Files
Sylpheed/godot-import/port/scripts/screen_view.gd
MechaCat02 f44ebced59 merge the Godot port's history into the monorepo
Brought in with a subtree merge rather than a copy, so the port's 31 commits
survive as history rather than arriving as one anonymous import. Landed under
godot-import/ and moved into the final layout in the next commit, which keeps
git's rename detection able to follow each file across the move.
2026-08-29 11:32:01 +02:00

388 lines
16 KiB
GDScript

# Draws one exported screen, either at a moment on its timeline or at the
# `rest` pose the export declares.
#
# TIMELINE is the real behaviour and the default. A keyframe is the start of a
# LINEAR ramp toward the next, and the unit of `t` comes from
# `authored/timing.json` -- it is measured, not on the disc, which is why it is
# authored and applied in exactly one place.
#
# REST reproduces what the export's `rest` field says, which is what
# `sylpheed-cli screen render` draws. It is kept so `tools/verify-screen` can
# hold both renderers to the same assumption. The two modes DISAGREE on six
# elements in this export, and the running game sides with the timeline -- see
# `docs/DECISIONS.md`.
#
# One CanvasItem draws the whole screen in `_draw`, rather than a node per
# element. The export's `paint_order` is already back-to-front, so honouring it
# is a loop; z-indexing sixteen nodes to reproduce the same order would be the
# same information expressed less directly, and would hide a tie behind Godot's
# own sibling rules.
class_name ScreenView
extends Node2D
## Skip `kind & 0x4` template instances that duplicate a plain element.
## docs/FORMAT.md: those are motion-trail ghosts and are not on screen at rest.
## The narrow form of the rule matters -- 174 elements on the disc carry the bit
## with no template to duplicate, and a blanket skip would erase them.
const KIND_TEMPLATE_INSTANCE := 0x4
enum Pose { TIMELINE, REST }
## Which pose to draw. TIMELINE walks the keyframes at `time_units`; REST draws
## the export's declared `rest` and is there for renderer-vs-renderer diffing.
var pose_mode: Pose = Pose.TIMELINE
## Position on the timeline, in the disc's own keyframe units. `t` is left raw
## everywhere; seconds appear only where `units_per_second` is applied.
var time_units: float = 0.0
var units_per_second: float = 60.0
## Duration of the ramp into the final, untimed keyframe -- the screen playing
## itself out. Authored (`authored/timing.json`): the disc has no time slot on
## that keyframe, so this is the one unknown duration per screen.
var exit_ramp_units: float = 24.0
## While true the screen holds at `rest` and never plays its exit. The
## sequencer clears it to send the screen away.
var holding: bool = true
var tree: ExportTree = null
var screen: Dictionary = {}
var textures: Dictionary = {}
var skipped: Array[String] = []
var drawn: Array[String] = []
## Which button is highlighted, by element id. P1 leaves it empty: initial focus
## was measured as unstable boot to boot (HANDOFF Q5) and picking one is an
## authored decision that belongs to P5.
var focused_id: String = ""
func load_screen(t: ExportTree, name: String) -> bool:
tree = t
screen = t.screen(name)
if screen.is_empty():
push_error(t.error)
return false
var design: Array = screen.get("design", [1280, 720])
# The export's coordinates are in this space and the viewport matches it, so
# a mismatch means the export is not what this project was built to draw.
var viewport := Vector2i(
ProjectSettings.get_setting("display/window/size/viewport_width"),
ProjectSettings.get_setting("display/window/size/viewport_height"))
if Vector2i(int(design[0]), int(design[1])) != viewport:
push_warning("screen %s is authored at %sx%s, viewport is %s" % [name, design[0], design[1], viewport])
_load_textures()
queue_redraw()
return true
func _load_textures() -> void:
textures.clear()
for element: Dictionary in screen.get("elements", []):
var paths: Array = [element.get("sprite", ""), element.get("focus_sprite", "")]
# The focus record's own elements carry their own sprites -- the ring is
# only reachable this way.
for fe: Dictionary in element.get("focus", {}).get("elements", []):
paths.append(fe.get("sprite", ""))
for rel: String in paths:
if rel != "" and not textures.has(rel):
var tex := tree.texture(rel)
if tex == null:
push_warning(tree.error)
else:
textures[rel] = tex
# `tint_rgba` is RGBA and `fade_argb` is ARGB -- different byte orders, on
# purpose, because the disc spells them differently and a silent swap looks like
# an art bug rather than a parse bug. They multiply per channel.
static func modulate_of(pose: Dictionary) -> Color:
var tint := _rgba(pose.get("tint_rgba", "0xffffffff"))
var fade := _argb(pose.get("fade_argb", "0xffffffff"))
return Color(tint.r * fade.r, tint.g * fade.g, tint.b * fade.b, tint.a * fade.a)
static func _rgba(hex: String) -> Color:
var v := hex.hex_to_int()
return Color8((v >> 24) & 0xff, (v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff)
static func _argb(hex: String) -> Color:
var v := hex.hex_to_int()
return Color8((v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff, (v >> 24) & 0xff)
