ScreenView.exit_ramp_units defaulted to 24.0 -- the constant HANDOFF ask 2 told this port to author and that it refused, since the file's own ramp is 10 units. The authored entry was deleted as progress when the corrected record layout removed the unknown, and the default plus boot.gd's timing.get(..., 24.0) made that deletion a no-op. Both use sites are unreachable on today's export (866 keyframes, 0 untimed), so the branch is kept for an older export but no longer invents: the default is -1.0 meaning not supplied, and an untimed group now raises an error naming the screen rather than fabricating a duration. My first verification accused the change: main_menu 641941 px and extras 226009 px changed, on a branch that cannot execute and with no error raised. The cause was --screen=X --capture= firing at an uncontrolled instant -- t=9.00 in the earlier run against t=8.00 in the later one, one unit apart mid-build-in. Three runs now are byte-identical, so it is not noise; the instant is stable within a session and moves between them. Re-run with --time=1.0 pinned, old against new is byte-identical on all four screens. Records the harness limitation: --screen=X --capture= cannot be used for before/after comparison on an unsettled screen, which also explains the earlier settle-vs-rest confound. Also corrects my overstatement that other tools call the CLI -- verify-screen is the only one, checked. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
1319 lines
59 KiB
GDScript
1319 lines
59 KiB
GDScript
# Entry point.
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#
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# P1 shows one exported screen, statically, so that its pixels can be diffed
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# against `sylpheed-cli screen render` of the same build. The boot sequence
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# proper (splash -> intro -> title -> menu) is P3 and is not here.
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#
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# godot --path port -- --screen=main_menu
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# godot --path port -- --screen=main_menu --capture=/tmp/godot.png
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# godot --path port -- --screen=main_menu --time=0.5 --capture=/tmp/at-half.png
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# godot --path port -- --screen=main_menu --pose=rest --capture=/tmp/rest.png
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# godot --path port -- --screen=title --overlay=press_start --time=4
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# godot --path port -- --boot # the whole boot sequence
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# godot --path port -- --boot --film=/tmp/boot # ...and a frame every 0.25 s
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# godot --path port -- --menu # P5: navigate the menus
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# godot --path port -- --menu=extras # ...starting somewhere else
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# godot --path port -- --boot --play # boot, then hand over to P5
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# godot --path port -- --menu --script=down,down,accept,cancel --shots=/tmp/p5
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# godot --path port -- --menu --script=down,accept --audio=/tmp/p6.wav
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#
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# `--menu` is the P5 mode: the d-pad moves the cursor, (A) opens, (B) goes back.
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# `--script` drives the SAME input path with synthetic events -- it does not call
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# the navigation functions directly, because then the artifact would prove
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# nothing about whether a human's press arrives. `--shots` writes one PNG per
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# scripted step, after the screen it produced has settled.
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#
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# `--audio=` records the MASTER BUS to a WAV for the whole run. Neither container
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# has a sound card, so "does it actually play?" cannot be answered by listening --
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# but it can be answered by measurement, and an `AudioEffectRecord` on Master
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# captures the mixed output from inside a headless run with no device at all.
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# `docs/port/AUDIO-VERIFICATION.md` §2. The run PRINTS the audio driver it used,
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# because "recorded under a dummy driver" is a weaker claim than "heard" and the
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# write-up has to be able to say which one it is making.
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#
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# `--time` is in SECONDS and freezes the timeline there; without it the screen
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# animates in real time from t=0. `--pose=rest` draws the export's declared
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# resting pose instead of the timeline -- what the reference renderer draws, so
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# that a renderer-vs-renderer diff compares like with like.
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#
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# The screen is drawn into a SubViewport sized to the export's own `design`
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# rectangle and shown through a container that scales it to the window. That is
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# the same separation the project settings already make -- design space is
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# fixed, the window is not -- and it makes `--capture` exact: the PNG is the
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# design rectangle itself, never the window, so it is directly comparable with
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# `screen render`'s composite with no cropping or rescaling.
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extends Node
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const DEFAULT_SCREEN := "main_menu"
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var view: ScreenView = null
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var viewport: SubViewport = null
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var audio: MenuAudio = null
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## The second build, drawn OVER `view`. The boot title is the only place in this
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## port where two builds are on screen at once (`authored/flow.json`, the boot's
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## `title` step): build 4 presents alone and the `PRESS Ⓐ BUTTON` plate -- build
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## 2 -- arrives later.
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##
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## **They share one clock, started together, and there is no authored delay.**
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## The plate arrives at its own declared `t = 238`; build 4's visible build-in
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## ends at `t = 118`; the 120-unit difference is 2.000 s, against an oracle that
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## measured 2.138 s and 2.132 s at an emulator presenting 28.1 fps rather than
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## 30. A port running at a true 30 Hz wants the declared 120, not the wall clock.
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##
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## A second ScreenView rather than a second screen inside one, because that is
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## what "two builds at once" actually is: each has its own timeline, its own
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## textures and its own hold, and Node2D siblings already draw in tree order.
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## Teaching ScreenView about a subordinate screen would have been the same
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## information expressed less directly, and would have put an `if overlay` in
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## every method that walks elements.
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var overlay: ScreenView = null
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func _ready() -> void:
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var args := _args()
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for flag: String in ["capture", "film", "shots"]:
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if args.has(flag) and not _has_display(flag):
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get_tree().quit(4)
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return
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var export_tree := ExportTree.locate()
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if export_tree.root == "":
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push_error(export_tree.error)
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get_tree().quit(2)
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return
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# Say it before anything is drawn. A modded run that looked identical to an
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# unmodded one in the log would leave a modder with exactly one debugging
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# tool -- delete the mod and try again.
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var mods := export_tree.mod_report()
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if mods != "":
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print(mods)
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# Parsed HERE, before the first `ScreenView` is configured -- it was briefly
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# read further down and every `--screen` run silently ignored it.
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if args.has("loop-phase"):
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_loop_phase = float(args["loop-phase"])
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_flow = export_tree.authored("flow.json")
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if _flow == null and (args.has("boot") or args.has("menu")):
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push_error(export_tree.error)
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get_tree().quit(2)
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return
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if args.has("boot"):
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for step: Dictionary in _flow["boot"]:
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_sequence.append(step)
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# P6. Audio is loaded even for a static `--screen` run: it costs nothing when
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# the export has none, and a mode that silently cannot play sound is a mode
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# that hides the failure this milestone is about.
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audio = MenuAudio.new()
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add_child(audio)
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if not audio.configure(export_tree):
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push_error(audio.error)
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get_tree().quit(2)
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return
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if audio.silent():
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print("this export carries no audio -- run the exporter against a disc for P6")
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_record_to = args.get("audio", "")
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if _record_to != "":
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_start_recording()
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# In `--boot` the capture is taken at the END, not in `_ready`: the frame
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# worth having is the composited title, and `_ready` runs 150 s before it.
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if args.has("boot"):
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_capture_to = args.get("capture", "")
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_film = args.get("film", "")
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# `--film-interval=` in seconds. Configurable because the fixed 0.25 s could
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# not resolve the boot's own black hold: the transition's pure-black plateau
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# is MEASURED at 0.17-0.23 s (authored/timing.json, HANDOFF Q7), which is
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# shorter than the cadence that was meant to observe it. `verify-dwell` duly
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# reported two screens as one 93 s span and called it a regression, when the
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# black frame had simply fallen between samples.
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_film_interval = maxf(0.01, float(args.get("film-interval", "0.25")))
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_shots = args.get("shots", "")
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if args.has("script"):
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_script = args["script"].split(",", false)
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_skip_at = float(args.get("skip-at", "0"))
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# `--focus=<element id>` draws a button's focus record in a `--screen` run,
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# which otherwise focuses nothing. A diagnostic: the spinning ring is only
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# drawn on a FOCUSED button, so without this the ring can only be observed in
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# a live `--menu` run, where the film cadence jitters by up to a frame and a
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# 3-degree angular wobble swamps the "identical one period apart" check that
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# verified it at P5.
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_force_focus = args.get("focus", "")
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# P5. `--play` boots first and hands over on the title; `--menu` starts on a
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# screen directly, which is what makes an unattended run cheap -- it does not
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# sit through 137 s of intro to press a d-pad.
