
Add Native Loading documentation