FOUR THINGS, and the first is what MISSION section 3 calls the measure of
progress.
DELETED `exit_ramp_units` AND `exit_ramp_seconds`. They were authored because the
disc had no time slot on a group's final keyframe, so the ramp into it was the
one unknown duration per screen. Under the corrected record layout that keyframe
does not exist -- a group is an 8-byte header then frames x {u32 time; 36-byte
pose} and every pose is timed. VERIFIED DEAD BEFORE DELETING: setting it to 9999
(166 s) moved the boot's transitions by 0.04 s, which is wall-clock jitter, and
both uses in ScreenView are gated on a condition that no longer fires on any of
the export's 866 keyframes.
INVERTED THE FORMAT'S OWN RULE. `check.rs` enforced "the final keyframe has no
`t`; the disc has no time slot there" and FORMAT.md stated it. Both are now
backwards, and the validator fired 150 times on a re-export. I had not run
`check` between pinning the tag and measuring against the oracle -- the pixel
harness was green while the format validator was failing on every screen with a
multi-keyframe group. A correctness harness does not replace a format one; they
fail at different layers.
GUARDED A SCALE-0 LEAF, which the Decoder hit in its own renderer: its leaf
branch marked the element drawn unconditionally while the blit returned early on
zero scale, so a scale-0 leaf suppressed its parent and blanked the element --
live on all four loading screens. This port did not have the bug only because
authored/rendering.json happens not to list pgloading_loop5. That is an accident
of a gate written for another reason, not a defence, so `_draw_leaf` now reports
whether it drew and `_draw` falls back to the parent.
ISOLATED THE PACING QUESTION rather than leaving it as a suspected regression.
Legacy association: publisher 4.70 agrees, developer 3.92 DIFFERS. Corrected:
publisher 4.26 DIFFERS, developer 3.62 agrees. Both misses are ~0.03 s outside a
composite bound. The association traded which screen is marginally out; it did
not regress the pacing.
Bumped the pin c -> d for the parser and audio changes. Its headline renderer
change does not reach this port: sylpheed-cli builds from the workspace crate.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
559 lines
25 KiB
GDScript
559 lines
25 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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## Duration of the ramp into the final, untimed keyframe -- the screen playing
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## itself out. Authored (`authored/timing.json`): the disc has no time slot on
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## that keyframe, so this is the one unknown duration per screen.
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var exit_ramp_units: float = 24.0
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## Focus records this screen draws unconditionally, and the period each loops on.
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##
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## `{ <parent element id>: { "record_element": String, "period_units": float } }`,
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## from `authored/timing.json` `looping_focus_records`, keyed there by
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## `<screen>/<element>` and narrowed to this screen by `load_screen`.
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##
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## ⚠️ A LOOKUP, NOT A RULE, and the census is why. The spinning ring is a rule
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## (`spin_period_units`) because 16 of 212 elements match its shape and all 16
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## are focus rings. The analogous rule for a pulse -- keyframes varying only in
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## alpha, first alpha equal to last -- matches **82 of 212**, including
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## `ptcopyright`, `palogo_sqex`, `ptmsg` and every `_eff` fade. It would make the
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## copyright notice pulse. Narrowed to focus records it matches exactly one
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## distinct element, and a rule justified by n=1 is a special case wearing a
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## rule's clothes.
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var looping_focus: Dictionary = {}
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## Element ids whose nested `.rat` leaf the runtime actually draws.
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##
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## The exporter flags `leaf_carries_geometry` on 15 elements -- a census fact.
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## This is narrower on purpose: it is the subset the DECODE covers, and it comes
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## from `authored/rendering.json` with its reasons. Two elements are flagged and
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## deliberately not drawn (`title_jp/ptlogo_eff2`, `pgloading_loop5`), because
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## drawing them would extend a decode past the case it was fitted on and neither
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## can be adjudicated here -- `title_jp` has no oracle capture, and the
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## consistency harness compares against a renderer that draws no leaves at all.
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var draw_leaf_for: Array = []
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## While true the screen holds at `rest` and never plays its exit. The
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## sequencer clears it to send the screen away.
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var holding: bool = true
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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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var paths: Array = [element.get("sprite", ""), element.get("focus_sprite", "")]
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# The focus record's own elements carry their own sprites -- the ring is
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# only reachable this way.