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_play = args.has("play") or args.has("menu")
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if _play:
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_menu = MenuFlow.new()
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if not _menu.configure(_flow):
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push_error(_menu.error)
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get_tree().quit(2)
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return
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var name: String = String(_sequence[0].get("screen", "")) if not _sequence.is_empty() \
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else args.get("menu", args.get("screen", DEFAULT_SCREEN))
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if name == "1":
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name = DEFAULT_SCREEN # bare `--menu`
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if name == "":
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name = DEFAULT_SCREEN # the sequence opens on a video; load something to size the viewport
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var screen: Dictionary = export_tree.screen(name)
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if screen.is_empty():
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push_error(export_tree.error)
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print("screens in this export: ", ", ".join(export_tree.screen_names()))
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get_tree().quit(2)
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return
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var design: Array = screen.get("design", [1280, 720])
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var container := SubViewportContainer.new()
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container.stretch = true
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container.set_anchors_preset(Control.PRESET_FULL_RECT)
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add_child(container)
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viewport = SubViewport.new()
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viewport.size = Vector2i(int(design[0]), int(design[1]))
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viewport.transparent_bg = false
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viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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container.add_child(viewport)
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view = ScreenView.new()
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# The export is a 1:1 copy of the disc's texels and elements are drawn at up
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# to 500 %. Nearest is also what the reference renderer does
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# (`ui_layout::blit` maps destination to source by integer division), so a
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# filter difference cannot masquerade as a placement difference in the diff.
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view.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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view.focused_id = args.get("focus", "")
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if args.get("pose", "") == "rest":
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view.pose_mode = ScreenView.Pose.REST
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# The keyframe unit is MEASURED, not on the disc, so it is authored and read
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# in exactly one place -- here.
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var timing: Variant = export_tree.authored("timing.json")
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if timing == null:
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push_error(export_tree.error)
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get_tree().quit(2)
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return
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view.units_per_second = float(timing["keyframe_units_per_second"])
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# The one unknown duration per screen: the ramp into the final untimed
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# keyframe. Authored, because the disc has no time slot there.
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# `exit_ramp_units` is DELETED from authored/timing.json -- under the corrected
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# record layout every pose is timed, so there is no untimed final keyframe to
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# give a synthetic time to. The default below is now unreachable rather than
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# authored, and both of ScreenView's uses are dead branches kept only so an
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# older export still loads.
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# ⚠️ The fallback is -1.0, NOT 24.0. It was 24.0 -- the constant HANDOFF ask 2
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# told this port to author and that it refused -- so deleting the authored
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# entry as progress silently reinstated the refuted number as a default.
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# Negative means "not supplied": ScreenView then declines to invent a duration
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# and says so, rather than making one up. See ScreenView.exit_ramp_units.
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view.exit_ramp_units = float(timing.get("exit_ramp_units", -1.0))
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_black_hold = float(timing.get("black_hold_units", 0.0))
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# Which focus records draw unconditionally and loop. Kept out of ScreenView's
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# own logic on purpose -- see `looping_focus` there for the census that says
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# this cannot be a rule.
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_looping = timing.get("looping_focus_records", {})
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# Called, not merely defined. A validator nobody invokes is the same defect
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# it exists to catch.
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_check_authored_invariants(timing)
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# Which decoded rules apply where. See `authored/rendering.json`.
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var rendering: Variant = export_tree.authored("rendering.json")
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_draw_leaf_for = [] if rendering == null else rendering.get("draw_leaf_for", [])
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_loop_leaf_screens = [] if rendering == null else rendering.get("loop_leaf_on_screens", [])
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# `--no-hold` plays a screen's groups PAST their rest instead of clamping each
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# element at its own `rest.t`. A diagnostic, not a mode: `rest.t` is the last
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# HOLD keyframe before the exit, not the settled state, and the only way to
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# ask "is the port's held pose what the idle game shows" is to be able to
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# render the other answer. Added when the title's 1.8 % disagreement with the
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# oracle could not be attributed without it.
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#
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# It goes HERE and not with the other flags: `view` does not exist until this
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# point, and the first version set it thirty lines too early and silently
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# rendered nothing.
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if args.has("no-hold"):
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view.holding = false
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viewport.add_child(view)
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view.looping_focus = _looping_for(name)
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view.loop_phase_units = _loop_phase
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view.draw_leaf_for = _draw_leaf_for
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view.loop_leaf = _loop_leaf_screens.has(name)
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view.focused_id = _force_focus
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if not view.load_screen(export_tree, name):
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push_error(export_tree.error)
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get_tree().quit(2)
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return
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# Not booting: `--menu` opens straight onto a screen, so the stack starts here.
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if _menu != null and _sequence.is_empty():
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_menu_enter(name, true)
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view.structural_skips.clear()
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var settle := view.settle_time()
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print("screen %s: %d elements, %d in paint order, design %dx%d, settles at t=%d (%.3f s)" % [
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name, view.screen["elements"].size(), view.screen["paint_order"].size(),
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design[0], design[1], settle, settle / view.units_per_second])
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# `--leaf-time=<seconds>` places the LEAF alone, leaving the screen settled.
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# See `ScreenView.leaf_time_units`.
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if args.has("leaf-time"):
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view.leaf_time_units = float(args["leaf-time"]) * view.units_per_second
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view.queue_redraw()
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if args.has("time"):
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_frozen = true
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# An explicit instant beats the settle instant -- see `ScreenView.frozen`.
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view.frozen = true
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view.time_units = float(args["time"]) * view.units_per_second
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view.queue_redraw()
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if _film != "":
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set_process(true)
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_film_capture()
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# `--overlay=<screen>` composites a second build immediately, without waiting
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# for a boot. It exists because the only other way to see two builds at once
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# is a 156 s `--boot`, of which 137 s is the intro movie -- which under Xvfb's
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# software Theora decode is several minutes to answer "is the plate on top of
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# the title". This raises the same second `ScreenView` by the same code path,
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# so what it photographs is the real composite and not a mock-up. It applies
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# NO delay: the delay is a measurement and lives in `authored/flow.json`,
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# where the boot reads it.
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# A boot whose FIRST step declares an overlay: `_advance` raises it for every
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# later step, and `_ready` is the one with no `_advance` in front of it.
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# Today only the last step has one, so this is a guard rather than a fix --
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# but a silently missing second build is exactly the failure P3 just spent an
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# iteration on.
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if not _sequence.is_empty() and typeof(_sequence[0].get("overlay", null)) == TYPE_DICTIONARY:
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_overlay_spec = _sequence[0]["overlay"]
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_overlay_due = 0.0
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_overlay_process(0.0)
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if args.has("overlay") and not args.has("boot"):
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_overlay_spec = {"screen": args["overlay"]}
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_overlay_due = 0.0
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_overlay_process(0.0)
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if overlay != null and args.has("time"):
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overlay.frozen = true
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overlay.time_units = float(args["time"]) * overlay.units_per_second
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overlay.queue_redraw()
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# `--boot --capture=` is deferred to the end of the sequence (`_finish_boot`),
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# and so is `--script --capture=`.
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#
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# 🔴 The second half of that was missing, and the comment here used to assert
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# the opposite -- "in every other mode the frame worth having is this one".
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# With `--script` it is emphatically not: the capture fired **before the
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# first press**, at t=0.133 s, with 10 of 16 elements still transparent, and
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# then quit. Two runs differing by two `down` presses came out BIT-IDENTICAL,
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# because neither had run its script when it was photographed.
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#
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# That is not a harmless default. It is a well-formed answer to a different
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# question, and it produced a confident wrong finding -- "runtime focus never
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# changes" -- that `--shots` immediately contradicted. A flag combination
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# that silently photographs the wrong instant is worse than one that errors.
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if args.has("capture") and _capture_to == "":
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if not _script.is_empty():
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# Defer to the end of the script, through the SAME member the boot
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# path already uses, rather than adding a second mechanism.
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_capture_to = String(args["capture"])
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else:
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await _capture(args["capture"])
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get_tree().quit(0)
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var _frozen := false
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var _flow: Variant = null
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var _menu: MenuFlow = null
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var _play := false
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var _pending: Variant = null
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## `authored/timing.json` `looping_focus_records`, keyed `<screen>/<element>`.
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var _looping: Dictionary = {}
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## `authored/rendering.json` `draw_leaf_for`.
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var _draw_leaf_for: Array = []
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## `authored/rendering.json` `loop_leaf_on_screens`.
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var _loop_leaf_screens: Array = []
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var _script: PackedStringArray = PackedStringArray()
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var _shots := ""
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## `--skip-at=SECONDS`: when to send a synthetic (A) during a movie, or 0.
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var _skip_at := 0.0
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## Units of pure black between one screen leaving and the next arriving.
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var _black_hold := 0.0
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## `--focus=<id>`: draw this element's focus record in a `--screen` run.
