diff --git a/docs/engine-re.md b/docs/engine-re.md index 253a3b6..328e833 100644 --- a/docs/engine-re.md +++ b/docs/engine-re.md @@ -2507,12 +2507,20 @@ face so a runtime face switch cannot reuse the preceding family's synthetic-bold important Mincho/Gothic distinction on a normal Windows installation without treating the proprietary fonts as game assets. +Godot presentation now distinguishes the two shipped effect profiles. Mode 1 uses the Label shadow +layer as one effect-color glyph at the configured `(x,y)` displacement behind the primary glyph; this +also preserves Himegari's zero-offset double-composite profile instead of inventing an outline. Mode 3 +uses a symmetric outline whose size is the maximum absolute configured radius. That is a good +backend-native approximation for every shipped mode-3 call because Himegari always requests equal +`(1,1)` radii. The same style applicator covers live ADV, retained History, and surface text. Mode 2 +remains unimplemented and is unused by this game. + The remaining raster behavior is still an approximation: weight 700 uses Godot -`VariationEmbolden=1.2`, and every nonzero render mode becomes a symmetric Godot outline. Mode 1 is -therefore modeled as an outline rather than its native displaced-copy operation. Exact GDI-compatible -advances, grayscale coverage, and mode-3 edge pixels require a dedicated glyph backend (or a deliberately -calibrated approximation) behind the existing engine-owned layout/style contract. Portable configurable -face substitutions/defaults are intentionally deferred to the broader runtime configuration design. +`VariationEmbolden=1.2`, and mode 3 does not reproduce AGE's exact sampled coverage at each ellipse +angle. Exact GDI-compatible advances, grayscale coverage, and edge pixels require a dedicated glyph +backend (or a deliberately calibrated approximation) behind the existing engine-owned layout/style +contract. Portable configurable face substitutions/defaults are intentionally deferred to the broader +runtime configuration design. #### ADV wait indicator -- ops `0x73` / `0x72` (2026-07-11) diff --git a/docs/phase-a-slice-plan.md b/docs/phase-a-slice-plan.md index c07a9a4..a05b8af 100644 --- a/docs/phase-a-slice-plan.md +++ b/docs/phase-a-slice-plan.md @@ -3343,6 +3343,20 @@ design, especially for Linux/macOS where the proprietary Microsoft faces are not Focused regressions cover face changes flowing into both live and retained styles; the engine tests and Godot C# build pass. User visual acceptance passed on 2026-07-28. +## ADV text effect modes separated (2026-07-28) + +The shared Godot text-style applicator no longer treats every nonzero render mode as an outline. Mode 1 +uses the Label shadow layer to draw one effect-color glyph at the configured displacement before the +primary glyph; this includes Himegari's 43 zero-offset uses. Mode 3 uses a symmetric outline sized from +the configured radii, matching the shape of all 164 paired Himegari sites because they uniformly request +`(1,1)`. Mode 0 clears both layers, while native mode 2 remains unused and unimplemented. + +The mapping applies uniformly to live ADV runs, retained History batches, and text drawn onto retained +surfaces. A focused VM regression protects mode/color/offset propagation through live and retained style +records, and the Godot self-test applies both modes to a real Label and checks its shadow/outline theme +state. Validation: engine **431/431**, zero-warning Godot build, and threaded `SELFTEST OK` with +`text-effect-modes=ok`. User visual acceptance passed on 2026-07-28. + ## Persistence native-format reconnaissance complete (2026-07-24) The deferred save/profile ownership question now has a compatibility-mode answer. The remaining native diff --git a/docs/platform-portability.md b/docs/platform-portability.md index eec5924..91b6940 100644 --- a/docs/platform-portability.md +++ b/docs/platform-portability.md @@ -31,7 +31,7 @@ or replaced before claiming portable exports. | AGE movie decode (`0x236` scene movies; `0x20f` modal LOGO/OP/ED) | `FfmpegMovieDecoder` is the sole factory over the project-owned `native/age_movie_ffmpeg` ABI | Windows-x64 passes the complete 213-payload installed video/audio corpus gate plus audible LOGO/OP/CHAPTER playback | Add target-specific native builds and export packaging | | Movie integration | Each surface owns a unique playback-instance id; `MovieRuntime` owns `IMovieDecoder` from an injected factory; video-only streams use monotonic pacing while audio-bearing streams use the Godot output clock | Concurrent/restarted uses of one asset have independent frame/audio/completion/teardown state; managed code is no longer Windows-annotated, while only the win-x64 native bundle exists