port: Godot draws an exported screen at its resting pose

P1. The project reads only `export/` -- the manifest, a screen's JSON and its
PNGs -- and draws every element at `rest`, in the export's own `paint_order`.

Three choices worth the words:

* `ExportTree` addresses screens by manifest NAME, never by path, and checks
  `format` on the manifest and on each screen before drawing. Textures are
  decoded from bytes at runtime rather than Godot-imported: `export/` is
  gitignored and regenerated wholesale, and a `.import` per sprite would be
  derived state next to derived state, invalidated on every re-export.

* One CanvasItem draws the whole screen. `paint_order` is already back-to-front,
  so honouring it is a loop; spreading it across sixteen nodes' z-indices would
  hide the one unresolved thing about that order -- the ties -- behind Godot's
  sibling rules.

* The screen renders into a SubViewport sized to the export's `design` rect.
  Capturing the window instead gave 1280x720 of screen minus a window manager's
  title bar: 1235x695. A gate that rescales that to compare against a 1280x720
  composite is measuring the compositor.

Nearest-neighbour filtering, because the export is a 1:1 copy of the disc's
texels, elements draw at up to 500 %, and it is what `ui_layout::blit` does --
so a filter difference cannot masquerade as a placement difference in the diff.

No keyframe interpolation and no focus state: both depend on constants that are
MEASURED rather than decoded (HANDOFF Q1, Q5), and a pixel-diff gate must not
have one of those inside it. P2 and P5.
This commit is contained in:
Sylpheed port agent
2026-08-28 19:31:03 +00:00
parent 5d04ef16fe
commit 3d12498550
8 changed files with 360 additions and 0 deletions

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@@ -18,3 +18,10 @@ window/size/viewport_width=1280
window/size/viewport_height=720
window/stretch/mode="canvas_items"
window/stretch/aspect="keep"
[rendering]
; The screens carry their own background; anything the export does not paint is
; black, which is what `sylpheed-cli screen render --black` composites over and
; therefore what a capture is comparable against.
environment/defaults/default_clear_color=Color(0, 0, 0, 1)

6
port/scenes/boot.tscn Normal file
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/boot.gd" id="1"]
[node name="Boot" type="Node"]
script = ExtResource("1")

97
port/scripts/boot.gd Normal file
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@@ -0,0 +1,97 @@
# Entry point.
#
# P1 shows one exported screen, statically, so that its pixels can be diffed
# against `sylpheed-cli screen render` of the same build. The boot sequence
# proper (splash -> intro -> title -> menu) is P3 and is not here.
#
# godot --path port -- --screen=main_menu
# godot --path port -- --screen=main_menu --capture=/tmp/godot.png
#
# The screen is drawn into a SubViewport sized to the export's own `design`
# rectangle and shown through a container that scales it to the window. That is
# the same separation the project settings already make -- design space is
# fixed, the window is not -- and it makes `--capture` exact: the PNG is the
# design rectangle itself, never the window, so it is directly comparable with
# `screen render`'s composite with no cropping or rescaling.
extends Node
const DEFAULT_SCREEN := "main_menu"
var view: ScreenView = null
var viewport: SubViewport = null
func _ready() -> void:
var args := _args()
var export_tree := ExportTree.locate()
if export_tree.root == "":
push_error(export_tree.error)
get_tree().quit(2)
return
var name: String = args.get("screen", DEFAULT_SCREEN)
var screen: Dictionary = export_tree.screen(name)
if screen.is_empty():
push_error(export_tree.error)
print("screens in this export: ", ", ".join(export_tree.screen_names()))
get_tree().quit(2)
return
var design: Array = screen.get("design", [1280, 720])
var container := SubViewportContainer.new()
container.stretch = true
container.set_anchors_preset(Control.PRESET_FULL_RECT)
add_child(container)
viewport = SubViewport.new()
viewport.size = Vector2i(int(design[0]), int(design[1]))
viewport.transparent_bg = false
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
container.add_child(viewport)
view = ScreenView.new()
# The export is a 1:1 copy of the disc's texels and elements are drawn at up
# to 500 %. Nearest is also what the reference renderer does
# (`ui_layout::blit` maps destination to source by integer division), so a
# filter difference cannot masquerade as a placement difference in the diff.
view.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
view.focused_id = args.get("focus", "")
viewport.add_child(view)
if not view.load_screen(export_tree, name):
push_error(export_tree.error)
get_tree().quit(2)
return
print("screen %s: %d elements, %d in paint order, design %dx%d" % [
name, view.screen["elements"].size(), view.screen["paint_order"].size(),
design[0], design[1]])
if args.has("capture"):
await _capture(args["capture"])
get_tree().quit(0)
func _capture(path: String) -> void:
# Two frames: the first is the one this callback is still inside of.
await RenderingServer.frame_post_draw
await RenderingServer.frame_post_draw
var img := viewport.get_texture().get_image()
print("drew %d: %s" % [view.drawn.size(), ", ".join(view.drawn)])
if not view.skipped.is_empty():
print("not drawn %d: %s" % [view.skipped.size(), ", ".join(view.skipped)])
var err := img.save_png(path)
if err != OK:
push_error("cannot write %s (%d)" % [path, err])
return
print("captured %dx%d -> %s" % [img.get_width(), img.get_height(), path])
# Godot passes everything after `--` through untouched; take `--key=value`.
static func _args() -> Dictionary:
var out := {}
for arg in OS.get_cmdline_user_args():
if arg.begins_with("--") and arg.contains("="):
var pair := arg.substr(2).split("=", true, 1)
out[pair[0]] = pair[1]
return out

