cli/formats: let the screen commands reach bundles with no .rat child

The developer-logo splash declares its sprites directly and has no .rat layout
child, so is_build rejected it and no screen command could render it — despite
it being one of only two screens whose paint order has been read off the running
game, and the one where the layer key explains the whole permutation.

Adds ui_layout::is_composable (a declaration table plus at least one element
resolving to a T8aD the bundle carries) and an opt-in --all on screen
list/info/render. Measured on the disc: 2859 RATC bundles, 965 pass is_build,
2751 pass is_composable, and 0 pass is_build without passing it — a strict
superset. It is opt-in because the 1786 extra bundles are mostly two-element
fragments (a button and its glow), and because widening the default would
renumber --build for every pak, invalidating the build indices the corpus's
notes cite by number.

The splash now renders 6/7 elements, painting its glows first in the order
measured off the game; a disc test pins that order.
This commit is contained in:
Sylpheed RE agent
2026-08-19 06:03:52 +00:00
parent 8bdee3a6c4
commit 7490b9f0e4
4 changed files with 210 additions and 10 deletions

View File

@@ -129,6 +129,14 @@ enum ScreenCommands {
List {
/// Path to a `GP_*.pak`
pak: PathBuf,
/// Widen the list from screen builds to **every composable bundle** —
/// including the ones with no `.rat` layout child, such as the
/// developer-logo splash. 2 859 RATC bundles on the disc compose; only
/// 965 are screen builds, and the rest are mostly two-element fragments
/// (a button and its glow), so this is off by default. **It renumbers
/// `--build`**, which is why it is a flag and not the default.
#[arg(long)]
all: bool,
},
/// Print one build's element declaration table and resting placements
Info {
@@ -137,6 +145,15 @@ enum ScreenCommands {
/// Which build (index into `screen list`); default = the largest
#[arg(long)]
build: Option<usize>,
/// Widen the list from screen builds to **every composable bundle** —
/// including the ones with no `.rat` layout child, such as the
/// developer-logo splash. 2 859 RATC bundles on the disc compose; only
/// 965 are screen builds, and the rest are mostly two-element fragments
/// (a button and its glow), so this is off by default. **It renumbers
/// `--build`**, which is why it is a flag and not the default.
#[arg(long)]
all: bool,
/// Also print the bundle's other orderings and, per element, the decoded
/// sprite size beside the declared pivot and every keyframe's
/// scale/position/time — what a placement or paint-order hypothesis has
@@ -164,6 +181,14 @@ enum ScreenCommands {
/// what a framebuffer capture must be compared against.
#[arg(long)]
black: bool,
/// Widen the list from screen builds to **every composable bundle** —
/// including the ones with no `.rat` layout child, such as the
/// developer-logo splash. 2 859 RATC bundles on the disc compose; only
/// 965 are screen builds, and the rest are mostly two-element fragments
/// (a button and its glow), so this is off by default. **It renumbers
/// `--build`**, which is why it is a flag and not the default.
#[arg(long)]
all: bool,
},
}
@@ -306,12 +331,13 @@ async fn main() -> Result<()> {
AudioCommands::Info { file } => cmd_audio_info(&file),
},
Commands::Screen { cmd } => match cmd {
ScreenCommands::List { pak } => cmd_screen_list(&pak),
ScreenCommands::List { pak, all } => cmd_screen_list(&pak, all),
ScreenCommands::Info {
pak,
build,
geometry,
} => cmd_screen_info(&pak, build, geometry),
all,
} => cmd_screen_info(&pak, build, geometry, all),
ScreenCommands::Render {
pak,
output,
@@ -319,8 +345,9 @@ async fn main() -> Result<()> {
focus,
animated,
black,
all,
} => {
cmd_screen_render(&pak, &output, build, focus, animated, black)
cmd_screen_render(&pak, &output, build, focus, animated, black, all)
}
},
Commands::Save { cmd } => match cmd {
@@ -332,13 +359,24 @@ async fn main() -> Result<()> {
// ── UI screens ───────────────────────────────────────────────────────────────
/// Every RATC entry of a UI pak that parses as a screen build, with its bytes.
fn screen_builds(pak: &Path) -> Result<Vec<(usize, Vec<u8>)>> {
///
/// `all` widens the filter from `is_build` — which requires a `.rat` layout
/// child — to anything `compose` can draw. The developer-logo splash is the
/// reason: it declares its sprites directly, has no `.rat` child at all, and so
/// is invisible to every screen command without this. See
/// `docs/re/structures/ui-composable-bundles.md`.
fn screen_builds(pak: &Path, all: bool) -> Result<Vec<(usize, Vec<u8>)>> {
use sylpheed_formats::{pak::PakArchive, ui_layout};
let ar = PakArchive::open(pak).context("open pak")?;
let mut out = Vec::new();
for (i, e) in ar.entries().iter().enumerate() {
let Ok(bytes) = ar.read(e) else { continue };
if ui_layout::is_build(&bytes) {
let keep = if all {
ui_layout::is_composable(&bytes)
} else {
ui_layout::is_build(&bytes)
};
if keep {
out.push((i, bytes));
}
}
@@ -364,9 +402,9 @@ fn pick_build(builds: &[(usize, Vec<u8>)], want: Option<usize>) -> Result<usize>
}
}
fn cmd_screen_list(pak: &Path) -> Result<()> {
fn cmd_screen_list(pak: &Path, all: bool) -> Result<()> {
use sylpheed_formats::ui_layout;
let builds = screen_builds(pak)?;
let builds = screen_builds(pak, all)?;
println!("{} screen build(s) in {}", builds.len(), pak.display());
for (i, (entry, bytes)) in builds.iter().enumerate() {
match ui_layout::parse_build(bytes) {
@@ -389,9 +427,9 @@ fn cmd_screen_list(pak: &Path) -> Result<()> {
Ok(())
}
fn cmd_screen_info(pak: &Path, want: Option<usize>, geometry: bool) -> Result<()> {
fn cmd_screen_info(pak: &Path, want: Option<usize>, geometry: bool, all: bool) -> Result<()> {
use sylpheed_formats::ui_layout;
let builds = screen_builds(pak)?;
let builds = screen_builds(pak, all)?;
let idx = pick_build(&builds, want)?;
let bytes = &builds[idx].1;
let b = ui_layout::parse_build(bytes).context("build did not parse")?;
@@ -529,9 +567,10 @@ fn cmd_screen_render(
focus: bool,
animated: bool,
black: bool,
all: bool,
) -> Result<()> {
use sylpheed_formats::ui_layout::{self, ComposeOptions};
let builds = screen_builds(pak)?;
let builds = screen_builds(pak, all)?;
let idx = pick_build(&builds, want)?;
let bytes = &builds[idx].1;
let b = ui_layout::parse_build(bytes).context("build did not parse")?;