Commit Graph

2 Commits

Author SHA1 Message Date
Sylpheed port agent
0db45b4c66 port: play the keyframe timeline, with the time unit authored in one place
P2. A keyframe is the start of a linear ramp toward the next; `ScreenView` walks
them at `time_units` and `boot.gd` advances that in real time, or freezes it with
`--time=<seconds>`.

`authored/timing.json` holds the ONE constant this needs. HANDOFF Q1 is answered
-- linear, 2 units per rendered frame, 1 unit = 1/60 s -- but that conversion was
MEASURED off the running game, not read from a file, so it is authored rather
than exported and it says so at length. Expressed as units-per-second, because
60 is exact and 0.01666... is a decimal a reader has to recognise.

The timeline stops at the last TIMED keyframe and never plays the exit. Every
group's final keyframe carries no `t` -- across this export it is a fade-out for
116 of 134 elements, a scale-and-slide exit for 12, and identical for 6 -- so
playing into it would mean inventing how long the ramp takes. That duration is
the screen transition, it is measured at ~0.4 s, and it is P3's to author with
its own evidence. `exit_ramp_seconds` is therefore null on purpose, not missing.

`--pose=rest` keeps the P1 behaviour available: since the port's default is now
the timeline and the two DISAGREE, renderer-vs-renderer diffing has to be able to
ask for the same assumption the reference renderer makes.

The interpolation is checked by where it lands: on 8 of the 12 screens the
settled timeline is byte-identical to the rest render.
2026-08-28 19:51:57 +00:00
Sylpheed port agent
3d12498550 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.
2026-08-28 19:31:03 +00:00