Implement numbered save pair lifecycle
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@@ -849,6 +849,34 @@ public sealed class GodotAdvHost : IHost
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public (int Width, int Height) GetTextureSize(int slot)
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=> _slotDims.TryGetValue(slot, out var d) ? (d.W, d.H) : (0, 0);
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public RgbaImage? CaptureSurfacePixels(int slot)
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{
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RgbaImage? image = ResolveSurfacePixels(slot);
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return image == null
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? null
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: new RgbaImage(image.Width, image.Height, (byte[])image.Pixels.Clone());
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}
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public bool ReplaceSurfacePixels(int slot, RgbaImage image)
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{
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if (image.Width <= 0 || image.Height <= 0
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|| image.Pixels.Length != checked(image.Width * image.Height * 4))
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return false;
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lock (_imageLock)
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{
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_surfaceImages[slot] =
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new RgbaImage(image.Width, image.Height, (byte[])image.Pixels.Clone());
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_surfaceColorKeys.Remove(slot);
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}
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lock (_textLock)
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{
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_surfaceText.Remove(slot);
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_surfaceResources.Remove(slot);
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}
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_slotDims[slot] = (image.Width, image.Height);
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return true;
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}
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// Retained render model: draw-texture updates GfxState (object -> surface bind); Main._Process composites
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// the visible objects each frame in ascending-handle order. No immediate blit here.
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public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }
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