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for fe: Dictionary in element.get("leaf", {}).get("elements", []):
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paths.append(fe.get("sprite", ""))
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for fe: Dictionary in element.get("focus", {}).get("elements", []):
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paths.append(fe.get("sprite", ""))
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for rel: String in paths:
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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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## A group is `pre-roll -> ramp in -> HOLD -> ramp out -> post-roll`, and a
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## screen that has arrived sits on the **hold**. So the timeline plays in and
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## stops at `rest`, which is the decoders' identification of that hold and
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## carries its own `t`.
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##
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## It is emphatically NOT "play to the last timed keyframe". The exit is not
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## only the final untimed frame -- it can be a long run of TIMED ones. The
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## title's `pteff02` holds at `t=46` with the 25 % dim quad at alpha 0x40 and
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## then ramps to 0x00 by `t=236`; running to the end drops the dim and makes the
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## whole screen ~13/255 too bright. That was measured against a plate-free
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## capture of the running title, and it is what corrected this rule.
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##
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## Before the first keyframe the element holds its first pose -- the pre-roll a
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## staggered menu needs, with the five buttons starting at t=28,30,32,34,36.
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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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# While holding, stop at the hold: past it the group is ramping out, and a
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# screen that has arrived and is sitting there is not leaving.
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if holding:
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t = minf(t, settle_units(element))
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# The exit. The final keyframe carries no `t` -- the disc has no slot for one
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# -- so it is given a synthetic time `exit_ramp_units` after the last timed
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# frame and then interpolated like any other. That keeps one code path: the
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# difference between arriving and leaving is only how far `t` is allowed to
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# run, not a second kind of animation.
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#
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# The whole group plays out, not just the fade quad: on the main menu
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# pteff00 ramps to opaque black while the labels ramp to transparent and
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# ptframe1/2 hold. Modelling the exit as a black rect over a frozen screen
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# was measured and refuted -- see authored/timing.json.
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var last_frame: Dictionary = frames[frames.size() - 1]
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if not last_frame.has("t"):
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var exit_frame := last_frame.duplicate()
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exit_frame["t"] = float(timed[timed.size() - 1]["t"]) + exit_ramp_units
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timed.append(exit_frame)
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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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"rotation_deg": _ilerp(a.get("rotation_deg", 0), b.get("rotation_deg", 0), 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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## Where one element stops, in keyframe units: its hold.
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##
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## `rest.t` when the export gives one. An element whose `rest` carries no time is
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## a single static pose, and there the last timed keyframe is the same answer.
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static func settle_units(element: Dictionary) -> float:
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var rest: Dictionary = element.get("rest", {})
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if rest.has("t"):
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return float(rest["t"])
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var last := 0.0
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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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## How long one turn takes, in keyframe units, for an element that spins — or 0.
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##
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## The rule is STRUCTURAL and narrow: exactly two keyframes, differing in
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## **nothing but** `rotation_deg`, by a full 360, with the first timed and the
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## second untimed. The period is the first keyframe's declared `t`.
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##
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## Its disc-wide check, over this export: **16 of 212 elements match, and all 16
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## are focus rings** — `ptbtneff01` on the five main-menu buttons and
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## `ptbtneff02` on the three `EXTRAS` buttons, in both locales, every one of them
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## declaring `t = 120`. Zero false positives. That matters because the rule is
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## applied on the strength of a measurement taken on **one** button of one
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## screen; a rule that also caught something else would be extrapolating from
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## that measurement to elements nobody watched.
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##
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## ⚠️ It is a rule about SHAPE, not a decoded field. Nothing on the disc says
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## "this loops". What the disc says is 0° → 360° over `t`; what the RE agent
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## measured is that the turn repeats rather than stopping. Those are two
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## different sources and the day a loop flag is decoded, this goes.
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static func spin_period_units(element: Dictionary) -> float:
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var frames: Array = element.get("keyframes", [])
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if frames.size() != 2:
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return 0.0
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var a: Dictionary = frames[0]
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var b: Dictionary = frames[1]
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if not a.has("t") or b.has("t"):
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return 0.0
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for key in ["pos", "scale", "tint_rgba", "fade_argb"]:
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if a.get(key) != b.get(key):
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return 0.0
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if absf(float(b.get("rotation_deg", 0)) - float(a.get("rotation_deg", 0))) != 360.0:
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return 0.0
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var t := float(a["t"])
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return t if t > 0.0 else 0.0
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## The moment the whole screen has arrived: the last element to reach its hold.