## The drawn rectangle of an element at a pose.
##
## `pos` is the top-left at 1:1 and `pivot` is the anchor scale grows about, so
## the top-left moves by `-pivot*(s-1)` and the size is the natural size times
## `s`. At 100 % the pivot cancels, which is why it can be got wrong invisibly.
static func placement(pose: Dictionary, pivot: Vector2, natural: Vector2) -> Rect2:
var pos := _vec(pose.get("pos", [0, 0]))
var s := _vec(pose.get("scale", [100, 100])) / 100.0
return Rect2(pos - pivot * (s - Vector2.ONE), natural * s)
static func _vec(a: Array) -> Vector2:
return Vector2(float(a[0]), float(a[1]))
## The pose of one element at `time_units`.
##
## A group is `pre-roll -> ramp in -> HOLD -> ramp out -> post-roll`, and a
## screen that has arrived sits on the **hold**. So the timeline plays in and
## stops at `rest`, which is the decoders' identification of that hold and
## carries its own `t`.
##
## It is emphatically NOT "play to the last timed keyframe". The exit is not
## only the final untimed frame -- it can be a long run of TIMED ones. The
## title's `pteff02` holds at `t=46` with the 25 % dim quad at alpha 0x40 and
## then ramps to 0x00 by `t=236`; running to the end drops the dim and makes the
## whole screen ~13/255 too bright. That was measured against a plate-free
## capture of the running title, and it is what corrected this rule.
##
## Before the first keyframe the element holds its first pose -- the pre-roll a
## staggered menu needs, with the five buttons starting at t=28,30,32,34,36.
func pose_at(element: Dictionary, t: float) -> Dictionary:
var frames: Array = element.get("keyframes", [])
var timed: Array = []
for k: Dictionary in frames:
if k.has("t"):
timed.append(k)
if timed.is_empty():
# No timed frame at all: the group is a single static pose.
return frames[0] if not frames.is_empty() else element.get("rest", {})
# While holding, stop at the hold: past it the group is ramping out, and a
# screen that has arrived and is sitting there is not leaving.
if holding:
t = minf(t, settle_units(element))
# The exit. The final keyframe carries no `t` -- the disc has no slot for one
# -- so it is given a synthetic time `exit_ramp_units` after the last timed
# frame and then interpolated like any other. That keeps one code path: the
# difference between arriving and leaving is only how far `t` is allowed to
# run, not a second kind of animation.
#
# The whole group plays out, not just the fade quad: on the main menu
# pteff00 ramps to opaque black while the labels ramp to transparent and
# ptframe1/2 hold. Modelling the exit as a black rect over a frozen screen
# was measured and refuted -- see authored/timing.json.
var last_frame: Dictionary = frames[frames.size() - 1]
if not last_frame.has("t"):
var exit_frame := last_frame.duplicate()
exit_frame["t"] = float(timed[timed.size() - 1]["t"]) + exit_ramp_units
timed.append(exit_frame)
if t <= float(timed[0]["t"]):
return timed[0]
for i in range(timed.size() - 1):
var a: Dictionary = timed[i]
var b: Dictionary = timed[i + 1]
var t0 := float(a["t"])
var t1 := float(b["t"])
if t < t1:
# A keyframe is the start of a ramp toward the next, and the ramp is
# linear -- measured, `authored/timing.json`.
return _lerp_pose(a, b, 0.0 if t1 <= t0 else (t - t0) / (t1 - t0))
return timed[timed.size() - 1]
# Channels are integers on the disc. The running game's own fade lands on
# `round(255*k/15)`, so rounding -- not truncation -- is what was measured.
static func _lerp_pose(a: Dictionary, b: Dictionary, f: float) -> Dictionary:
return {
"pos": [_ilerp(a["pos"][0], b["pos"][0], f), _ilerp(a["pos"][1], b["pos"][1], f)],
"scale": [_ilerp(a["scale"][0], b["scale"][0], f), _ilerp(a["scale"][1], b["scale"][1], f)],
"tint_rgba": _hex_lerp(a["tint_rgba"], b["tint_rgba"], f),
"fade_argb": _hex_lerp(a["fade_argb"], b["fade_argb"], f),
"rotation_deg": _ilerp(a.get("rotation_deg", 0), b.get("rotation_deg", 0), f),
}
static func _ilerp(a: float, b: float, f: float) -> int:
return int(round(a + (b - a) * f))
# Byte-wise, so it works for both orders without knowing which one it has.
static func _hex_lerp(a: String, b: String, f: float) -> String:
var x := a.hex_to_int()
var y := b.hex_to_int()
var out := 0
for shift in [24, 16, 8, 0]:
out |= (_ilerp((x >> shift) & 0xff, (y >> shift) & 0xff, f) & 0xff) << shift
return "0x%08x" % out
## Where one element stops, in keyframe units: its hold.
##
## `rest.t` when the export gives one. An element whose `rest` carries no time is
## a single static pose, and there the last timed keyframe is the same answer.
static func settle_units(element: Dictionary) -> float:
var rest: Dictionary = element.get("rest", {})
if rest.has("t"):
return float(rest["t"])
var last := 0.0
for k: Dictionary in element.get("keyframes", []):
if k.has("t"):
last = maxf(last, float(k["t"]))
return last
## The moment the whole screen has arrived: the last element to reach its hold.
func settle_time() -> float:
var last := 0.0
for element: Dictionary in screen.get("elements", []):
last = maxf(last, settle_units(element))
return last
## The moment the screen has finished playing itself out, in keyframe units --
## the last element's final timed keyframe plus the authored exit ramp.
func exit_time() -> float:
var last := 0.0
for element: Dictionary in screen.get("elements", []):
var frames: Array = element.get("keyframes", [])
if frames.is_empty():
continue
var timed_end := 0.0
for k: Dictionary in frames:
if k.has("t"):
timed_end = maxf(timed_end, float(k["t"]))
if not frames[frames.size() - 1].has("t"):
timed_end += exit_ramp_units
last = maxf(last, timed_end)
return last
# An element is a ghost only when another element on the same screen carries the
# same id *without* the template bit -- the template it is a repeat of.
func _template_instance_ids() -> Dictionary:
var plain := {}
for element: Dictionary in screen.get("elements", []):
if int(String(element.get("kind_raw", "0x0")).hex_to_int()) & KIND_TEMPLATE_INSTANCE == 0:
plain[element.get("id", "")] = true
var ghosts := {}
for element: Dictionary in screen.get("elements", []):
var kind := int(String(element.get("kind_raw", "0x0")).hex_to_int())
if kind & KIND_TEMPLATE_INSTANCE != 0 and plain.has(element.get("id", "")):
ghosts[int(element.get("index", -1))] = true
return ghosts
## Draw one textured or solid quad, rotated about its pivot.
##
## The rotation anchor in design space is `pos + pivot`: `pos` is the top-left
## at 1:1, so the pivot point sits `pivot` in from it, and scaling about that
## point is exactly the `pos - pivot*(s-1)` rule the placement already uses.
##
## THE GAME DRAWS ROTATION. Confirmed twice by the RE agent, on different
## screens and different elements -- the title's `ptloop` sweeps declare +30/-45
## and a GPU capture submits them at +30.26/-45.28, and the main menu's focus
## ring ramps 0 -> 360 with everything else held constant, caught mid-spin in a
## capture. The comparison renderer does not draw it yet, so expect a title
## divergence that means "sylpheed-cli is behind", not "the port is broken".
##
## 🟡 The SIGN is an assumption: the decoder documents `+12` as
## clockwise-positive and Godot's 2D rotation is clockwise-positive in a y-down
## space, so this passes the value straight through. Not yet checked against a
## capture at a known angle.
func _draw_quad(tex: Texture2D, rect: Rect2, colour: Color, pivot: Vector2,
pos: Vector2, rotation_deg: float) -> void:
if is_zero_approx(rotation_deg):
if tex != null:
draw_texture_rect(tex, rect, false, colour)
else:
draw_rect(rect, colour, true)
return
var anchor := pos + pivot
draw_set_transform(anchor, deg_to_rad(rotation_deg), Vector2.ONE)
var local := Rect2(rect.position - anchor, rect.size)
if tex != null:
draw_texture_rect(tex, local, false, colour)
else:
draw_rect(local, colour, true)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
static func _rot_of(pose: Dictionary) -> float:
return float(pose.get("rotation_deg", 0))
## Draw a focus record's own elements -- the spinning ring and the bright label.
##
## 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
## keeps the two concentric; drawing it at the base position pushes it 7 px
## down-right and off-centre.
func _draw_focus(element: Dictionary) -> void:
var focus: Dictionary = element.get("focus", {})
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's rest pose. Its spin is real -- rotation_deg ramps 0 -> 360
# with position, scale and alpha all constant -- but the PERIOD is not
# established: the ramp's second keyframe is untimed, and what an untimed
# keyframe means inside a leaf (rather than at screen level, where it is
# the exit) is untested. So this holds the resting angle and does not
# invent a spin rate.
var pose: Dictionary = fe.get("rest", {})
var pivot := _vec(fe.get("pivot", [0, 0]))
var pos := _vec(pose.get("pos", [0, 0]))
_draw_quad(tex, placement(pose, pivot, tex.get_size()), modulate_of(pose),
pivot, pos, _rot_of(pose))
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)
# A focused button draws its own record instead of its base sprite.
if focused_id == 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)