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port/scripts/boot.gd.uid Normal file
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@@ -0,0 +1 @@
uid://cskqmpkw2q6k2

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@@ -0,0 +1,95 @@
# Locating and reading the open export tree.
#
# The Godot project NEVER reads a disc format (docs/MISSION.md §2). Everything
# it draws comes from `export/`, which is derived, gitignored and regenerated
# wholesale by `crates/sylpheed-export`. This class is the only place that knows
# where that tree is on disk.
class_name ExportTree
extends RefCounted
const FORMAT_SCREEN := "sylpheed.screen/2"
const FORMAT_MANIFEST := "sylpheed.manifest/1"
var root: String = ""
var error: String = ""
# `SYLPHEED_EXPORT` wins, so a modder can point the game at their own tree
# without touching the project. Otherwise `<project>/../export`, which is the
# layout this repository has.
static func locate() -> ExportTree:
var t := ExportTree.new()
var env := OS.get_environment("SYLPHEED_EXPORT")
var candidate := env
if candidate == "":
candidate = ProjectSettings.globalize_path("res://").path_join("../export").simplify_path()
if not FileAccess.file_exists(candidate.path_join("manifest.json")):
t.error = "no manifest.json under %s -- run `sylpheed-export` first" % candidate
return t
t.root = candidate
return t
func read_json(rel: String) -> Variant:
var path := root.path_join(rel)
var text := FileAccess.get_file_as_string(path)
if text == "":
error = "cannot read %s" % path
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
error = "%s is not JSON" % path
return null
return parsed
func manifest() -> Dictionary:
var m: Variant = read_json("manifest.json")
if m == null:
return {}
if m.get("format") != FORMAT_MANIFEST:
error = "manifest.json is %s, this build reads %s" % [m.get("format"), FORMAT_MANIFEST]
return {}
return m
# Screens are addressed by their manifest name, not by a path, so the caller
# never has to know the archive's subdirectory.
func screen(name: String) -> Dictionary:
var m := manifest()
if m.is_empty():
return {}
for entry: Dictionary in m.get("screens", []):
if entry.get("name") == name:
var s: Variant = read_json(entry["file"])
if s == null:
return {}
if s.get("format") != FORMAT_SCREEN:
error = "%s is %s, this build reads %s" % [name, s.get("format"), FORMAT_SCREEN]
return {}
return s
error = "no screen named %s in manifest.json" % name
return {}
func screen_names() -> PackedStringArray:
var names := PackedStringArray()
for entry: Dictionary in manifest().get("screens", []):
names.append(entry["name"])
return names
# Textures live outside res://, so they are read as bytes and decoded at
# runtime rather than imported. Nearest-neighbour: the export is a 1:1 copy of
# the disc's own texels and several elements are drawn at 200 %, where a
# bilinear filter would invent detail the disc does not have.
func texture(rel: String) -> Texture2D:
var bytes := FileAccess.get_file_as_bytes(root.path_join(rel))
if bytes.is_empty():
error = "cannot read sprite %s" % rel
return null
var img := Image.new()
if img.load_png_from_buffer(bytes) != OK:
error = "%s is not a PNG" % rel
return null
return ImageTexture.create_from_image(img)

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@@ -0,0 +1 @@
uid://kyd3xrt1lpnj