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var _force_focus := ""
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var _skip_sent := false
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var _script_started := false
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var _sequence: Array[Dictionary] = []
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var _player: VideoStreamPlayer = null
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var _step := 0
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var _film := ""
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var _film_frame := 0
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var _film_next := 0.0
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## Seconds between `--film` frames. See `--film-interval`.
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var _film_interval := 0.25
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var _elapsed := 0.0
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var _boot_done := false
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func _process(delta: float) -> void:
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if _frozen or view == null:
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return
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view.time_units += delta * view.units_per_second
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_elapsed += delta
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view.queue_redraw()
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_overlay_process(delta)
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if _player != null:
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# `--skip-at=SECONDS` presses (A) at a wall-clock moment DURING a movie,
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# which `--script` structurally cannot do: `_script_settled` waits while
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# `_player != null`, so a scripted walk only ever starts after the movie
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# has ended. That gap is why "does (A) skip the intro" had been read out
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# of the source rather than measured, and a human play-test then found
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# it not working.
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#
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# It goes through `Input.parse_input_event`, like `_press` -- the wiring
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# between a press and `_unhandled_input` is the thing under test, so a
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# direct call to `_video_finished` would prove nothing.
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if _skip_at > 0.0 and _elapsed >= _skip_at and not _skip_sent:
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_skip_sent = true
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print(" --skip-at: pressing (A) at %.2f s" % _elapsed)
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_press("ui_accept")
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return
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|
|
# A menu transition. This is checked BEFORE the boot sequence and outside
|
|
# its emptiness guard: `--menu` has no sequence at all, and an earlier
|
|
# version returned here, so the screen faded out and nothing ever arrived.
|
|
if _pending != null:
|
|
if view.time_units >= view.exit_time():
|
|
_menu_arrive()
|
|
return
|
|
|
|
if _sequence.is_empty():
|
|
return
|
|
|
|
# A screen holds at `rest` until it has arrived, then plays itself out and
|
|
# the next one begins. Nothing waits on a timer the disc does not carry --
|
|
# and for the two splashes that is now MEASURED to be right, not merely
|
|
# cautious. Their dwells are declared: publisher t=0..255, developer
|
|
# t=0..210, corroborated over 3 cold boots to 1.1 % on the developer. The
|
|
# port emits each declared value plus the 9-unit black hold, exactly.
|
|
#
|
|
# ⚠️ The title is the exception and it is why this loop leaves the LAST screen
|
|
# alone: build 4 declares ~120 presented frames and dwells ~1100, because its
|
|
# exit is caused by something outside its timeline. A splash's exit is caused
|
|
# by nothing, so it plays out. Do not generalise either one to the other --
|
|
# a previous revision of this comment did, in both directions.
|
|
#
|
|
# `_advance` is CAUSED by the next screen arriving, never scheduled off a
|
|
# timer, which is what the draw stream says the game does.
|
|
# `authored/flow.json` `dwell` is applied at the EXIT below, not here.
|
|
#
|
|
# 🔴 I wired it here first and it did nothing, silently -- which is the
|
|
# defect it exists to remove, reproduced while removing it. Holding longer
|
|
# after settle changes nothing, because the screen still leaves when
|
|
# `exit_time() + black_hold` arrives and the extra hold is absorbed. A dwell
|
|
# has to delay the DEPARTURE.
|
|
#
|
|
# It was read NOWHERE for eight milestones. The
|
|
# block's own text says "when a capture times the real boot, the extra hold
|
|
# per screen goes here" -- and a number placed there did nothing at all. Two
|
|
# iterations ago I asked the Decoder for measurements destined for that slot;
|
|
# had they arrived, they would have been filed into a value with no reader
|
|
# and the boot would have been unchanged, silently.
|
|
#
|
|
# It stays EMPTY. Nothing is authored into it, because the splash dwells are
|
|
# declared on the disc and measured to agree. This wires the slot so the day
|
|
# a number belongs there it has an effect, which is the opposite of adopting
|
|
# one now.
|
|
if view.holding and view.time_units >= view.settle_time():
|
|
# The LAST screen in the sequence keeps holding. A screen plays itself
|
|
# out because something is taking its place; nothing is taking the
|
|
# title's place here, and a boot that ends by fading to black is a boot
|
|
# that looks like it crashed. P4 puts the intro video in front of the
|
|
# title, and P5 gives the title somewhere to go.
|
|
if _step + 1 < _sequence.size():
|
|
view.holding = false
|
|
elif not _boot_done:
|
|
_boot_done = true
|
|
print("boot sequence complete after %.2f s, holding on %s" % [_elapsed, _sequence[_step].get("screen", _sequence[_step])])
|
|
# The plate is timed from HERE -- the moment the screen reaches its
|
|
# own hold -- and not from the frame it first appeared. That is the
|
|
# finding, not a detail: measured from first-draw the two oracle
|
|
# runs disagree by 0.48 s, because the build-in's own duration is
|
|
# the emulator's frame pacing rather than the game's clock.
|
|
if overlay != null:
|
|
# It was raised with the screen, 120 units ago. Nothing to do
|
|
# here any more -- this hook used to start an authored 2.13 s
|
|
# timer, and the timer was the bug.
|
|
pass
|
|
# P5 takes over here: the boot ends on the title and the title has
|
|
# somewhere to go. Without `--play` the run still stops, because a
|
|
# boot that ends by waiting for a key it will never get is worse
|
|
# than one that exits.
|
|
if _play:
|
|
_menu_enter(String(_sequence[_step].get("screen", "")), true)
|
|
elif _film == "" and _overlay_spec.is_empty() and _overlay_quit_at < 0.0:
|
|
get_tree().quit(0)
|
|
elif not view.holding and view.time_units >= view.exit_time() + _black_hold \
|
|
+ _dwell_for(String(_sequence[_step].get("screen", ""))):
|
|
# 🔴 THE BLACK HOLD, which this port had never implemented. A transition
|
|
# is a fade THROUGH black (HANDOFF Q7), and the pure-black plateau
|
|
# between one screen leaving and the next arriving was measured at
|
|
# 0.17-0.23 s. Filmed at 0.05 s the port fell straight from the
|
|
# publisher's fade-out into the developer logos with NO BLACK FRAME.
|
|
#
|
|
# The menus' transition quad declares black for 12 units and 12/60 =
|
|
# 0.200 s sits in the middle of the measured range -- but the boot
|
|
# splashes carry no such quad (`palogo_eff0` is one static keyframe), so
|
|
# on this path it is authored. See `authored/timing.json`.
|
|
_advance()
|
|
|
|
|
|
func _advance() -> void:
|
|
_drop_overlay()
|
|
_step += 1
|
|
var next: Dictionary = _sequence[_step]
|
|
if next.has("video"):
|
|
_play_video(String(next["video"]), bool(next.get("skippable", false)))
|
|
return
|
|
var name := String(next["screen"])
|
|
print(" -> %s at %.2f s" % [name, _elapsed])
|
|
view.holding = true
|
|
view.time_units = 0.0
|
|
view.looping_focus = _looping_for(name)
|
|
view.loop_phase_units = _loop_phase
|
|
view.draw_leaf_for = _draw_leaf_for
|
|
view.loop_leaf = _loop_leaf_screens.has(name)
|
|
if not view.load_screen(view.tree, name):
|
|
push_error(view.tree.error)
|
|
get_tree().quit(2)
|
|
return
|
|
# The second build starts WITH the first, not after it. Raised here rather
|
|
# than at the screen's settle, which is what the authored-delay version did.
|
|
var spec: Variant = next.get("overlay", null)
|
|
if typeof(spec) == TYPE_DICTIONARY:
|
|
_overlay_spec = spec
|
|
_overlay_due = _elapsed
|
|
_overlay_process(0.0)
|
|
|
|
|
|
## Play one transcoded movie, full-bleed over the screen.
|
|
##
|
|
## The port never reads WMV: the exporter transcoded this to Ogg Theora and
|
|
## recorded the exact ffmpeg command in the manifest (MISSION §6), so a modder
|
|
## who dislikes the quality re-runs one line.
|
|
func _play_video(name: String, skippable: bool) -> void:
|
|
var v := view.tree.video(name)
|
|
if v.is_empty():
|
|
push_error(view.tree.error)
|
|
get_tree().quit(2)
|
|
return
|
|
print(" -> video %s at %.2f s (%s)" % [name, _elapsed, v["path"]])
