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