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Sylpheed/port/project.godot
Sylpheed port agent 3d12498550 port: Godot draws an exported screen at its resting pose
P1. The project reads only `export/` -- the manifest, a screen's JSON and its
PNGs -- and draws every element at `rest`, in the export's own `paint_order`.

Three choices worth the words:

* `ExportTree` addresses screens by manifest NAME, never by path, and checks
  `format` on the manifest and on each screen before drawing. Textures are
  decoded from bytes at runtime rather than Godot-imported: `export/` is
  gitignored and regenerated wholesale, and a `.import` per sprite would be
  derived state next to derived state, invalidated on every re-export.

* One CanvasItem draws the whole screen. `paint_order` is already back-to-front,
  so honouring it is a loop; spreading it across sixteen nodes' z-indices would
  hide the one unresolved thing about that order -- the ties -- behind Godot's
  sibling rules.

* The screen renders into a SubViewport sized to the export's `design` rect.
  Capturing the window instead gave 1280x720 of screen minus a window manager's
  title bar: 1235x695. A gate that rescales that to compare against a 1280x720
  composite is measuring the compositor.

Nearest-neighbour filtering, because the export is a 1:1 copy of the disc's
texels, elements draw at up to 500 %, and it is what `ui_layout::blit` does --
so a filter difference cannot masquerade as a placement difference in the diff.

No keyframe interpolation and no focus state: both depend on constants that are
MEASURED rather than decoded (HANDOFF Q1, Q5), and a pixel-diff gate must not
have one of those inside it. P2 and P5.
2026-08-28 19:31:03 +00:00

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; Godot 4 project for the Sylpheed menu shell.
;
; It reads ONLY the open asset tree produced by crates/sylpheed-export -- no
; disc formats, no GDExtension, no Rust. See ../docs/MISSION.md.
config_version=5
[application]
config/name="Sylpheed"
config/features=PackedStringArray("4.3")
run/main_scene="res://scenes/boot.tscn"
[display]
; The screens are authored at 1280x720 and every coordinate in the export is in
; that space, so the viewport matches it exactly and scaling happens once, at
; the window edge.
window/size/viewport_width=1280
window/size/viewport_height=720
window/stretch/mode="canvas_items"
window/stretch/aspect="keep"
[rendering]
; The screens carry their own background; anything the export does not paint is
; black, which is what `sylpheed-cli screen render --black` composites over and
; therefore what a capture is comparable against.
environment/defaults/default_clear_color=Color(0, 0, 0, 1)