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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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last = maxf(last, settle_units(element))
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return last
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## The moment the screen has finished playing itself out, in keyframe units --
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## the last element's final timed keyframe plus the authored exit ramp.
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func exit_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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var frames: Array = element.get("keyframes", [])
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if frames.is_empty():
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continue
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var timed_end := 0.0
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for k: Dictionary in frames:
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if k.has("t"):
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timed_end = maxf(timed_end, float(k["t"]))
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if not frames[frames.size() - 1].has("t"):
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timed_end += exit_ramp_units
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last = maxf(last, timed_end)
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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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## Draw one textured or solid quad, rotated about its pivot.
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##
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## The rotation anchor in design space is `pos + pivot`: `pos` is the top-left
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## at 1:1, so the pivot point sits `pivot` in from it, and scaling about that
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## point is exactly the `pos - pivot*(s-1)` rule the placement already uses.
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##
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## THE GAME DRAWS ROTATION. Confirmed twice by the RE agent, on different
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## screens and different elements -- the title's `ptloop` sweeps declare +30/-45
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## and a GPU capture submits them at +30.26/-45.28, and the main menu's focus
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## ring ramps 0 -> 360 with everything else held constant, caught mid-spin in a
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## capture. The comparison renderer does not draw it yet, so expect a title
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## divergence that means "sylpheed-cli is behind", not "the port is broken".
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##
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## 🟡 The SIGN is an assumption: the decoder documents `+12` as
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## clockwise-positive and Godot's 2D rotation is clockwise-positive in a y-down
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## space, so this passes the value straight through. Not yet checked against a
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## capture at a known angle.
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func _draw_quad(tex: Texture2D, rect: Rect2, colour: Color, pivot: Vector2,
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pos: Vector2, rotation_deg: float) -> void:
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if is_zero_approx(rotation_deg):
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if tex != null:
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draw_texture_rect(tex, rect, false, colour)
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else:
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draw_rect(rect, colour, true)
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return
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var anchor := pos + pivot
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draw_set_transform(anchor, deg_to_rad(rotation_deg), Vector2.ONE)
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var local := Rect2(rect.position - anchor, rect.size)
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if tex != null:
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draw_texture_rect(tex, local, false, colour)
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else:
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draw_rect(local, colour, true)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
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static func _rot_of(pose: Dictionary) -> float:
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return float(pose.get("rotation_deg", 0))
|
|
|
|
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## Draw a focus record's own elements -- the spinning ring and the bright label.
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##
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## The focused state is NOT a sprite swap. `ptbtn0Nf.rat` declares two elements,
|
|
## and the parent bundle declares NO element for the record at all, so the leaf
|
|
## is the only source of placement for both and there is nothing to inherit.
|
|
## The label is 13 px larger per axis than the base and sits at (-7,-7), which
|
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## keeps the two concentric; drawing it at the base position pushes it 7 px
|
|
## down-right and off-centre.
|
|
## Draw an element's nested `.rat` leaf INSTEAD of the element itself.
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|
##
|
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## Only when the exporter flagged `leaf_carries_geometry` -- 15 elements, where
|
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## the leaf's scale or rotation differs from the parent's. Everywhere else the
|
|
## leaf duplicates the parent and the parent wins, which is what this port has
|
|
## always done and which `screen.rs` documents for base records.
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|
##
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|
## ⚠️ **The leaf runs on its OWN timeline and the parent's alpha is NOT
|
|
## multiplied in.** That is decoded, not assumed, and multiplying is refuted
|
|
## rather than merely unsupported: the game's own composed alpha is observable in
|
|
## the per-draw capture's vertex colours (`C3FFFFFF` / `B6FFFFFF` = 195 and 182),
|
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## and fitting only those two numbers against the two leaf ramps gives one
