using System.Linq;
namespace Age.Engine.Model;
/// A renderable view of one visible gfx object — the host composites these in ascending-handle order
/// (= the engine's z-order) each frame. Built by ; the surface
/// resId/colorkey are resolved from the object's live source slot at snapshot time (see docs/engine-re.md,
/// "The full gfx render model").
public readonly record struct RenderObject(long Handle, long SurfaceResId, long ColorKey,
int SrcX, int SrcY, int W, int H, int DstX, int DstY);
/// Host-agnostic model of the AGE native gfx command-buffer (reversed in
/// docs/engine-re.md, gfx op-contract table). One registry maps an object handle to a GfxObject — the
/// native ctx+0x408 map that op 0x215 queries and the geometry get/set ops share. Each object carries a
/// slot (returned by 0x215) and three 3-vectors: V18 (set 0x217 / get 0x218, anchor), V24 (set 0x219 /
/// get 0x21a, position), V16c (set 0x1ff). The native DirectDraw workers are NOT modelled — only the data
/// the query ops read back, which is all the bytecode geometry math needs.
public sealed class GfxState
{
public sealed class GfxObject
{
public int Slot = -1;
public (long X, long Y, long Z) V18, V24, V16c;
public long Field64, Field68, Field6c;
public long Color;
// draw-texture bind (gfx_object_bind_draw): the surface to draw + its source rect + the visible flag.
public int SourceSlot = -1;
public (int X, int Y, int W, int H) SrcRect;
public bool Visible;
}
private readonly Dictionary _objects = new();
private readonly SortedSet _free = new();
private int _nextSlot = 4; // observed native slot range is 4..13
private readonly Dictionary _fieldTable = new(); // ctx+0x46d14 (0x216); no family writer -> default 0
public long CurrentObject { get; private set; }
/// Live objects and their slots — for the CLI gfx oracle (Task 3.7).
public IEnumerable<(long Handle, int Slot)> Objects
{
get { foreach (var kv in _objects) yield return (kv.Key, kv.Value.Slot); }
}
private int AcquireSlot()
{
if (_free.Count > 0) { int s = _free.Min; _free.Remove(s); return s; }
return _nextSlot++;
}
public GfxObject GetOrCreate(long handle)
{
if (!_objects.TryGetValue(handle, out var o))
{
o = new GfxObject { Slot = AcquireSlot() };
_objects[handle] = o;
}
CurrentObject = handle;
return o;
}
public GfxObject? TryGet(long handle) => _objects.TryGetValue(handle, out var o) ? o : null;
public int QuerySlot(long handle) => _objects.TryGetValue(handle, out var o) ? o.Slot : -1;
public long QueryField(long idx) => _fieldTable.TryGetValue(idx, out var v) ? v : 0;
public void Release(long handle)
{
if (_objects.TryGetValue(handle, out var o)) { if (o.Slot >= 0) _free.Add(o.Slot); _objects.Remove(handle); }
}
/// Op 0x1f7 semantics (native gfx_registry_erase_range @0x47d8b0): erase handles in
/// [handle, handle+count) when count>1, else just . It is a teardown/erase,
/// NOT a create — objects are created lazily by the geometry SET ops (gfx_object_get_or_create).
public void EraseRange(long handle, long count)
{
// Registry/slot cleanup (native gfx_registry_erase): removes the object from the registry, so it stops
// compositing next frame. Faithful to the engine (the render loop iterates the registry).
lock (_lock)
{
if (count > 1) for (long i = handle; i < handle + count; i++) Release(i);
else Release(handle);
}
}
private readonly object _lock = new();
// ---- surfaces (image buffers per slot): ctx+0x52bd4[slot], from create/set-texture ----
private readonly Dictionary _surfaces = new();
public void SetSurface(int slot, long resId, long colorKey) { lock (_lock) { _surfaces[slot] = (resId, colorKey); } }
public void ClearSurface(int slot) { lock (_lock) { _surfaces[slot] = (0, 0); } } // create-texture (blank)
/// draw-texture bind (gfx_object_bind_draw): object draws surface
/// 's rect at (dstX,dstY) and becomes visible.
public void BindDraw(long handle, int slot, int sx, int sy, int w, int h, int dstX, int dstY)
{
lock (_lock)
{
var o = GetOrCreate(handle);
o.SourceSlot = slot; o.SrcRect = (sx, sy, w, h); o.V24 = (dstX, dstY, 0); o.Visible = true;
}
}
/// Visible objects in ascending-handle order (= the engine's z-order), each with its source
/// surface (resId/colorkey) resolved from its live source slot — for the host per-frame compositor.
public IReadOnlyList SnapshotVisibleObjects()
{
lock (_lock)
{
var list = new List();
foreach (var kv in _objects.OrderBy(k => k.Key))
{
var o = kv.Value;
if (!o.Visible) continue;
var (resId, ck) = _surfaces.TryGetValue(o.SourceSlot, out var s) ? s : (0L, 0L);
list.Add(new RenderObject(kv.Key, resId, ck, o.SrcRect.X, o.SrcRect.Y, o.SrcRect.W, o.SrcRect.H,
(int)o.V24.X, (int)o.V24.Y));
}
return list;
}
}
/// Pack (alpha, rgb) → 0xAARRGGBB, matching op 0x202/0x203's handler bit-manipulation for the
/// common (non-negative-sentinel) case. The alpha<0 / color<0 native-fetch path is deferred.
public static long PackColor(long alpha, long color)
=> ((alpha & 0xff) << 24) | (color & 0xffffff);
}