|
|
# 🔴 THE MENU BED KEEPS PLAYING UNDER THE MOVIE, AND NOBODY DECIDED THAT.
|
|
#
|
|
# `MenuAudio.stop_bed()` exists and is called from nowhere, so the music
|
|
# started on the main menu runs through the cutscene and on past it. That is
|
|
# an UNMADE DECISION, not a choice: the movie carries its own music and
|
|
# effects, so the port emits two unrelated music tracks at once, measured at
|
|
# r=0.42 for the bed inside the movie's own window (docs/port/DECISIONS.md).
|
|
#
|
|
# It is NOT silenced here, deliberately. PORT-MISSION's rule is to leave an
|
|
# unmeasured detail PLAINLY WRONG rather than plausibly invented, and this is
|
|
# the textbook case: music over a cutscene is wrong in a way any listener
|
|
# catches in one second, whereas stopping it would sound perfectly right and
|
|
# be a guess about the game nobody has watched. The audible version gets
|
|
# fixed; the plausible version ships forever.
|
|
#
|
|
# So it says so instead. Announcing the gap before opening it is what
|
|
# `skipped_chain` already does for NEW GAME.
|
|
if audio.bed_playing():
|
|
print(" 🔴 the menu bed is STILL PLAYING under this movie -- unmeasured,")
|
|
print(" left audible on purpose (BLOCKED.md: does menu music duck?)")
|
|
|
|
var stream := VideoStreamTheora.new()
|
|
stream.file = v["path"]
|
|
_player = VideoStreamPlayer.new()
|
|
_player.stream = stream
|
|
_player.expand = true
|
|
_player.set_anchors_preset(Control.PRESET_FULL_RECT)
|
|
# Into the SubViewport, not beside it. Everything this port draws composes in
|
|
# the export's own 1280x720 design space; a player parented to the Boot node
|
|
# renders to the window instead and is invisible to `--capture`, which reads
|
|
# the SubViewport. That is not only a capture artefact -- it would also put
|
|
# the movie outside the space every screen coordinate is expressed in.
|
|
viewport.add_child(_player)
|
|
_skippable = skippable
|
|
# `play()` needs the node in the tree; calling it before that is an error
|
|
# the engine reports and then ignores, which looks like a video that simply
|
|
# never starts.
|
|
await get_tree().process_frame
|
|
_player.finished.connect(_video_finished)
|
|
_player.play()
|
|
# The dialogue is a SECOND stream, started with the picture. `ADV.wmv` and
|
|
# `S00A.wmv` carry music and effects only; the voice is a separate asset the
|
|
# exporter resolves off the movie manifest. Started after `play()` and in the
|
|
# same frame, because the offset between them is zero and adding a wait here
|
|
# would be authoring a sync constant nobody measured.
|
|
if audio.play_voice(name):
|
|
print(" + voice %s" % name)
|
|
# 🔴 SAY WHAT IS MISSING, at the moment it is played.
|
|
#
|
|
# The manifest has known the voice export is incomplete for weeks and the
|
|
# runtime did not repeat it. That asymmetry is the dangerous one for
|
|
# audio: a reader of `manifest.json` gets a paragraph, and a person
|
|
# LISTENING gets clean dialogue with no way to learn a stream is absent.
|
|
# The same principle already governs NEW GAME, which announces the two
|
|
# measured screens it jumps over rather than skipping them silently.
|
|
var gap := audio.incomplete_for(name)
|
|
if gap != "":
|
|
print(" 🔴 KNOWN INCOMPLETE: %s" % gap)
|
|
else:
|
|
# Said out loud: silence is the audio failure that looks like success,
|
|
# and "this cutscene is unvoiced" is a real answer for most of the disc.
|
|
print(" no voice track for %s in this export" % name)
|
|
|
|
|
|
var _skippable := false
|
|
|
|
|
|
func _video_finished() -> void:
|
|
print(" video ended at %.2f s" % _elapsed)
|
|
# Before anything else: a voice that outlived a skipped intro would play on
|
|
# over the title screen, which is the sort of bug that sounds like a feature.
|
|
audio.stop_voice()
|
|
_player.queue_free()
|
|
_player = null
|
|
# A movie the MENU started (P7) returns to an authored screen; a movie the
|
|
# BOOT started advances the sequence. Two different owners, and conflating
|
|
# them walked the boot sequencer off the end of its own array.
|
|
if not _video_then.is_empty():
|
|
var after := _video_then
|
|
_video_then = {}
|
|
var goto := String(after.get("goto", ""))
|
|
print(" -> %s (authored: %s)" % [goto, String(after.get("kind", "authored"))])
|
|
_menu_activate({"kind": "enter", "goto": goto, "label": "after the movie"})
|
|
# `_menu_activate` only arms the transition; the screen it is leaving has
|
|
# already gone, so arrive immediately rather than fading out a movie.
|
|
if _pending != null:
|
|
_menu_arrive()
|
|
return
|
|
_advance()
|
|
|
|
|
|
## Where a menu-started movie goes when it ends. Empty for a boot-started one.
|
|
var _video_then: Dictionary = {}
|
|
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
# HANDOFF Q9, measured: one (A) press skips a movie -- the title was reached
|
|
# at 57 s against a 193 s baseline.
|
|
if _player != null:
|
|
if _skippable and (event.is_action_pressed("ui_accept") or event.is_action_pressed("ui_cancel")):
|
|
print(" video skipped at %.2f s" % _elapsed)
|
|
_player.stop()
|
|
_video_finished()
|
|
return
|
|
if _menu == null or _menu.stack.is_empty():
|
|
return
|
|
# AUTHORED, not measured: a press during a screen's fade-out is dropped.
|
|
# `authored/flow.json` says why -- nobody has watched what the game does
|
|
# here, and dropping invents less than queueing.
|
|
if _pending != null:
|
|
return
|
|
var buttons: Array = view.screen.get("buttons", [])
|
|
if event.is_action_pressed("ui_up"):
|
|
_menu_move(-1, buttons)
|
|
elif event.is_action_pressed("ui_down"):
|
|
_menu_move(1, buttons)
|
|
elif event.is_action_pressed("ui_left") or event.is_action_pressed("ui_right"):
|
|
# MEASURED, HANDOFF Q5: left/right do nothing. Written out rather than
|
|
# left unhandled so that "the game ignores it" and "we never wired it"
|
|
# are different lines of code.
|
|
pass
|
|
elif event.is_action_pressed("ui_accept"):
|
|
_menu_activate(_menu.accept(buttons), "confirm")
|
|
elif event.is_action_pressed("ui_cancel"):
|
|
_menu_activate(_menu.cancel(), "back")
|
|
|
|
|
|
func _menu_move(step: int, buttons: Array) -> void:
|
|
# MEASURED, HANDOFF Q8 + Q5: the cue fires on a press that MOVES the cursor.
|
|
# `move()` returns whether it did, so a press that changes nothing cannot
|
|
# click -- which also means left/right stay silent by construction rather
|
|
# than by a rule written twice.
|
|
if _menu.move(step, buttons):
|
|
view.focused_id = _menu.focus()
|
|
view.queue_redraw()
|
|
audio.play("move")
|
|
print(" focus -> %s" % view.focused_id)
|
|
|
|
|
|
## Act on what the flow returned. A destination starts the screen playing itself
|
|
## out; the arrival happens in `_process` when the exit ramp is done, so the
|
|
## fade is the transition HANDOFF Q7 measured and not a cut.
|
|
func _menu_activate(action: Dictionary, cue: String = "") -> void:
|
|
# AUTHORED, NOT MEASURED: the cue fires when the press does something, and
|
|
# not when nothing is bound to it. Nobody has watched the game take a dead
|
|
# press. Silence invents the less of the two -- a sound the game does not
|
|
# make is a wrong fact you can hear. `blocked` counts as doing something:
|
|
# that destination WAS measured off the running game and is missing from
|
|
# this export, not from the game. See port/scripts/menu_audio.gd.
|
|
if cue != "" and String(action.get("kind", "none")) != "none":
|
|
audio.play(cue)
|
|
match String(action.get("kind", "none")):
|
|
"enter":
|
|
print(" (%s) -> %s" % [action.get("label", ""), action["goto"]])
|
|
_pending = action
|
|
view.holding = false
|
|
"video":
|
|
# P7. Announce the gap before opening it. `skipped` names the
|
|
# MEASURED screens this export does not carry, and printing them is
|
|
# not a nicety: the port is about to show a sequence the game does
|
|
# not have, and the only thing that keeps that honest is saying so.
|
|
var skipped: Array = action.get("skipped", [])
|
|
if not skipped.is_empty():
|
|
print(" (%s) -> the real chain is %s, then the movie. Neither screen is in this export."