|
|
## consistent time, t=355 -- leaf A 194.8 against 195, leaf B 182.2 against 182.
|
|
## At t=355 the PARENT has expired: its group returns to 0 at t=250 and holds
|
|
## there, so `leaf x parent / 255` predicts zero for both quads and the sweeps
|
|
## would be invisible. They are drawn.
|
|
##
|
|
## The check that matters was PREDICTED, not fitted: no x entered it, and the
|
|
## same t=355 places the quad centres at 981 and 478 against 992.0 and 467.2
|
|
## measured off the capture -- ~11 px on quads travelling 1 560 and 1 950 px.
|
|
##
|
|
## ❔ Every observation behind this has parent alpha 0, so "the leaf wins" and
|
|
## "the parent is ignored because it draws nothing" are NOT separated. A capture
|
|
## during t=100...238 would separate them.
|
|
## Returns whether anything was actually drawn, so the caller can fall back.
|
|
func _draw_leaf(element: Dictionary) -> bool:
|
|
var any_drawn := false
|
|
for fe: Dictionary in element.get("leaf", {}).get("elements", []):
|
|
var rel: String = fe.get("sprite", "")
|
|
if rel == "":
|
|
continue
|
|
var tex: Texture2D = textures.get(rel)
|
|
if tex == null:
|
|
skipped.append("%s (leaf sprite failed to load)" % fe.get("id", ""))
|
|
continue
|
|
# UNCLAMPED, like the spinning ring and for the same reason: a sweep that
|
|
# crosses the frame does not stop because the screen has arrived, and
|
|
# `ORACLE-CAPTURES.md` says these two "move continuously". Held at its own
|
|
# `rest.t` the leaf sits at x=1521 -- entirely off the right edge -- so
|
|
# `holding` would delete the sweeps rather than settle them.
|
|
var was := holding
|
|
holding = false
|
|
var pose := pose_at(fe, time_units)
|
|
holding = was
|
|
# 🔴 A SCALE-0 LEAF MUST NOT CLAIM THE DRAW. The Decoder hit this in its own
|
|
# renderer: its leaf branch marked the element drawn unconditionally, but
|
|
# the blit returns early on zero scale, so a scale-0 leaf suppressed its
|
|
# parent and BLANKED the element -- live on all four loading screens via
|
|
# `pgloading_loop5`, whose leaf is scale (0, 0).
|
|
#
|
|
# ⚠️ This port did not have the bug only because `authored/rendering.json`
|
|
# happens not to list `pgloading_loop5`. That is an accident of a gate
|
|
# written for a different reason, not a defence, so the guard is here: a
|
|
# leaf that would draw nothing reports so, and `_draw` falls back to the
|
|
# parent rather than losing the element.
|
|
var scale: Array = pose.get("scale", [100, 100])
|
|
if int(scale[0]) == 0 or int(scale[1]) == 0:
|
|
skipped.append("%s (leaf scale 0 -- parent drawn instead)" % fe.get("id", ""))
|
|
continue
|
|
var pivot := _vec(fe.get("pivot", [0, 0]))
|
|
_draw_quad(tex, placement(pose, pivot, tex.get_size()), modulate_of(pose),
|
|
pivot, _vec(pose.get("pos", [0, 0])), _rot_of(pose))
|
|
drawn.append(fe.get("id", ""))
|
|
any_drawn = true
|
|
return any_drawn
|
|
|
|
|
|
func _draw_focus(element: Dictionary) -> void:
|
|
var focus: Dictionary = element.get("focus", {})
|
|
var parent_id := String(element.get("id", ""))
|
|
for fe: Dictionary in focus.get("elements", []):
|
|
var rel: String = fe.get("sprite", "")
|
|
if rel == "":
|
|
continue
|
|
var tex: Texture2D = textures.get(rel)
|
|
if tex == null:
|
|
skipped.append("%s (focus sprite failed to load)" % fe.get("id", ""))
