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.
240 lines
9.4 KiB
GDScript
240 lines
9.4 KiB
GDScript
# Draws one exported screen, either at a moment on its timeline or at the
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# `rest` pose the export declares.
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#
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# TIMELINE is the real behaviour and the default. A keyframe is the start of a
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# LINEAR ramp toward the next, and the unit of `t` comes from
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# `authored/timing.json` -- it is measured, not on the disc, which is why it is
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# authored and applied in exactly one place.
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#
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# REST reproduces what the export's `rest` field says, which is what
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# `sylpheed-cli screen render` draws. It is kept so `tools/verify-screen` can
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# hold both renderers to the same assumption. The two modes DISAGREE on six
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# elements in this export, and the running game sides with the timeline -- see
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# `docs/DECISIONS.md`.
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#
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# One CanvasItem draws the whole screen in `_draw`, rather than a node per
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# element. The export's `paint_order` is already back-to-front, so honouring it
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# is a loop; z-indexing sixteen nodes to reproduce the same order would be the
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# same information expressed less directly, and would hide a tie behind Godot's
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# own sibling rules.
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class_name ScreenView
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extends Node2D
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## Skip `kind & 0x4` template instances that duplicate a plain element.
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## docs/FORMAT.md: those are motion-trail ghosts and are not on screen at rest.
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## The narrow form of the rule matters -- 174 elements on the disc carry the bit
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## with no template to duplicate, and a blanket skip would erase them.
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const KIND_TEMPLATE_INSTANCE := 0x4
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enum Pose { TIMELINE, REST }
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## Which pose to draw. TIMELINE walks the keyframes at `time_units`; REST draws
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## the export's declared `rest` and is there for renderer-vs-renderer diffing.
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var pose_mode: Pose = Pose.TIMELINE
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## Position on the timeline, in the disc's own keyframe units. `t` is left raw
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## everywhere; seconds appear only where `units_per_second` is applied.
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var time_units: float = 0.0
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var units_per_second: float = 60.0
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var tree: ExportTree = null
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var screen: Dictionary = {}
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var textures: Dictionary = {}
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var skipped: Array[String] = []
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var drawn: Array[String] = []
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## Which button is highlighted, by element id. P1 leaves it empty: initial focus
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## was measured as unstable boot to boot (HANDOFF Q5) and picking one is an
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## authored decision that belongs to P5.
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var focused_id: String = ""
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func load_screen(t: ExportTree, name: String) -> bool:
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tree = t
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screen = t.screen(name)
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if screen.is_empty():
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push_error(t.error)
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return false
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var design: Array = screen.get("design", [1280, 720])
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# The export's coordinates are in this space and the viewport matches it, so
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# a mismatch means the export is not what this project was built to draw.
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var viewport := Vector2i(
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ProjectSettings.get_setting("display/window/size/viewport_width"),
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ProjectSettings.get_setting("display/window/size/viewport_height"))
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if Vector2i(int(design[0]), int(design[1])) != viewport:
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push_warning("screen %s is authored at %sx%s, viewport is %s" % [name, design[0], design[1], viewport])
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_load_textures()
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queue_redraw()
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return true
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func _load_textures() -> void:
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textures.clear()
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for element: Dictionary in screen.get("elements", []):
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for key in ["sprite", "focus_sprite"]:
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var rel: String = element.get(key, "")
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if rel != "" and not textures.has(rel):
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var tex := tree.texture(rel)
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if tex == null:
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push_warning(tree.error)
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else:
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textures[rel] = tex
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# `tint_rgba` is RGBA and `fade_argb` is ARGB -- different byte orders, on
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# purpose, because the disc spells them differently and a silent swap looks like
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# an art bug rather than a parse bug. They multiply per channel.
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static func modulate_of(pose: Dictionary) -> Color:
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var tint := _rgba(pose.get("tint_rgba", "0xffffffff"))
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var fade := _argb(pose.get("fade_argb", "0xffffffff"))
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return Color(tint.r * fade.r, tint.g * fade.g, tint.b * fade.b, tint.a * fade.a)
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static func _rgba(hex: String) -> Color:
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var v := hex.hex_to_int()
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return Color8((v >> 24) & 0xff, (v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff)
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static func _argb(hex: String) -> Color:
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var v := hex.hex_to_int()
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return Color8((v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff, (v >> 24) & 0xff)
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## The drawn rectangle of an element at a pose.
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##
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## `pos` is the top-left at 1:1 and `pivot` is the anchor scale grows about, so
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## the top-left moves by `-pivot*(s-1)` and the size is the natural size times
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## `s`. At 100 % the pivot cancels, which is why it can be got wrong invisibly.
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static func placement(pose: Dictionary, pivot: Vector2, natural: Vector2) -> Rect2:
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var pos := _vec(pose.get("pos", [0, 0]))
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var s := _vec(pose.get("scale", [100, 100])) / 100.0
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return Rect2(pos - pivot * (s - Vector2.ONE), natural * s)
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static func _vec(a: Array) -> Vector2:
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return Vector2(float(a[0]), float(a[1]))
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## The pose of one element at `time_units`.
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##
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## The timed keyframes are the whole timeline. Before the first, the element
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## holds its first pose (the pre-roll a staggered menu needs -- the five buttons
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## start at t=28,30,32,34,36). After the last TIMED keyframe it holds that pose.
