feat(a2b): screen-backbuffer blit compositor + real GetTextureSize
Godot host: source images kept per slot with dims read from the BMP header on the VM thread (synchronous, so the bytecode's geometry math sees real sizes); draw-texture blits src rect -> dst into one 800x600 canvas in execution order, shown by a single TextureRect. Selftest byte-parity preserved. Slot 0 = primary/screen surface: seed its dims to 800x600 (the boot-time create-texture the single-scene harness skips) and record create-texture(w,h), so the first CG's anchor-preserve math stays an identity instead of corrupting the persistent base globals. Fixes the grey-first-CG opening. Verified: SC0000 pages 1/3 composite the opening event CG at (0,0) with dialogue over it. Also adds a --shot <png> [--shot-page N] dev capture to Main (page-gated on a VM-thread counter) for headless visual verification. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -7,8 +7,9 @@ using Age.Engine.Vm;
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public partial class Main : Godot.Control
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{
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private Control _stage = null!; // texture layer (behind the text)
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private readonly Dictionary<int, TextureRect> _slots = new();
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private TextureRect _screenView = null!; // shows the composited screen backbuffer
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private Image _screen = null!; // 800x600 immediate-mode canvas
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private ImageTexture _screenTex = null!;
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private Label _text = null!;
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private Label _status = null!;
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private AudioStreamPlayer _bgm = null!; // looping background music
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@@ -18,14 +19,26 @@ public partial class Main : Godot.Control
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private volatile bool _done;
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private bool _ended;
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private bool _selftest;
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private string? _shotPath; // --shot <png>: capture a page then quit (dev tool)
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private int _shotPage = 1; // --shot-page <n>: which page to capture (default 1)
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private volatile int _pageCount;
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private int _shotSettle;
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private bool _shotDone;
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public override void _Ready()
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{
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// texture stage, added first so it draws BEHIND the dialogue text
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_stage = new Control();
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_stage.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_stage.MouseFilter = MouseFilterEnum.Ignore;
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AddChild(_stage);
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// Screen backbuffer: one 800x600 canvas that draw-texture blits into, shown behind the dialogue.
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_screen = Image.CreateEmpty(800, 600, false, Image.Format.Rgba8);
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_screenTex = ImageTexture.CreateFromImage(_screen);
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_screenView = new TextureRect
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{
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Texture = _screenTex,
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ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
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StretchMode = TextureRect.StretchModeEnum.Scale,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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_screenView.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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AddChild(_screenView); // added first -> draws behind the text/status labels
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_text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart };
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_text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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@@ -57,7 +70,13 @@ public partial class Main : Godot.Control
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AddChild(_bgm);
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AddChild(_voice);
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_selftest = System.Array.IndexOf(OS.GetCmdlineUserArgs(), "--selftest") >= 0;
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var userArgs = OS.GetCmdlineUserArgs();
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_selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0;
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for (int i = 0; i < userArgs.Length; i++)
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{
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if (userArgs[i] == "--shot" && i + 1 < userArgs.Length) _shotPath = userArgs[i + 1];
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if (userArgs[i] == "--shot-page" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _shotPage);
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}
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table);
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@@ -67,10 +86,26 @@ public partial class Main : Godot.Control
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if (_selftest)
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_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } });
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// --shot: auto-advance up to (but not past) the target page, then _Process captures + quits.
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if (_shotPath != null)
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_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting && _host.Pages < _shotPage) _host.SignalInput(); await Task.Delay(1); } });
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}
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public override void _Process(double delta)
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{
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// --shot: once the target page is composed and parked at wait-for-input, settle a few frames then grab it.
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if (_shotPath != null && !_shotDone && (_host.Pages >= _shotPage && _host.IsWaiting || _done))
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{
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if (++_shotSettle >= 3)
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{
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_shotDone = true;
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var img = GetViewport().GetTexture().GetImage();
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img.SavePng(_shotPath);
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GD.Print($"SHOT saved page {_pageCount} -> {_shotPath}");
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GetTree().Quit(0);
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}
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return;
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}
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if (_done && !_ended)
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{
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_ended = true;
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@@ -92,28 +127,24 @@ public partial class Main : Godot.Control
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public override void _ExitTree() { _host?.SignalInput(); }
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// ---- UI methods invoked on the main thread via CallDeferred ----
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// Composite a resolved texture into a slot at (x,y) sized (w,h). One TextureRect per slot,
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// layered in draw order (backgrounds are drawn before sprites, so they sit behind).
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public void DrawSlot(int slot, string bmpPath, int x, int y, int w, int h)
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// Blit a source BMP (src rect) onto the screen backbuffer at (dstX,dstY), then refresh the display
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// texture. Execution order == paint order, so later draws (sprites) land over earlier ones (bg).
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public void BlitSlot(string bmpPath, int srcX, int srcY, int w, int h, int dstX, int dstY)
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{
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var img = new Image();
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var err = img.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath));
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if (err != Error.Ok) { GD.Print($"BMP load failed {bmpPath}: {err}"); return; }
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if (!_slots.TryGetValue(slot, out var tr))
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{
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tr = new TextureRect
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{
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ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
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StretchMode = TextureRect.StretchModeEnum.Scale,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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_stage.AddChild(tr);
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_slots[slot] = tr;
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}
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tr.Texture = ImageTexture.CreateFromImage(img);
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tr.Position = new Vector2(x, y);
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tr.Size = new Vector2(w > 0 ? w : img.GetWidth(), h > 0 ? h : img.GetHeight());
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tr.Visible = true;
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var src = new Image();
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if (src.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath)) != Error.Ok)
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{ GD.Print($"BMP load failed {bmpPath}"); return; }
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if (src.GetFormat() != Image.Format.Rgba8) src.Convert(Image.Format.Rgba8);
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// Clamp the source rect to the image; a zero/negative size falls back to the full image.
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int sw = w > 0 ? w : src.GetWidth();
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int sh = h > 0 ? h : src.GetHeight();
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sw = System.Math.Min(sw, src.GetWidth() - srcX);
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sh = System.Math.Min(sh, src.GetHeight() - srcY);
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if (sw <= 0 || sh <= 0) return;
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_screen.BlitRect(src, new Rect2I(srcX, srcY, sw, sh), new Vector2I(dstX, dstY));
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_screenTex.Update(_screen);
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}
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// Load an OGG off disk and play it. BGM loops; voice plays once, cutting off any prior line.
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@@ -136,7 +167,7 @@ public partial class Main : Godot.Control
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}
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public void AppendLine(string text) => _text.Text += text + "\n";
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public void PageBreak() => _status.Text = "▼ click / Enter";
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public void PageBreak() { _pageCount++; _status.Text = "▼ click / Enter"; }
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public void ClearPage() { _text.Text = ""; _status.Text = ""; }
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public void ShowEnd() => _status.Text = "— end —";
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