Finishes #16 in the three places its earlier remedies missed. `tests/`: the last four local `disc_root()` copies now use `tests/common`, and with them goes the one real hardcoded fallback — `ui_keyframe_record_disc.rs` fell back to an absolute path on one machine, which made `unset SYLPHEED_DISC` a no-op there. Control: with the corpus absent that suite now finishes in 0.00s instead of 57.55s, so it skips rather than finding a disc of its own. `examples/`: seventeen examples defaulted to `/disc`, the mount point inside the CI container. Redundant there — `docker/ci/run` sets `SYLPHEED_DISC=/disc` — and wrong everywhere else, where a missing corpus turned into a file-not-found against a path that has never existed on the host. They now name the variable to set, like the other hundred examples already did. `docker/ci/run`: mount `$SYLPHEED_RES3D` and `$SYLPHEED_ISO` alongside the disc. Only the disc was mounted, so an in-container run sat out the res3d and iso suites while looking like a full one — the defect this issue is about, in the runner itself. Measured in the container on this desktop with all three corpora present: 45 suites / 377 passed / 0 failed / 14 ignored, and `sylpheed-corpus-report.txt` now reports PRESENT for all three rather than for the disc alone. Refs #16. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
226 lines
8.9 KiB
Rust
226 lines
8.9 KiB
Rust
//! An opaque full-screen primitive cannot paint above what it would hide.
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//!
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//! A keyless primitive has no layer key, and `implied_layer_key` records the
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//! handful whose position was measured in the running game. For one class the
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//! file settles it without a measurement: an element covering the screen and
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//! fully opaque at some instant cannot paint above anything visible then, or the
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//! screen is blank. Where that set is *every* other element, the position is
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//! forced to first.
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//!
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//! The port found this by contradiction on `build_12`/`build_15`, which its
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//! renderer composited to solid black at every instant of their declared life.
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//!
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//! Argument, census and reach: `docs/re/structures/ui-forced-backdrop.md`.
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use std::path::PathBuf;
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use sylpheed_formats::{pak::PakArchive, ratc, ui_layout};
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mod common;
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use common::disc_root;
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fn build(ar: &PakArchive, i: usize) -> (Vec<u8>, ui_layout::UiBuild) {
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let by = ar.read(&ar.entries()[i]).expect("entry");
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let b = ui_layout::parse_build(&by).expect("parse");
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(by, b)
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}
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fn el<'a>(b: &'a ui_layout::UiBuild, name: &str) -> &'a ui_layout::Element {
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b.elements.iter().find(|e| e.name == name).expect(name)
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}
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/// The two controls are measured orders from the running game. The rule has to
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/// reproduce one and permit the other, or it is not measuring occlusion.
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#[test]
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fn the_rule_reproduces_both_measured_primitives() {
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let Some(root) = disc_root() else {
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eprintln!("SYLPHEED_DISC unset — skipping");
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return;
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};
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let ar = PakArchive::open(root.join("dat/GP_TITLE.pak")).expect("GP_TITLE.pak");
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// `palogo_eff0.prm` is MEASURED painting first. Named like an overlay, so a
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// name-based rule gets it wrong; occlusion gets it right.
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let (_, splash) = build(&ar, 11);
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assert!(
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ui_layout::forced_backdrop(&splash, el(&splash, "palogo_eff0.prm")),
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"the developer splash's backdrop is measured FIRST and must come out forced"
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);
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// `pteff00.prm` is MEASURED painting last. It is opaque only at its screen's
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// entry and exit, so the rule must NOT force it down.
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for entry in [4usize, 5] {
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let (_, b) = build(&ar, entry);
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assert!(
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!ui_layout::forced_backdrop(&b, el(&b, "pteff00.prm")),
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"entry {entry}: pteff00.prm is measured painting LAST and must stay permitted on top"
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);
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}
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}
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/// The case that prompted it: the loading screens.
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#[test]
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fn the_loading_screens_backdrop_sorts_first() {
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let Some(root) = disc_root() else {
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eprintln!("SYLPHEED_DISC unset — skipping");
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return;
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};
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let ar = PakArchive::open(root.join("dat/GP_TITLE.pak")).expect("GP_TITLE.pak");
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for entry in [12usize, 15] {
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let (by, b) = build(&ar, entry);
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let prim = el(&b, "pgloading_eff00.prm");
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assert!(ui_layout::forced_backdrop(&b, prim), "entry {entry}");
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let order = ui_layout::derived_paint_order(&b, &by);
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assert_eq!(
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order.first().copied(),
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Some(prim.index),
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"entry {entry}: the backdrop must be painted first, not last"
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);
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}
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}
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/// 🔴 The rule quantifies over "every instant the primitive is opaque" and "every
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/// element visible then", so both halves depend on where the timeline ends and on
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/// what an element does after its own last keyframe. **The hold is not a
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/// convenience: a measured order requires it.**
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///
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/// `palogo_eff0.prm` is a SINGLE keyframe at t=0. If an element counted as *gone*
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/// after its last keyframe, the splash's backdrop would exist for one instant, no
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/// other element would be up yet, and the rule would call it free — against the
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/// order measured in the running game, which paints it first.