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##
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## It never plays into the final, untimed keyframe. That frame is the screen's
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## EXIT pose, and the disc gives no time slot for the ramp into it, so playing
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## it would mean inventing a duration. The exit is the transition, and it is
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## P3's, with its own measured evidence. See `authored/timing.json`.
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func pose_at(element: Dictionary, t: float) -> Dictionary:
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var frames: Array = element.get("keyframes", [])
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var timed: Array = []
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for k: Dictionary in frames:
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if k.has("t"):
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timed.append(k)
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if timed.is_empty():
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# No timed frame at all: the group is a single static pose.
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return frames[0] if not frames.is_empty() else element.get("rest", {})
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if t <= float(timed[0]["t"]):
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return timed[0]
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for i in range(timed.size() - 1):
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var a: Dictionary = timed[i]
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var b: Dictionary = timed[i + 1]
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var t0 := float(a["t"])
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var t1 := float(b["t"])
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if t < t1:
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# A keyframe is the start of a ramp toward the next, and the ramp is
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# linear -- measured, `authored/timing.json`.
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return _lerp_pose(a, b, 0.0 if t1 <= t0 else (t - t0) / (t1 - t0))
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return timed[timed.size() - 1]
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# Channels are integers on the disc. The running game's own fade lands on
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# `round(255*k/15)`, so rounding -- not truncation -- is what was measured.
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static func _lerp_pose(a: Dictionary, b: Dictionary, f: float) -> Dictionary:
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return {
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"pos": [_ilerp(a["pos"][0], b["pos"][0], f), _ilerp(a["pos"][1], b["pos"][1], f)],
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"scale": [_ilerp(a["scale"][0], b["scale"][0], f), _ilerp(a["scale"][1], b["scale"][1], f)],
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"tint_rgba": _hex_lerp(a["tint_rgba"], b["tint_rgba"], f),
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"fade_argb": _hex_lerp(a["fade_argb"], b["fade_argb"], f),
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}
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static func _ilerp(a: float, b: float, f: float) -> int:
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return int(round(a + (b - a) * f))
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# Byte-wise, so it works for both orders without knowing which one it has.
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static func _hex_lerp(a: String, b: String, f: float) -> String:
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var x := a.hex_to_int()
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var y := b.hex_to_int()
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var out := 0
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for shift in [24, 16, 8, 0]:
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out |= (_ilerp((x >> shift) & 0xff, (y >> shift) & 0xff, f) & 0xff) << shift
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return "0x%08x" % out
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## The last moment anything on this screen is still moving, in keyframe units.
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func settle_time() -> float:
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var last := 0.0
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for element: Dictionary in screen.get("elements", []):
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for k: Dictionary in element.get("keyframes", []):
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if k.has("t"):
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last = maxf(last, float(k["t"]))
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return last
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# An element is a ghost only when another element on the same screen carries the
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# same id *without* the template bit -- the template it is a repeat of.
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func _template_instance_ids() -> Dictionary:
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var plain := {}
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for element: Dictionary in screen.get("elements", []):
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if int(String(element.get("kind_raw", "0x0")).hex_to_int()) & KIND_TEMPLATE_INSTANCE == 0:
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plain[element.get("id", "")] = true
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var ghosts := {}
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for element: Dictionary in screen.get("elements", []):
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var kind := int(String(element.get("kind_raw", "0x0")).hex_to_int())
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if kind & KIND_TEMPLATE_INSTANCE != 0 and plain.has(element.get("id", "")):
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ghosts[int(element.get("index", -1))] = true
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return ghosts
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func _draw() -> void:
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if screen.is_empty():
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return
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var elements: Array = screen.get("elements", [])
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var ghosts := _template_instance_ids()
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skipped.clear()
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drawn.clear()
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for index: int in screen.get("paint_order", []):
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var element: Dictionary = elements[index]
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var id: String = element.get("id", "")
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if ghosts.has(index):
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skipped.append("%s (template instance)" % id)
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continue
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var pose: Dictionary = element.get("rest", {}) if pose_mode == Pose.REST \
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else pose_at(element, time_units)
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var colour := modulate_of(pose)
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if colour.a <= 0.0:
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skipped.append("%s (transparent at rest)" % id)
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continue
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var pivot := _vec(element.get("pivot", [0, 0]))
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var rel: String = element.get("sprite", "")
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if focused_id == id and element.get("focus_sprite", "") != "":
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rel = element["focus_sprite"]
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if rel != "":
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var tex: Texture2D = textures.get(rel)
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if tex == null:
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skipped.append("%s (sprite failed to load)" % id)
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continue
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draw_texture_rect(tex, placement(pose, pivot, tex.get_size()), false, colour)
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drawn.append(id)
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elif element.get("role", "") == "primitive" and element.has("size"):
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# A primitive has no texture; the quad is its declared size and its
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# colour is the pose's own modulate.
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draw_rect(placement(pose, pivot, _vec(element["size"])), colour, true)
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drawn.append(id)
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else:
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# A .t32 element whose sprite the exporter could not produce. Saying
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# so is the point -- a silently missing element looks like art.
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skipped.append("%s (no sprite in the export)" % id)
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