fix retained glyph bottom clipping

This commit is contained in:
gamer147
2026-07-30 20:29:39 -04:00
parent c9a0869dc8
commit 40da4f029c
9 changed files with 185 additions and 13 deletions

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@@ -627,7 +627,10 @@ primitive, which cannot be made equivalent by choosing another embolden constant
per-run origins, partial erase/republication, suspension, measured cursor handoff, reset, and
reconstruction. The synthesized Godot VM self-test exercises timed exact reveal and reports
`live-adv-text=retained-glyphs`; real GPU captures of SC0000 pages 1 and 7 confirm ordinary and voiced
dialogue placement/wrapping alongside the immediate speaker-name surface.
dialogue placement/wrapping alongside the immediate speaker-name surface. A 2026-07-30 clipping
follow-up keeps those native measured-cell records intact but gives transient placements a separate
vertically ink-safe source crop, because backend glyph black boxes and mode-3 outlines can extend below
the measured cell; horizontal crops remain cell-bounded to preserve reveal isolation.
6. **Migrate History and the ADV wait indicator through the same retained path. — Completed
2026-07-30.** Op `0x1d1` now rasterizes each HISTORY row into its target layout surface and publishes its
native glyph interval through ordinary `GfxState` bindings. Row reset, wheel redraw, the broad native exit
@@ -645,7 +648,8 @@ primitive, which cannot be made equivalent by choosing another embolden constant
sizes. `auto` selects exact GDI when its ACP-932 gate passes and otherwise selects the explicitly
non-pixel-exact Unicode backend; development runs can force either with `--text-backend`. Both modes pass
the same immediate/live/History retained-glyph self-test. Gameplay `Label` pools and surface-text overlay
projection are removed, so text always participates in the ordinary surface compositor.
projection are removed, so text always participates in the ordinary surface compositor. Publication uses
the transient ink-safe crop established in step 5 in both backends.
**Acceptance gates:**