|
|
% [action.get("label", ""), " -> ".join(PackedStringArray(skipped))])
|
|
_video_then = action.get("after", {})
|
|
_play_video(String(action["video"]), bool(action.get("skippable", false)))
|
|
"blocked":
|
|
# A real, measured destination that is not in this export. Say which
|
|
# -- silence here would read as a dead button.
|
|
print(" (%s) opens a screen this export does not carry: %s"
|
|
% [action.get("label", ""), action.get("why", "")])
|
|
_:
|
|
pass
|
|
|
|
|
|
## Enter a screen with the menu live. `fresh` seeds the stack rather than
|
|
## replacing the top, which is what a boot handover and `--menu` both want.
|
|
func _menu_enter(name: String, fresh: bool) -> void:
|
|
if name == "" or not _menu.known(name):
|
|
push_warning("flow.json describes no screen named %s -- navigation stops here" % name)
|
|
return
|
|
if fresh:
|
|
_menu.enter(name, view.screen.get("buttons", []))
|
|
# `--focus=` wins over the authored initial focus, and it did NOT before.
|
|
#
|
|
# 🔴 The flag parsed, was stored, and was applied to `view.focused_id` at
|
|
# startup -- and then this line overwrote it on every `_menu_enter`. So on
|
|
# the `--menu` path `--focus=` did nothing at all, silently: the run logged
|
|
# `focus ptbtn01` whatever was asked for.
|
|
#
|
|
# That mattered because it made an oracle capture untestable.
|
|
# `live-main-menu-options-focused.png` is the menu with OPTIONS focused --
|
|
# the only capture in the corpus of a MEASURED focus state, where the
|
|
# harness's own `main_menu` row uses an AUTHORED initial focus standing in
|
|
# for a measurement that says initial focus is unstable (HANDOFF Q5). There
|
|
# was no way to ask the port for the state the capture shows.
|
|
#
|
|
# It is pushed into the MENU MODEL, not just the view, so that navigation
|
|
# continues from where it was forced rather than jumping back on the first
|
|
# press.
|
|
if _force_focus != "" and not _menu.stack.is_empty():
|
|
var buttons: Array = view.screen.get("buttons", [])
|
|
if buttons.has(_force_focus):
|
|
_menu.stack[_menu.stack.size() - 1]["focus"] = _force_focus
|
|
view.focused_id = _menu.focus()
|
|
view.queue_redraw()
|
|
# AUTHORED, and the weakest thing in P6: HANDOFF Q10 says nothing on the disc
|
|
# names which track a menu plays, so `authored/audio.json` picks one. It
|
|
# starts when the menu becomes live and CARRIES ACROSS submenus -- `play_bed`
|
|
# is idempotent, because music that restarts every time you press (B) is the
|
|
# kind of wrong that reads as "the audio works".
|
|
audio.play_bed("main_menu")
|
|
print(" menu on %s, focus %s" % [name, _focus_label(view.focused_id)])
|
|
if not _script.is_empty() and not _script_started:
|
|
_script_started = true
|
|
_run_script()
|
|
|
|
|
|
## The moment a screen has finished fading out and the next one takes over.
|
|
func _menu_arrive() -> void:
|
|
# The plate goes with the screen it was measured on. See `_drop_overlay`.
|
|
_drop_overlay()
|
|
var action: Dictionary = _pending
|
|
_pending = null
|
|
var name := String(action["goto"])
|
|
view.holding = true
|
|
view.time_units = 0.0
|
|
view.looping_focus = _looping_for(name)
|
|
view.loop_phase_units = _loop_phase
|
|
view.draw_leaf_for = _draw_leaf_for
|
|
view.loop_leaf = _loop_leaf_screens.has(name)
|
|
if not view.load_screen(view.tree, name):
|
|
push_error(view.tree.error)
|
|
get_tree().quit(2)
|
|
return
|
|
# 🔴 THE PLATE COMES BACK IN THE GAME, AND IT DID NOT HERE.
|
|
#
|
|
# `_drop_overlay()` at the top of this function is right -- the plate goes
|
|
# with the screen it was measured on -- but nothing ever put it back, so Ⓑ
|
|
# from the main menu landed on a BARE title. `_overlay_spec` is cleared the
|
|
# moment the overlay is raised, and only the boot sequence ever sets it.
|
|
#
|
|
# MEASURED by the Decoder 2026-08-30 (branch `auto/no-disc-and-menu-captures`,
|
|
# `docs/re/data/nav-autorepeat-and-settled-b.txt`): after Ⓑ from the menu the
|
|
# plate IS re-drawn -- pressed at 351.2 s, its pulse back at 358.5 s.
|
|
#
|
|
# ⚠️ No new constant. The delay is not authored here and must not be: the
|
|
# overlay declaration is read back out of `authored/flow.json`'s boot step
|
|
# for this screen, so the plate re-appears by the SAME path, with the same
|
|
# shared clock, as it does on boot. Whatever the boot does, the return does.
|
|
_rearm_overlay_for(name)
|
|
var buttons: Array = view.screen.get("buttons", [])
|
|
if action.get("pop", false):
|
|
# MEASURED, HANDOFF Q5: (B) restores the focus you came from.
|
|
_menu.pop()
|
|
_menu.stack[_menu.stack.size() - 1]["focus"] = String(action["restore_focus"])
|
|
view.focused_id = _menu.focus()
|
|
view.queue_redraw()
|
|
print(" menu on %s, focus restored to %s" % [name, _focus_label(view.focused_id)])
|
|
else:
|
|
_menu_enter(name, true)
|
|
|
|
|
|
## Whether this process can produce a picture at all.
|
|
##
|
|
## MEASURED here, not assumed: under `--headless` Godot's dummy renderer never
|
|
## emits `RenderingServer.frame_post_draw`, so every `await` on it blocks
|
|
## forever. `godot-headless --path port -- --screen=main_menu --capture=…`
|
|
## therefore hung with NO OUTPUT until it was killed -- the same run with
|
|
## `--quit` prints and exits, which is how the difference was isolated.
|
|
##
|
|
## That is the worst shape a failure can take in an unattended loop: it does not
|
|
## fail, it waits, and a job that waits forever reads as a job still working.
|
|
## So the flags that need a frame refuse at STARTUP and say what to run instead,
|
|
## rather than dying somewhere in the middle of a filmstrip.
|
|
func _has_display(flag: String) -> bool:
|
|
if DisplayServer.get_name() != "headless":
|
|
return true
|
|
push_error(("--%s needs a drawn frame, and --headless never draws one: " +
|
|
"Godot's dummy renderer does not emit frame_post_draw, so this would " +
|
|
"hang rather than fail. Run it under Xvfb instead:\n" +
|
|
" xvfb-run -a godot --path port -- …--%s=…") % [flag, flag])
|
|
return false
|
|
|
|
|
|
## How a focus reads in the log. The title has no focusable item at all -- it is
|
|
## a screen with no `buttons` that still takes (A) -- and an empty string there
|
|
## printed as a line that trailed off, which reads like the value went missing
|
|
## rather than like there is none.
|
|
static func _focus_label(id: String) -> String:
|
|
return id if id != "" else "(none -- this screen has no focusable item)"
|
|
|
|
|
|
func _capture(path: String) -> void:
|
|
# Two frames: the first is the one this callback is still inside of.
|
|
await RenderingServer.frame_post_draw
|
|
await RenderingServer.frame_post_draw
|
|
var img := viewport.get_texture().get_image()
|
|
print("t = %.2f units (%.3f s), pose = %s" % [
|
|
view.time_units, view.time_units / view.units_per_second,
|
|
"rest" if view.pose_mode == ScreenView.Pose.REST else "timeline"])
|
|
print("drew %d: %s" % [view.drawn.size(), ", ".join(view.drawn)])
|
|
if not view.skipped.is_empty():
|
|
print("not drawn %d: %s" % [view.skipped.size(), ", ".join(view.skipped)])
