Implement native ADV retained text
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@@ -18,10 +18,17 @@ public sealed class GodotAdvHost : IHost
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private readonly GodotTimelineLog? _timeline;
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private readonly System.Threading.AutoResetEvent _frameSignal = new(false);
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private volatile bool _stopping;
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private readonly object _textLock = new();
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private readonly Dictionary<int, SurfaceTextDraw> _surfaceText = new();
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private string _advText = "";
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private int _advTextX = 100, _advTextY = 47;
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private long _advTextStartedMs;
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private bool _advTextForceComplete;
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private GfxState? _foregroundGfx;
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public volatile bool IsWaiting;
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public volatile bool IsTransitionWaiting;
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public volatile bool IsSleeping;
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public volatile bool IsTextRevealing;
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private int _presentRequested = 1;
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private long _transitionStartedAtMs = -1;
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public long TransitionStartedAtMs => System.Threading.Interlocked.Read(ref _transitionStartedAtMs);
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@@ -37,9 +44,56 @@ public sealed class GodotAdvHost : IHost
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public void ShowText(int offset, string text)
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{
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Captured.Add((offset, text));
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_main.CallDeferred("AppendLine", text);
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lock (_textLock)
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{
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_advText = text;
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_advTextStartedMs = _clock.NowMs;
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_advTextForceComplete = false;
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IsTextRevealing = text.Length > 0;
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}
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_timeline?.State("text-reveal", new()
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{
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["offset"] = $"0x{offset:x}", ["x"] = _advTextX, ["y"] = _advTextY,
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["glyphs"] = text.Length, ["delay_ms"] = 50,
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});
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while (IsTextRevealing && !_stopping)
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{
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lock (_textLock)
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{
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if (_advTextForceComplete || _clock.NowMs - _advTextStartedMs >= text.Length * 50L)
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IsTextRevealing = false;
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}
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if (IsTextRevealing) _frameSignal.WaitOne(50);
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}
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_timeline?.State("running", new() { ["text_reveal_complete"] = true });
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}
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public void SetAdvTextCursor(int layoutSlot, int x, int y)
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{
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lock (_textLock) { _advTextX = x; _advTextY = y; }
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_timeline?.Event("text-cursor", new() { ["slot"] = layoutSlot, ["x"] = x, ["y"] = y });
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}
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public void DrawStringToSurface(int surfaceSlot, int x, int y, string text)
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{
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lock (_textLock) _surfaceText[surfaceSlot] = new SurfaceTextDraw(x, y, text);
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_timeline?.Event("draw-string", new() { ["surface"] = surfaceSlot, ["x"] = x, ["y"] = y, ["text"] = text });
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}
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public (string Text, int X, int Y, int VisibleGlyphs, bool Revealing) SnapshotAdvText()
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{
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lock (_textLock)
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{
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int visible = _advTextForceComplete || !IsTextRevealing
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? _advText.Length
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: (int)System.Math.Clamp((_clock.NowMs - _advTextStartedMs) / 50L + 1, 0, _advText.Length);
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return (_advText, _advTextX, _advTextY, visible, IsTextRevealing);
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}
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}
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public bool TryGetSurfaceText(int surfaceSlot, out SurfaceTextDraw draw)
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{ lock (_textLock) return _surfaceText.TryGetValue(surfaceSlot, out draw); }
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public volatile int Pages; // VM-thread page counter (incremented before IsWaiting so shot-gating can't race)
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public void WaitForInput()
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@@ -51,6 +105,12 @@ public sealed class GodotAdvHost : IHost
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_gate.Wait();
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IsWaiting = false;
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_timeline?.State("running", new() { ["input"] = "auto-or-user" });
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lock (_textLock)
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{
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_advText = "";
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_advTextX = 100;
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_advTextY = 47;
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}
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_main.CallDeferred("ClearPage");
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}
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@@ -58,6 +118,13 @@ public sealed class GodotAdvHost : IHost
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// the foreground lifecycle; it never pre-arms or advances the following stable input wait.
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public void SignalInput()
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{
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if (IsTextRevealing)
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{
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lock (_textLock) _advTextForceComplete = true;
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_timeline?.State("text-reveal-forced-complete", new());
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_frameSignal.Set();
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return;
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}
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if (IsTransitionWaiting && _foregroundGfx != null)
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{
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int completed = _foregroundGfx.CompleteForegroundTransitions(_clock.NowMs);
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@@ -116,12 +183,13 @@ public sealed class GodotAdvHost : IHost
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// Native retained-object writes are not front-buffer writes. The renderer publishes them only at an
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// explicit present or while the interpreter is parked in a presentation-capable service boundary.
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public bool ShouldRecomposite()
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=> IsWaiting || IsTransitionWaiting || IsSleeping ||
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=> IsWaiting || IsTransitionWaiting || IsSleeping || IsTextRevealing ||
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System.Threading.Interlocked.Exchange(ref _presentRequested, 0) != 0;
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public void Stop()
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{
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_stopping = true;
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lock (_textLock) _advTextForceComplete = true;
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if (_gate.CurrentCount == 0) _gate.Release();
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_frameSignal.Set();
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}
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@@ -160,12 +228,14 @@ public sealed class GodotAdvHost : IHost
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public void CreateTexture(int slot, int width, int height)
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{
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lock (_textLock) _surfaceText.Remove(slot);
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_slotBmp[slot] = null; _slotDims[slot] = (width, height);
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if (TraceOps) Godot.GD.Print($"[op] create-texture slot={slot} {width}x{height}");
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}
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public void SetTexture(long resourceId, int slot)
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{
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lock (_textLock) _surfaceText.Remove(slot);
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var asset = _res.Resolve(_scene, resourceId);
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var bmp = asset != null ? ResourceMap.TexturePath(asset) : null;
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_slotBmp[slot] = bmp;
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@@ -206,3 +276,5 @@ public sealed class GodotAdvHost : IHost
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if (path != null) _main.CallDeferred("PlayVoice", path);
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}
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}
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public readonly record struct SurfaceTextDraw(int X, int Y, string Text);
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