|
|
continue
|
|
# The ring spins, and until 2026-08-29 this drew it at 0 -- a pose the
|
|
# running game never shows -- because the PERIOD was the missing piece
|
|
# and a spin rate would have been invented.
|
|
#
|
|
# It is no longer invented. `docs/re/focus-ring-spin-measured.md`
|
|
# measures a continuous spin, period 2.177 s wall-clock, from eight
|
|
# evenly spaced autocorrelation peaks over nine revolutions, with NO
|
|
# angle estimated anywhere -- both angle estimators failed their own
|
|
# controls and were not used. It reconciles with the declared `t = 120`
|
|
# without a new constant: 120 units is 60 rendered frames, 2.00 s at a
|
|
# true 30 Hz and 2.08-2.17 s at the 27.6-28.8 fps that emulator runs.
|
|
#
|
|
# So the period comes off the DISC -- the element's own declared `t` --
|
|
# and what the RE agent supplied is that one turn takes exactly that
|
|
# long and repeats. See `spin_period_units` for the rule and its check.
|
|
var pose: Dictionary = fe.get("rest", {})
|
|
# An authored loop plays the record's OWN group on repeat instead of
|
|
# holding it at rest. `pose_at` already synthesises the final untimed
|
|
# keyframe at `exit_ramp_units`, so a loop is a modulo and nothing else --
|
|
# no new machinery and no new constant. `holding` is bypassed for the
|
|
# same reason the ring bypasses it: a thing that pulses does not stop
|
|
# because the screen has arrived.
|
|
var loop: Dictionary = looping_focus.get(parent_id, {})
|
|
if float(loop.get("period_units", 0.0)) > 0.0 \
|
|
and String(loop.get("record_element", "")) == String(fe.get("id", "")):
|
|
var was := holding
|
|
holding = false
|
|
pose = pose_at(fe, fposmod(time_units, float(loop["period_units"])))
|
|
holding = was
|
|
var pivot := _vec(fe.get("pivot", [0, 0]))
|
|
var pos := _vec(pose.get("pos", [0, 0]))
|
|
var period := spin_period_units(fe)
|
|
var rot := _rot_of(pose)
|
|
if period > 0.0:
|
|
# `time_units` raw, NOT the pose clamped by `holding`: a spinning
|
|
# ring is the one thing on the settled main menu that keeps moving,
|
|
# and the whole point of the finding is that it does not stop.
|
|
rot = 360.0 * fposmod(time_units, period) / period
|
|
_draw_quad(tex, placement(pose, pivot, tex.get_size()), modulate_of(pose),
|
|
pivot, pos, rot)
|
|
drawn.append(fe.get("id", ""))
|
|
|
|
|
|
func _draw() -> void:
|
|
if screen.is_empty():
|
|
return
|
|
var elements: Array = screen.get("elements", [])
|
|
var ghosts := _template_instance_ids()
|
|
skipped.clear()
|
|
drawn.clear()
|
|
for index: int in screen.get("paint_order", []):
|
|
var element: Dictionary = elements[index]
|
|
var id: String = element.get("id", "")
|
|
if ghosts.has(index):
|
|
skipped.append("%s (template instance)" % id)
|
|
continue
|
|
var pose: Dictionary = element.get("rest", {}) if pose_mode == Pose.REST \
|
|
else pose_at(element, time_units)
|
|
var colour := modulate_of(pose)
|
|
if colour.a <= 0.0:
|
|
skipped.append("%s (transparent at rest)" % id)
|
|
continue
|
|
var pivot := _vec(element.get("pivot", [0, 0]))
|
|
var pos := _vec(pose.get("pos", [0, 0]))
|
|
var rot := _rot_of(pose)
|
|
# An element whose LEAF carries the geometry draws the leaf instead of
|
|
# itself: the parent is a container whose own record has identity scale
|
|
# and rotation. See `_draw_leaf`.
|
|
if element.get("leaf_carries_geometry", false) \
|
|
and draw_leaf_for.has(String(element.get("id", ""))) \
|
|
and _draw_leaf(element):
|
|
continue
|
|
# A focused button draws its own record instead of its base sprite -- and
|
|
# so does an element the authored table says always shows it, which is
|
|
# how the PRESS (A) plate gets its glow on a screen that has no buttons
|
|
# and focuses nothing.
|
|
if (focused_id == id or looping_focus.has(id)) and element.has("focus"):
|
|
_draw_focus(element)
|
|
continue
|
|
var rel: String = element.get("sprite", "")
|
|
if focused_id == id and element.get("focus_sprite", "") != "":
|
|
rel = element["focus_sprite"]
|
|
if rel != "":
|
|
var tex: Texture2D = textures.get(rel)
|
|
if tex == null:
|
|
skipped.append("%s (sprite failed to load)" % id)
|
|
continue
|
|
_draw_quad(tex, placement(pose, pivot, tex.get_size()), colour, pivot, pos, rot)
|
|
drawn.append(id)
|
|
elif element.get("role", "") == "primitive" and element.has("size"):
|
|
# A primitive has no texture; the quad is its declared size and its
|
|
# colour is the pose's own modulate.
|
|
_draw_quad(null, placement(pose, pivot, _vec(element["size"])), colour, pivot, pos, rot)
|
|
drawn.append(id)
|
|
else:
|
|
# A .t32 element whose sprite the exporter could not produce. Saying
|
|
# so is the point -- a silently missing element looks like art.
|
|
skipped.append("%s (no sprite in the export)" % id)
|