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.
153 lines
5.9 KiB
GDScript
153 lines
5.9 KiB
GDScript
# Draws one exported screen at its resting pose.
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#
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# P1 is static: every element is drawn at `rest`, the pose the screen holds
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# once it has finished arriving (docs/FORMAT.md). Keyframe animation is P2 and
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# is deliberately not here -- the keyframe time unit is measured rather than
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# decoded, and this milestone must not depend on it.
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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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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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# 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", {})
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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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