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///
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/// Disc-wide the choice decides **72 of 130** verdicts, so this is the load-bearing
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/// half of the rule. (Using the header's declared `+0x08` as the span instead of
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/// the elements' maximum changes **0**.)
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#[test]
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fn the_hold_after_a_final_keyframe_is_required_by_a_measured_order() {
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let Some(root) = disc_root() else {
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eprintln!("SYLPHEED_DISC unset — skipping");
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return;
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};
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let ar = PakArchive::open(root.join("dat/GP_TITLE.pak")).expect("GP_TITLE.pak");
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for entry in [10usize, 11] {
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let (_, b) = build(&ar, entry);
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let prim = el(&b, "palogo_eff0.prm");
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assert_eq!(
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prim.keyframes.len(),
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1,
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"entry {entry}: the case rests on it being static"
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);
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// With the hold — what `pose_at` does, and what the game does.
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assert!(
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ui_layout::forced_backdrop(&b, prim),
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"entry {entry}: measured painting FIRST, so the rule must force it"
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);
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// Without it, spelled out here rather than imported, so the test states
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// the counterfactual it is pinning.
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let tmax = b
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.elements
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.iter()
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.flat_map(|e| e.keyframes.iter().filter_map(|k| k.time))
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.max()
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.unwrap_or(0);
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let last =
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|e: &ui_layout::Element| e.keyframes.iter().filter_map(|k| k.time).max().unwrap_or(0);
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let alpha_no_hold = |e: &ui_layout::Element, t: u32| -> u32 {
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if t > last(e) {
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0
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} else {
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e.pose_at(t).map(|k| k.fade >> 24).unwrap_or(0)
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}
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};
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let opaque: Vec<u32> = (0..=tmax)
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.filter(|&t| alpha_no_hold(prim, t) == 255)
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.collect();
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let others: Vec<_> = b
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.elements
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.iter()
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.filter(|o| o.index != prim.index)
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.collect();
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let below = others
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.iter()
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.filter(|o| opaque.iter().any(|&t| alpha_no_hold(o, t) > 0))
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.count();
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assert_ne!(
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below,
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others.len(),
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"entry {entry}: without the hold this element would come out FREE — which is \
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why the hold is load-bearing rather than incidental"
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);
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}
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}
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/// Disc-wide: the rule must fire on a real population and never on something it
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/// cannot occlude.
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#[test]
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fn forced_backdrops_are_full_screen_and_plentiful() {
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let Some(root) = disc_root() else {
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eprintln!("SYLPHEED_DISC unset — skipping");
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return;
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};
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let mut paks: Vec<PathBuf> = std::fs::read_dir(root.join("dat"))
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.expect("dat/")
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.flatten()
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.map(|e| e.path())
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.filter(|p| p.extension().and_then(|s| s.to_str()) == Some("pak"))
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.collect();
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paks.sort();
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let (mut forced, mut prm, mut tbm) = (0usize, 0usize, 0usize);
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for p in &paks {
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let Ok(ar) = PakArchive::open(p) else {
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continue;
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};
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for e in ar.entries() {
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let Ok(by) = ar.read(e) else { continue };
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if !ratc::is_ratc(&by) {
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continue;
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}
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let Some(b) = ui_layout::parse_build(&by) else {
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continue;
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};
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for element in &b.elements {
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if !ui_layout::forced_backdrop(&b, element) {
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continue;
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}
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forced += 1;
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if element.name.ends_with(".prm") {
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prm += 1
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} else if element.name.ends_with(".tbm") {
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tbm += 1
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}
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// 🔴 Untextured only. This assertion caught the rule's real
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// limit: applied to `.t32` sprites it claimed 22 of them must
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// sort first, against their own layer keys — a sprite's element
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// alpha says nothing about its texture's coverage.
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assert!(
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element.sprite.is_none(),
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"{}: a textured sprite cannot be judged to occlude by element alpha",
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element.name
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);
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assert!(
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element.pivot_x * 2 >= b.design_w && element.pivot_y * 2 >= b.design_h,
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"{}: a quad that does not cover the screen cannot occlude it",
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element.name
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);
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}
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}
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}
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assert!(forced > 50, "expected a real population, got {forced}");
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eprintln!("{forced} keyless primitives have their position forced to first");
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// 🔴 Pin the split, so anyone tightening this rule sees what it would cost.
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// Only the `.prm` half is DECODED: a solid colour quad's fade IS its pixel, so
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// opacity and coverage are the same fact. Every `.tbm` in the set carries fade
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// `ffffffff` — a white SOLID quad painted first would make the screen white, so
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// they are textured, and element alpha does not establish their coverage.
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// Their verdicts are kept because restricting to `.prm` would send eleven
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// screens' backgrounds back to last, which is the bug this rule fixed.
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assert!(
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prm >= 40 && tbm >= 30,
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"expected roughly 42 .prm / 38 .tbm forced instances, got {prm} / {tbm} — \
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if this moved, re-read the self-refutation section of ui-forced-backdrop.md"
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);
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}
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