152
port/scripts/screen_view.gd Normal file
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@@ -0,0 +1,152 @@
# Draws one exported screen at its resting pose.
#
# P1 is static: every element is drawn at `rest`, the pose the screen holds
# once it has finished arriving (docs/FORMAT.md). Keyframe animation is P2 and
# is deliberately not here -- the keyframe time unit is measured rather than
# decoded, and this milestone must not depend on it.
#
# One CanvasItem draws the whole screen in `_draw`, rather than a node per
# element. The export's `paint_order` is already back-to-front, so honouring it
# is a loop; z-indexing sixteen nodes to reproduce the same order would be the
# same information expressed less directly, and would hide a tie behind Godot's
# own sibling rules.
class_name ScreenView
extends Node2D
## Skip `kind & 0x4` template instances that duplicate a plain element.
## docs/FORMAT.md: those are motion-trail ghosts and are not on screen at rest.
## The narrow form of the rule matters -- 174 elements on the disc carry the bit
## with no template to duplicate, and a blanket skip would erase them.
const KIND_TEMPLATE_INSTANCE := 0x4
var tree: ExportTree = null
var screen: Dictionary = {}
var textures: Dictionary = {}
var skipped: Array[String] = []
var drawn: Array[String] = []
## Which button is highlighted, by element id. P1 leaves it empty: initial focus
## was measured as unstable boot to boot (HANDOFF Q5) and picking one is an
## authored decision that belongs to P5.
var focused_id: String = ""
func load_screen(t: ExportTree, name: String) -> bool:
tree = t
screen = t.screen(name)
if screen.is_empty():
push_error(t.error)
return false
var design: Array = screen.get("design", [1280, 720])
# The export's coordinates are in this space and the viewport matches it, so
# a mismatch means the export is not what this project was built to draw.
var viewport := Vector2i(
ProjectSettings.get_setting("display/window/size/viewport_width"),
ProjectSettings.get_setting("display/window/size/viewport_height"))
if Vector2i(int(design[0]), int(design[1])) != viewport:
push_warning("screen %s is authored at %sx%s, viewport is %s" % [name, design[0], design[1], viewport])
_load_textures()
queue_redraw()
return true
func _load_textures() -> void:
textures.clear()
for element: Dictionary in screen.get("elements", []):
for key in ["sprite", "focus_sprite"]:
var rel: String = element.get(key, "")
if rel != "" and not textures.has(rel):
var tex := tree.texture(rel)
if tex == null:
push_warning(tree.error)
else:
textures[rel] = tex
# `tint_rgba` is RGBA and `fade_argb` is ARGB -- different byte orders, on
# purpose, because the disc spells them differently and a silent swap looks like
# an art bug rather than a parse bug. They multiply per channel.
static func modulate_of(pose: Dictionary) -> Color:
var tint := _rgba(pose.get("tint_rgba", "0xffffffff"))
var fade := _argb(pose.get("fade_argb", "0xffffffff"))
return Color(tint.r * fade.r, tint.g * fade.g, tint.b * fade.b, tint.a * fade.a)
static func _rgba(hex: String) -> Color:
var v := hex.hex_to_int()
return Color8((v >> 24) & 0xff, (v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff)
static func _argb(hex: String) -> Color:
var v := hex.hex_to_int()
return Color8((v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff, (v >> 24) & 0xff)
## The drawn rectangle of an element at a pose.
##
## `pos` is the top-left at 1:1 and `pivot` is the anchor scale grows about, so
## the top-left moves by `-pivot*(s-1)` and the size is the natural size times
## `s`. At 100 % the pivot cancels, which is why it can be got wrong invisibly.
static func placement(pose: Dictionary, pivot: Vector2, natural: Vector2) -> Rect2:
var pos := _vec(pose.get("pos", [0, 0]))
var s := _vec(pose.get("scale", [100, 100])) / 100.0
return Rect2(pos - pivot * (s - Vector2.ONE), natural * s)
static func _vec(a: Array) -> Vector2:
return Vector2(float(a[0]), float(a[1]))
# An element is a ghost only when another element on the same screen carries the
# same id *without* the template bit -- the template it is a repeat of.
func _template_instance_ids() -> Dictionary:
var plain := {}
for element: Dictionary in screen.get("elements", []):
if int(String(element.get("kind_raw", "0x0")).hex_to_int()) & KIND_TEMPLATE_INSTANCE == 0:
plain[element.get("id", "")] = true
var ghosts := {}
for element: Dictionary in screen.get("elements", []):
var kind := int(String(element.get("kind_raw", "0x0")).hex_to_int())
if kind & KIND_TEMPLATE_INSTANCE != 0 and plain.has(element.get("id", "")):
ghosts[int(element.get("index", -1))] = true
return ghosts
func _draw() -> void:
if screen.is_empty():
return
var elements: Array = screen.get("elements", [])
var ghosts := _template_instance_ids()
skipped.clear()
drawn.clear()
for index: int in screen.get("paint_order", []):
var element: Dictionary = elements[index]
var id: String = element.get("id", "")
if ghosts.has(index):
skipped.append("%s (template instance)" % id)
continue
var pose: Dictionary = element.get("rest", {})
var colour := modulate_of(pose)
if colour.a <= 0.0:
skipped.append("%s (transparent at rest)" % id)
continue
var pivot := _vec(element.get("pivot", [0, 0]))
var rel: String = element.get("sprite", "")
if focused_id == id and element.get("focus_sprite", "") != "":
rel = element["focus_sprite"]
if rel != "":
var tex: Texture2D = textures.get(rel)
if tex == null:
skipped.append("%s (sprite failed to load)" % id)
continue
draw_texture_rect(tex, placement(pose, pivot, tex.get_size()), false, colour)
drawn.append(id)
elif element.get("role", "") == "primitive" and element.has("size"):
# A primitive has no texture; the quad is its declared size and its
# colour is the pose's own modulate.
draw_rect(placement(pose, pivot, _vec(element["size"])), colour, true)
drawn.append(id)
else:
# A .t32 element whose sprite the exporter could not produce. Saying
# so is the point -- a silently missing element looks like art.
skipped.append("%s (no sprite in the export)" % id)

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@@ -0,0 +1 @@
uid://cf6hspvq602s3