today | Add Linux/macOS native builds and smoke gates | | Movie audio | ABI v2 returns timestamped stereo float PCM; bounded managed buffering feeds a per-playback Godot `AudioStreamGenerator` and routes native movie flags to engine buses | All 29 installed audio-bearing streams decode with signal; synchronized LOGO/OP/CHAPTER playback is audibly accepted | Treat absent, distorted, or unsynchronized audio from an audio-bearing movie as a runtime bug | -| ADV font discovery/raster fidelity | Opcode `0x1a5` now reaches presentation; `godot/Main.cs` loads Windows `MS 明朝`/`MS ゴシック` from their known TTC files when available, otherwise uses the existing Japanese-font/default fallback; Godot still supplies shaping and outline synthesis | A normal Windows install now preserves Himegari's Mincho/Gothic distinction and face-specific bold caches; Linux/macOS normally lack these proprietary fonts, while advances, wrapping, boldness, and outline coverage still depend on the substitute/backend | Add configurable default and requested-face substitutions as part of the broader runtime configuration design; for portable distribution bundle licensed metric-compatible faces or define profile substitutions, then decide whether exact AGE grayscale/effect rasterization warrants a custom glyph backend | +| ADV font discovery/raster fidelity | Opcode `0x1a5` reaches presentation; `godot/Main.cs` loads Windows `MS 明朝`/`MS ゴシック` from their known TTC files when available, otherwise uses the existing Japanese-font/default fallback; native mode 1 maps to one Godot shadow glyph and shipped `(1,1)` mode 3 maps to a one-pixel outline | A normal Windows install preserves Himegari's face distinction and separate displaced-effect/outline profiles; Linux/macOS normally lack the proprietary fonts, while advances, wrapping, boldness, and exact grayscale coverage still depend on the substitute/backend | Add configurable default and requested-face substitutions as part of the broader runtime configuration design; for portable distribution bundle licensed metric-compatible faces or define profile substitutions, then decide whether exact AGE grayscale rasterization warrants a custom glyph backend | | Filesystem semantics | Several filename and containment comparisons use `OrdinalIgnoreCase`; installed assets are conventionally uppercase | Needs validation on case-sensitive filesystems; may hide casing or containment mistakes | Add Linux/macOS tests with mixed-case synthetic roots and use filesystem-appropriate containment rules | | Save/profile storage | Managed `DirectoryNativeDatStore` under Godot `user://SAVE`; native S3SD/S4SD/S3RT files and 24-bit BMP thumbnails | No Win32 path API at runtime; port saves remain isolated from the original installation | Validate replace/flush, case, permissions, and interrupted-write behavior on each export target | | Install/repository discovery | `engine/Age.Engine/Sys4/Paths.cs` finds `age-reimpl` above `AppContext.BaseDirectory` and assumes the current workspace sibling layout | Suitable for development, not packaged exports on any OS | Replace runtime discovery with a user-selected game root/profile; retain repository paths only for developer tools/tests | diff --git a/engine/Age.Engine.Tests/AdvTextOpsTests.cs b/engine/Age.Engine.Tests/AdvTextOpsTests.cs index 42cbfa2..ad02b18 100644 --- a/engine/Age.Engine.Tests/AdvTextOpsTests.cs +++ b/engine/Age.Engine.Tests/AdvTextOpsTests.cs @@ -35,6 +35,41 @@ public class AdvTextOpsTests vm.TextHistory.Records.Select(record => record.Style.FontFace)); } + [Fact] + public void TextEffectModeColorAndOffsetsFlowIntoLiveAndRetainedStyles() + { + var table = OpcodeTableJson.Load(Paths.OpcodesJson); + static Operand I(long value) => new(0, value); + static Operand S(int index) => new(2, index); + var script = ScriptAssembler.Assemble(table, "ADV_TEXT_EFFECT", + new List<(int, Operand[])> + { + (0x77, new[] { I(0x123456) }), + (0x78, new[] { I(1) }), + (0x1a4, new[] { I(2), I(-1) }), + (0x6e, new[] { I(0), S(0) }), + (0x78, new[] { I(3) }), + (0x1a4, new[] { I(1), I(1) }), + (0x6e, new[] { I(0), S(1) }), + (0x2, Array.Empty()), + }, new[] { "shadow", "outline" }); + var host = new RecordingHost(); + var vm = new VirtualMachine(script, table, host); + + vm.Run(); + + Assert.Collection(host.LiveTextRuns, + shadow => Assert.Equal((0x123456L, 1, 2, -1), + (shadow.Run.Style.EffectColor, shadow.Run.Style.RenderMode, + shadow.Run.Style.EffectOffsetX, shadow.Run.Style.EffectOffsetY)), + outline => Assert.Equal((0x123456L, 3, 1, 1), + (outline.Run.Style.EffectColor, outline.Run.Style.RenderMode, + outline.Run.Style.EffectOffsetX, outline.Run.Style.EffectOffsetY))); + Assert.Equal( + host.LiveTextRuns.Select(run => run.Run.Style), + vm.TextHistory.Records.Select(record => record.Style)); + } + [Fact] public void TextCursorAndDrawStringReachHostWithLocalStringPointer() { diff --git a/godot/Main.cs b/godot/Main.cs index cc356d9..a36f9be 100644 --- a/godot/Main.cs +++ b/godot/Main.cs @@ -1390,13 +1390,36 @@ public partial class Main : Godot.Control else label.AddThemeFontOverride("font", regularFont); label.AddThemeFontSizeOverride("font_size", fontSize); label.AddThemeColorOverride("font_color", RgbColor(style.TextColor, Colors.White)); - label.AddThemeColorOverride("font_outline_color", RgbColor(style.EffectColor, new Color(0.38f, 0.38f, 0.38f))); + Color effectColor = RgbColor(style.EffectColor, new Color(0.38f, 0.38f, 0.38f)); + AdvTextEffectTheme effect = ResolveAdvTextEffectTheme(style); + label.AddThemeColorOverride("font_outline_color", effectColor); + label.AddThemeColorOverride("font_shadow_color", effect.ShadowEnabled ? effectColor : Colors.Transparent); label.AddThemeConstantOverride("line_spacing", style.LineSpacing); - int outline = style.RenderMode == 0 ? 0 : System.Math.Max(1, - System.Math.Max(System.Math.Abs(style.EffectOffsetX), System.Math.Abs(style.EffectOffsetY))); - label.AddThemeConstantOverride("outline_size", outline); + label.AddThemeConstantOverride("outline_size", effect.OutlineSize); + label.AddThemeConstantOverride("shadow_offset_x", effect.ShadowOffsetX); + label.AddThemeConstantOverride("shadow_offset_y", effect.ShadowOffsetY); + label.AddThemeConstantOverride("shadow_outline_size", 0); } + private readonly record struct AdvTextEffectTheme( + int OutlineSize, + bool ShadowEnabled, + int ShadowOffsetX, + int ShadowOffsetY); + + private static AdvTextEffectTheme ResolveAdvTextEffectTheme(AdvTextStyle style) + => style.RenderMode switch + { + // AGE mode 1 draws one effect-color glyph at (+x,+y), then the primary glyph. + 1 => new(0, true, style.EffectOffsetX, style.EffectOffsetY), + // AGE mode 3 samples an ellipse. Himegari always uses equal (1,1) radii, for which + // Godot's symmetric outline is the closest backend-native presentation. + 3 => new(System.Math.Max(System.Math.Abs(style.EffectOffsetX), + System.Math.Abs(style.EffectOffsetY)), + false, 0, 0), + _ => new(0, false, 0, 0), + }; + private Font ResolvePresentationFont(string requestedFace, out string fontKey) { _presentationFallbackFont ??= _text.GetThemeFont("font"); @@ -2043,16 +2066,56 @@ public partial class Main : Godot.Control && System.Math.Abs(_bgm.VolumeDb) < 0.001f; _bgm.Stop(); _bgm.Stream = null; + AdvTextEffectTheme mode1 = ResolveAdvTextEffectTheme(AdvTextStyle.Default with + { + RenderMode = 1, + EffectOffsetX = 0, + EffectOffsetY = 0, + }); + AdvTextEffectTheme mode3 = ResolveAdvTextEffectTheme(AdvTextStyle.Default with + { + RenderMode = 3, + EffectOffsetX = 1, + EffectOffsetY = 1, + }); + AdvTextEffectTheme mode0 = ResolveAdvTextEffectTheme(AdvTextStyle.Default); + bool textEffectModesOk = mode1 == new AdvTextEffectTheme(0, true, 0, 0) + && mode3 == new AdvTextEffectTheme(1, false, 0, 0) + && mode0 == new AdvTextEffectTheme(0, false, 0, 0); + var textEffectSmoke = new Label(); + AddChild(textEffectSmoke); + ApplyAdvTextStyle(textEffectSmoke, AdvTextStyle.Default with + { + RenderMode = 1, + EffectColor = 0x123456, + EffectOffsetX = 2, + EffectOffsetY = -1, + }); + textEffectModesOk &= textEffectSmoke.GetThemeConstant("outline_size") == 0 + && textEffectSmoke.GetThemeConstant("shadow_offset_x") == 2 + && textEffectSmoke.GetThemeConstant("shadow_offset_y") == -1 + && textEffectSmoke.GetThemeColor("font_shadow_color").A > 0.99f; + ApplyAdvTextStyle(textEffectSmoke, AdvTextStyle.Default with + { + RenderMode = 3, + EffectColor = 0x123456, + EffectOffsetX = 1, + EffectOffsetY = 1, + }); + textEffectModesOk &= textEffectSmoke.GetThemeConstant("outline_size") == 1 + && textEffectSmoke.GetThemeColor("font_shadow_color").A < 0.01f; + textEffectSmoke.QueueFree(); ok &= launcherOk && sleepMinimumOk && inputTranslationOk && cp932WavMetadataOk - && bgmReplacementCancelsFade; + && bgmReplacementCancelsFade && textEffectModesOk; if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling); " + $"debug launcher catalog/UI smoke ({debugEntries.Count} packed scripts); " + $"sleep-min=1ms; native-key-translation=ok; cp932-wav-info=ok; " + - $"bgm-fade-replacement=ok"); + $"bgm-fade-replacement=ok; text-effect-modes=ok"); else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}; " + $"debug-launcher={launcherOk}; sleep-min={sleepMinimumOk}; " + $"native-key-translation={inputTranslationOk}; cp932-wav-info={cp932WavMetadataOk}; " + - $"bgm-fade-replacement={bgmReplacementCancelsFade}"); + $"bgm-fade-replacement={bgmReplacementCancelsFade}; " + + $"text-effect-modes={textEffectModesOk}"); GetTree().Quit(ok ? 0 : 1); }