|
|
# The overlay is a second build in the same frame, so it needs its own line.
|
|
# Folding its elements into the list above would make the capture report a
|
|
# screen that does not exist; leaving it out entirely made the first
|
|
# composited capture read as though the plate had not been drawn at all.
|
|
if overlay != null:
|
|
print("overlay %s at t = %.2f units (%.3f s), drew %d: %s" % [
|
|
overlay.screen.get("name", "?"), overlay.time_units,
|
|
overlay.time_units / overlay.units_per_second,
|
|
overlay.drawn.size(), ", ".join(overlay.drawn)])
|
|
var err := img.save_png(path)
|
|
if err != OK:
|
|
push_error("cannot write %s (%d)" % [path, err])
|
|
return
|
|
print("captured %dx%d -> %s" % [img.get_width(), img.get_height(), path])
|
|
|
|
|
|
## A frame every 0.25 s for the whole run, so an unattended boot leaves a
|
|
## filmstrip behind rather than requiring someone to be watching it.
|
|
func _film_capture() -> void:
|
|
while true:
|
|
await RenderingServer.frame_post_draw
|
|
if _elapsed >= _film_next:
|
|
var img := viewport.get_texture().get_image()
|
|
img.save_png("%s_%03d.png" % [_film, _film_frame])
|
|
_film_frame += 1
|
|
_film_next += _film_interval
|
|
|
|
|
|
# Godot passes everything after `--` through untouched; take `--key=value`.
|
|
static func _args() -> Dictionary:
|
|
var out := {}
|
|
for arg in OS.get_cmdline_user_args():
|
|
if arg.begins_with("--") and arg.contains("="):
|
|
var pair := arg.substr(2).split("=", true, 1)
|
|
out[pair[0]] = pair[1]
|
|
elif arg.begins_with("--"):
|
|
out[arg.substr(2)] = "1"
|
|
return out
|
|
|
|
|
|
# ── The scripted walk ───────────────────────────────────────────────────────
|
|
#
|
|
# `--script=down,down,accept,cancel` presses those buttons in order and, with
|
|
# `--shots=`, leaves one PNG per step behind. This is the P5 artifact for an
|
|
# unattended run.
|
|
#
|
|
# It sends synthetic events through `Input.parse_input_event`, so they arrive at
|
|
# `_unhandled_input` exactly as a d-pad's would. Calling the navigation
|
|
# functions directly would have been three lines shorter and would have proved
|
|
# nothing: the thing most likely to be broken is the wiring between a press and
|
|
# the cursor, and that is the part a direct call skips.
|
|
|
|
const SCRIPT_ACTIONS := {
|
|
"up": "ui_up", "down": "ui_down", "left": "ui_left", "right": "ui_right",
|
|
"accept": "ui_accept", "a": "ui_accept", "cancel": "ui_cancel", "b": "ui_cancel",
|
|
}
|
|
|
|
## How long a single step may take before the run is called stuck, in seconds.
|
|
## A screen that never settles would otherwise hang an unattended job forever;
|
|
## the title's own timeline is 4.5 s, so this is generous rather than tuned.
|
|
const SCRIPT_STEP_TIMEOUT := 20.0
|
|
|
|
|
|
func _run_script() -> void:
|
|
if not await _script_settled("start"):
|
|
return
|
|
await _shoot("00_start")
|
|
for i in range(_script.size()):
|
|
var token := _script[i].strip_edges().to_lower()
|
|
if token.begins_with("wait:"):
|
|
# `wait:30` holds for thirty SECONDS of wall clock.
|
|
#
|
|
# Added because the port could not be asked to run for a stated
|
|
# duration at all: a bare `wait` is a no-op that returns as soon as
|
|
# the screen settles, so NOTHING that happens after the settle point
|
|
# was observable from a script. The music bed's loop is the case that
|
|
# exposed it -- an 87.7 s track whose restart nobody has ever
|
|
# watched, on a harness whose longest menu run was under seven
|
|
# seconds.
|
|
#
|
|
# It is wall clock rather than keyframe units on purpose: what it
|
|
# exists to observe are things on the AUDIO clock and the engine's,
|
|
# which are not the disc's and do not scale with `units_per_second`.
|
|
var secs := float(token.substr(5))
|
|
if secs <= 0.0:
|
|
push_error("--script: wait: needs a positive number of seconds, got %s" % token)
|
|
get_tree().quit(2)
|
|
return
|
|
print("script[%d] wait %.1f s" % [i + 1, secs])
|
|
# 🔴 WALL CLOCK, POLLED -- **not** `create_timer`, which was the
|
|
# first implementation and was wrong by 39 %.
|
|
#
|
|
# `create_timer` counts down on the frame delta. In an IDLE scene
|
|
# this container throttles hard and the delta it reports is not the
|
|
# time that passed, so a requested 30 s took **41.7 s** of real
|
|
# time while the port cheerfully reported 30. Measured against
|
|
# `date` either side of the process, with a no-wait control to
|
|
# subtract the 1.21 s of startup.
|
|
#
|
|
# ⚠️ That is idle-specific and NOT a general clock problem: over a
|
|
# whole boot, where things are animating, the port's own clock
|
|
# tracks wall clock to within 4 % (10.43 s wall against 10.82 s
|
|
# reported). The port's ANIMATION timing is fine. It is the waiting
|
|
# that was not.
|
|
#
|
|
# This matters because the only reason to hold a screen is to
|
|
# observe something on a REAL clock -- an audio loop, a timeout --
|
|
# and a timer that silently runs 39 % long would put every such
|
|
# observation at the wrong instant.
|
|
var until := Time.get_ticks_msec() + int(secs * 1000.0)
|
|
while Time.get_ticks_msec() < until:
|
|
await get_tree().process_frame
|
|
elif token == "wait":
|
|
pass
|
|
elif SCRIPT_ACTIONS.has(token):
|
|
# The elapsed clock goes in the line because a press with no timestamp
|
|
# cannot be compared against a MEASURED latency. The Decoder's Ⓑ
|
|
# figures are press-to-effect times; without this the port's own
|
|
# press time had to be guessed from the surrounding lines.
|
|
print("script[%d] %s at %.2f s" % [i + 1, token, _elapsed])
|
|
_press(String(SCRIPT_ACTIONS[token]))
|
|
else:
|
|
push_error("--script: no such step %s (have %s, wait, wait:<seconds>)"
|
|
% [token, ", ".join(SCRIPT_ACTIONS.keys())])
|
|
get_tree().quit(2)
|
|
return
|
|
# `Input.parse_input_event` is flushed with the frame, not on the call.
|
|
# Without these two frames the settle check runs while the press has not
|
|
# been delivered yet, decides nothing is moving, and photographs the
|
|
# screen the press was about to leave.
|
|
await get_tree().process_frame
|
|
await get_tree().process_frame
|
|
if not await _script_settled(token):
|
|
return
|
|
await _shoot("%02d_%s" % [i + 1, token])
|
|
print("script complete after %.2f s on %s, focus %s"
|
|
% [_elapsed, _menu.current(), _focus_label(view.focused_id)])
|
|
# The frame worth having from a scripted run is the one the script ARRIVED
|
|
# at, not the one it started from. See the note beside the early capture.
|
|
if _capture_to != "":
|
|
await _capture(_capture_to)
|
|
get_tree().quit(0)
|
|
|
|
|
|
func _press(action: String) -> void:
|
|
for down in [true, false]:
|
|
var e := InputEventAction.new()
|
|
e.action = action
|
|
e.pressed = down
|
|
Input.parse_input_event(e)
|
|
|
|
|
|
## Wait until nothing is moving: no transition pending, and the screen has
|
|
## reached its own hold. Shooting before that would photograph a fade.
|
|
func _script_settled(what: String) -> bool:
|
|
var deadline := _elapsed + SCRIPT_STEP_TIMEOUT
|
|
var playhead := -1.0
|
|
while _pending != null or _player != null or not view.holding \
|
|
or view.time_units < view.settle_time():
|
|
# A movie is not a screen that failed to settle: `S00A` runs 93.9 s and
|
|
# would trip a 20 s timeout every time (P7). But "wait as long as it
|
|
# takes" would turn a movie stuck at frame 0 into a job that hangs
|
|
# forever, which is the worse failure -- it does not fail, it waits.
|
|
#
|
|
# So the test is LIVENESS, not duration: while the playhead advances the
|
|
# deadline moves with it, and a stalled movie still trips the same 20 s.
|
|
if _player != null:
|
|
var now := _player.get_stream_position()
|
|
if now > playhead:
|
|
playhead = now
|
|
deadline = _elapsed + SCRIPT_STEP_TIMEOUT
|
|
if _elapsed > deadline:
|
|
# Stop the run. Carrying on would write a whole filmstrip of the
|
|
# screen that got stuck and call it a walk through the menus.
|
|
push_error("--script: %s never settled within %.0f s -- stopping"
|
|
% [what, SCRIPT_STEP_TIMEOUT])
|
|
get_tree().quit(3)
|
|
return false
|
|
await get_tree().process_frame
|
|
# Only a run that is about to photograph the frame needs to wait for one to
|
|
# be drawn. `--script` on its own is a navigation check and must still work
|
|
# where nothing draws -- see `_has_display`.
|
|
if _shots != "":
|
|
await RenderingServer.frame_post_draw
|
|
await RenderingServer.frame_post_draw
|
|
return true
|
|
|
|
|
|
func _shoot(label: String) -> void:
|
|
if _shots == "":
|
|
return
|
|
var path := "%s_%s.png" % [_shots, label]
|
|
var img := viewport.get_texture().get_image()
|
|
# Write to a temp name and rename on completion: another agent probing a
|
|
# file this is still writing gets a confident wrong number.
|
|
var tmp := path + ".part"
|
|
if img.save_png(tmp) != OK:
|
|
push_error("cannot write %s" % tmp)
|
|
return
|
|
DirAccess.rename_absolute(tmp, path)
|
|
print(" shot %s (%s, focus %s)" % [path, _menu.current(), _focus_label(view.focused_id)])
|
|
|
|
|
|
# ── Recording the master bus ──────────────────────────────────────────────────
|
|
#
|
|
# `docs/port/AUDIO-VERIFICATION.md` §2. This is what closes the loop that file
|
|
# opens: comparing an exported Ogg against the disc proves the ASSET is right and
|
|
# says nothing about whether the engine ever reached it. A WAV captured off the
|
|
# Master bus proves both, and needs no sound card to do it.
|
|
#
|
|
# It is saved in `_exit_tree` rather than beside each `quit()` because there are
|
|
# eight of those and the one that would get missed is an error path -- exactly
|
|
# the run whose audio somebody wants to look at.
|
|
|
|
var _record_to := ""
|
|
var _record: AudioEffectRecord = null
|
|
|
|
|
|
func _start_recording() -> void:
|
|
var bus := AudioServer.get_bus_index("Master")
|
|
_record = AudioEffectRecord.new()
|
|
AudioServer.add_bus_effect(bus, _record)
|
|
_record.set_recording_active(true)
|
|
print("recording the Master bus to %s (audio driver: %s)" % [_record_to, MenuAudio.driver()])
|
|
|
|
|
|
func _exit_tree() -> void:
|
|
if _record == null:
|
|
return
|
|
_record.set_recording_active(false)
|
|
var wav := _record.get_recording()
|
|
_record = null
|
|
if wav == null:
|
|
push_error("--audio: the Master bus recorded nothing at all")
|
|
return
|
|
# Write to a temp name and rename on completion, as everything else in this
|
|
# project does: another agent probing a file still being written gets a
|
|
# confident wrong duration rather than an error.
|
|
#
|
|
# ⚠️ The temp name ends in `.wav`, and that is not cosmetic. `save_to_wav`
|
|
# APPENDS `.wav` when the path does not already end in it, so `p6.wav.part`
|
|
# silently became `p6.wav.part.wav` -- and the rename below then failed to
|
|
# find its source and returned an error nobody read, leaving a run that
|
|
# printed success beside a file that was not there. This is the same bug the
|
|
# exporter's `run_ffmpeg` had in a different dialect: a temp-name convention
|
|
# must preserve the extension, because tools dispatch on it.
|
|
var tmp := _record_to + ".part.wav"
|
|
if wav.save_to_wav(tmp) != OK:
|
|
push_error("--audio: cannot write %s" % tmp)
|
|
return
|
|
var moved := DirAccess.rename_absolute(tmp, _record_to)
|
|
if moved != OK:
|
|
# Say so rather than print the success line below. A rename that fails
|
|
# quietly is worse than one that fails loudly: the caller measures a
|
|
# path that does not exist and reads "no such file" as "no audio".
|
|
push_error("--audio: wrote %s but could not rename it to %s (%d)"
|
|
% [tmp, _record_to, moved])
|
|
return
|
|
print("recorded %.3f s of Master bus -> %s (driver %s)"
|
|
% [float(wav.data.size()) / float(wav.mix_rate * 2 * (2 if wav.stereo else 1)),
|
|
_record_to, MenuAudio.driver()])
|
|
|
|
|
|
# ── The second build ─────────────────────────────────────────────────────────
|
|
|
|
## The overlay the current boot step owes, if it has not been raised yet.
|
|
var _overlay_spec: Dictionary = {}
|
|
## Where a STATIC overlay's own clock starts, and the main view's clock then.
|
|
var _overlay_t0 := 0.0
|
|
var _overlay_view_t0 := 0.0
|
|
## Wall-clock second at which it is raised, measured from the screen's settle.
|
|
var _overlay_due: float = 0.0
|
|
## `--loop-phase=<units>` pins the looping record's phase. Negative is
|
|
## free-running, which is the default and what a player gets. Only the
|
|
## regression harness passes it -- see `ScreenView.loop_phase_units`.
|
|
var _loop_phase: float = -1.0
|
|
|
|
|
|
func _overlay_process(delta: float) -> void:
|
|
if overlay != null:
|
|
# ONE CLOCK. Not `+= delta * ups` on each independently: they would drift
|
|
# apart by a frame here and there, and the whole content of the finding
|
|
# is that the 120 units between build 4's last ramp and the plate's
|
|
# `a=255` is a fixed interval on a shared timeline.
|
|
# 🔴 A STATIC overlay poses at ITS OWN ARRIVAL, not at the shared clock.
|
|
#
|
|
# `--screen=X --overlay=Y` has no sequence driving it, so `view` sits at
|
|
# its settle instant while this line pushed the *raw elapsed* clock into
|
|
# the overlay -- 9 units at the moment `--capture` fires. For
|
|
# `press_start` that is alpha 0 (transparent until t=214, opaque only at
|
|
# t=236-238), so the one flag whose purpose is "put the plate on the
|
|
# title" drew NOTHING and reported `drew 0`. It read as a title with no
|
|
# plate, which is what anyone would conclude.
|
|
#
|
|
# It cost a measurement: against `live-title-press-a.png` every sweep
|
|
# phase gave a flat ~1.0 % floor, and the residual was a row of
|
|
# glyph-sized blobs on the plate's own position. Posed properly the same
|
|
# comparison is 0.00093 %.
|
|
#
|
|
# In a `--boot` sequence the shared clock is the whole point -- the 120
|
|
# units between build 4's last ramp and the plate's a=255 is a fixed
|
|
# interval on ONE timeline -- so that path is untouched.
|
|
if _sequence.is_empty():
|
|
# 🔴 A static overlay STARTS at its arrival and then ADVANCES. It used
|
|
# to be pinned there on every frame, which was this fix overshooting.
|
|
#
|
|
# Pinning fixed the original defect -- `--screen=X --overlay=Y` pushed
|
|
# the raw elapsed clock in, 9 units at capture, and `press_start` drew
|
|
# nothing -- but it replaced a frozen-too-early overlay with a
|
|
# frozen-at-arrival one. `--screen=X` animates X; freezing Y while
|
|
# animating X is an inconsistency in one command, and the plate pulse
|
|
# is what made it visible: the plate oscillates on the boot path and
|
|
# sat flat here, which reads as a regression and is not one.
|
|
#
|
|
# Offset, not pinned: the overlay begins at its own settle and takes
|
|
# the same delta the main view takes.
|
|
overlay.time_units = _overlay_t0 + (view.time_units - _overlay_view_t0)
|
|
else:
|
|
overlay.time_units = view.time_units
|
|
overlay.queue_redraw()
|
|
if _overlay_quit_at >= 0.0 and _elapsed >= _overlay_quit_at:
|
|
print("boot ends on %s + %s at %.2f s"
|
|
% [view.screen.get("name", "?"), overlay.screen.get("name", "?"), _elapsed])
|
|
_overlay_quit_at = -1.0
|
|
_finish_boot()
|
|
return
|
|
if _overlay_spec.is_empty() or _elapsed < _overlay_due:
|
|
return
|
|
_raise_overlay(String(_overlay_spec.get("screen", "")))
|
|
|
|
|
|
## Re-arm the overlay a screen declares in the authored boot sequence.
|
|
##
|
|
## Used when the MENU arrives at a screen, not just when the boot walks onto it.
|
|
## It looks the declaration up rather than naming `press_start`, so a screen that
|
|
## gains an overlay in `authored/flow.json` gets it on both paths at once and
|
|
## this function needs no edit.
|
|
func _rearm_overlay_for(name: String) -> void:
|
|
if _flow == null or not (_flow as Dictionary).has("boot"):
|
|
return
|
|
for step: Dictionary in _flow["boot"]:
|
|
if String(step.get("screen", "")) != name:
|
|
continue
|
|
var spec: Variant = step.get("overlay", null)
|
|
if typeof(spec) == TYPE_DICTIONARY:
|
|
_overlay_spec = spec
|
|
_overlay_due = _elapsed
|
|
_overlay_process(0.0)
|
|
return
|
|
|
|
|
|
## Composite a second build over the first.
|
|
##
|
|
## It starts at `time_units = 0` and plays its OWN group, so the plate rises and
|
|
## fades in exactly as the disc declares -- alpha 0x00 at t=214, 0xff by t=238 --
|
|
## rather than appearing as a cut. `holding` then parks it at its settle, which
|
|
## for this build is the visible pose.
|
|
##
|
|
## ⚠️ It does NOT pulse, and that is a decision with arithmetic behind it rather
|
|
## than an omission. See `authored/flow.json`, `no_pulse_why`.
|
|
func _raise_overlay(name: String) -> void:
|
|
var spec := _overlay_spec
|
|
_overlay_spec = {}
|
|
if name == "":
|
|
return
|
|
overlay = ScreenView.new()
|
|
overlay.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
|
|
overlay.units_per_second = view.units_per_second
|
|
overlay.exit_ramp_units = view.exit_ramp_units
|
|
overlay.looping_focus = _looping_for(name)
|
|
overlay.loop_phase_units = _loop_phase
|
|
overlay.draw_leaf_for = _draw_leaf_for
|
|
overlay.loop_leaf = _loop_leaf_screens.has(name)
|
|
overlay.holding = true
|
|
overlay.time_units = 0.0
|
|
if not overlay.load_screen(view.tree, name):
|
|
push_error(view.tree.error)
|
|
overlay.queue_free()
|
|
overlay = null
|
|
return
|
|
# After `view`, so it draws over it: Node2D siblings paint in tree order and
|
|
# the export's own `paint_order` only orders WITHIN a build.
|
|
viewport.add_child(overlay)
|
|
_overlay_t0 = overlay.settle_time()
|
|
_overlay_view_t0 = view.time_units
|
|
print(" overlay %s raised at %.2f s, %d element(s), settles at t=%d"
|
|
% [name, _elapsed, overlay.screen.get("elements", []).size(), int(overlay.settle_time())])
|
|
# A boot with no menu to hand over to has now finished: it was held open for
|
|
# this. Give the plate its own group time to play before leaving, so the
|
|
# artifact shows the composited state rather than the frame it began on.
|
|
var visible_at := overlay.settle_time() / overlay.units_per_second
|
|
# `--screen --overlay=` uses the same code path as a fast check and must not
|
|
# narrate a sequence it is not running: a log line that lies is worse than
|
|
# no log line.
|
|
if _sequence.is_empty():
|
|
return
|
|
print(" plate reaches full alpha at t=%d (%.2f s on the shared clock), \
|
|
120 units after build 4's last build-in ramp at t=118"
|
|
% [int(overlay.settle_time()), visible_at])
|
|
if not _play and _film == "":
|
|
# The LATER of the two, not the overlay's alone. The plate arrives at
|
|
# t=238 and build 4 is still fading up from black until t=261 -- its
|
|
# `pteff00` quad is 7 % opaque at 243 -- so quitting when the plate
|
|
# lands photographs a title that has not finished presenting. The first
|
|
# capture taken this way was visibly darker than the one before it, and
|
|
# nothing in the log said why.
|
|
var ends_at := maxf(view.settle_time(), overlay.settle_time()) / view.units_per_second
|
|
_overlay_quit_at = _elapsed - (view.time_units / view.units_per_second) + ends_at
|
|
print(" boot ends at %.2f s, once both builds have arrived (t=%d)"
|
|
% [_overlay_quit_at, int(maxf(view.settle_time(), overlay.settle_time()))])
|
|
# `spec` is read only for the log; the reasoning lives in flow.json where a
|
|
# reader looking for a decision will find it.
|
|
if spec.has("why"):
|
|
print(" why: %s" % String(spec["why"]).substr(0, 96))
|
|
|
|
|
|
var _overlay_quit_at: float = -1.0
|
|
|
|
|
|
## Take the overlay away with the screen it belongs to.
|
|
##
|
|
## The plate was measured on the BOOT title only. Whether it is there when the
|
|
## title is reached again -- (B) from the main menu, or after the attract movie
|
|
## -- is not measured, so leaving it up would be claiming something nobody has
|
|
## watched. `authored/flow.json` says the same thing in the step's `scope_why`.
|
|
func _drop_overlay() -> void:
|
|
_overlay_spec = {}
|
|
_overlay_quit_at = -1.0
|
|
if overlay != null:
|
|
overlay.queue_free()
|
|
overlay = null
|
|
|
|
|
|
## End a `--boot` run, photographing the composited end state first if asked.
|
|
##
|
|
## `--capture` used to be a `--screen`-only flag, taken in `_ready`. The boot had
|
|
## no artifact of its own except a whole `--film` filmstrip, which is 600+ PNGs
|
|
## to answer one question: is the plate on top of the title at the end. This
|
|
## takes that one frame.
|
|
func _finish_boot() -> void:
|
|
if _capture_to != "":
|
|
await _capture(_capture_to)
|
|
get_tree().quit(0)
|
|
|
|
|
|
var _capture_to := ""
|
|
|
|
|
|
## The authored looping-focus entries that apply to one screen.
|
|
##
|
|
## The table is keyed `<screen>/<element>` so a reader can see at a glance which
|
|
## screen an entry belongs to -- `ptbtn00` exists on more than one build, and an
|
|
## entry that silently applied to all of them would be a rule again.
|
|
func _looping_for(screen_name: String) -> Dictionary:
|
|
var out := {}
|
|
for key: String in _looping.keys():
|
|
if key == "_":
|
|
continue
|
|
var parts := key.split("/", true, 1)
|
|
if parts.size() == 2 and parts[0] == screen_name:
|
|
out[parts[1]] = _looping[key]
|
|
return out
|
|
|
|
|
|
## Extra hold for one screen, in units, from `authored/flow.json` `dwell`.
|
|
##
|
|
## Zero unless a measurement is authored. A value here is an ADDITION to the
|
|
## screen's own declared group, not a replacement for it.
|
|
func _dwell_for(screen_name: String) -> float:
|
|
if _flow == null or not (_flow is Dictionary):
|
|
return 0.0
|
|
var table: Variant = (_flow as Dictionary).get("dwell", {})
|
|
if not (table is Dictionary):
|
|
return 0.0
|
|
var v: Variant = (table as Dictionary).get(screen_name, 0.0)
|
|
return float(v) if (v is float or v is int) else 0.0
|
|
|
|
|
|
## Check the authored values this port CANNOT act on, and fail loudly if one
|
|
## changes.
|
|
##
|
|
## `left_right`, `input_during_transition` and `ramp` are authored with reasons
|
|
## and read by nothing -- the behaviour they describe is hardcoded. That is
|
|
## defensible for a record and dangerous for a switch, and they are written like
|
|
## switches: someone setting `left_right` to "move" would change nothing and get
|
|
## no warning.
|
|
##
|
|
## So rather than invent the missing implementations, the port ASSERTS the value
|
|
## it was built against. Changing one now produces an error naming the file
|
|
## instead of silence, which is the distinction the `why` for `left_right`
|
|
## claims to be making -- "the game ignores it" and "we never wired it" are
|
|
## different lines of code -- and which was not actually being made.
|
|
func _check_authored_invariants(timing: Dictionary) -> void:
|
|
var nav: Variant = (_flow as Dictionary).get("navigation", {}) if _flow is Dictionary else {}
|
|
if nav is Dictionary:
|
|
var lr := String((nav as Dictionary).get("left_right", "nothing"))
|
|
if lr != "nothing":
|
|
push_error("authored/flow.json navigation.left_right is \"%s\"; this port implements only \"nothing\"" % lr)
|
|
var idt := String((nav as Dictionary).get("input_during_transition", "ignored"))
|
|
if idt != "ignored":
|
|
push_error("authored/flow.json navigation.input_during_transition is \"%s\"; this port implements only \"ignored\"" % idt)
|
|
var ramp := String(timing.get("ramp", "linear"))
|
|
if ramp != "linear":
|
|
push_error("authored/timing.json ramp is \"%s\"; ScreenView interpolates linearly and has no other mode" % ramp)
|