using System.Linq; namespace Age.Engine.Model; /// Per-object animation channel snapshot for the compositor (cluster 0x21c-0x243). Enabled = the /// object has an active anim channel; (TX,TY,TZ) = the transform target it animates toward; Normalized = the /// 0x21e ~percent variant; DurationTicks = the object's own duration (anim-start op2). The GLOBAL clock timebase /// (duration + generation) is read separately off . Generation bumps /// on each anim-start — the compositor re-triggers its wall-clock tween when it changes. public readonly record struct AnimState(bool Enabled, bool Normalized, long TX, long TY, long TZ, long DurationTicks, long Generation); /// 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, AnimState Anim); /// 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 (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; // ---- animation channel (cluster 0x21c-0x243; see docs/engine-re.md "sprite transform / ANIMATION"). // 0x21e/0x220 set the transform directly (worker gfx_anim_set_channel@0x47eaa0: obj+0x3c=p1, +0x50=p2, // +0xac=target, +0x68=enable); 0x234 anim-start animates toward a target over the GLOBAL clock (0x238). // Passive: recorded here, interpolated by the Godot compositor over wall-clock. ---- public (long X, long Y, long Z) AnimTarget; public long AnimParam1, AnimParam2; public bool AnimNormalized; // 0x21e (operands ~percent, /_DAT_00571c28) vs 0x220 (absolute) public bool AnimEnabled; // obj+0x68 public long AnimDurationTicks; // 0x234 anim-start op2 (this object's duration; maxed into the clock) public long AnimGeneration; // bumped by anim-start (0x234); the compositor's per-object re-trigger } // ---- geometry/draw object store (V18/V24/draw bind, the compositor's input) ---- // Populated lazily by the geometry SET ops and draw-texture. Membership here does NOT mean the object is // in the op-0x215 query registry (that is a SEPARATE native structure; see _registry below). private readonly Dictionary _objects = new(); // ---- op-0x215 query registry (native std::map queried by gfx_op_0x215, populated ONLY by op 0x1a2 // gfx-cmd-register -> FUN_0042cf70 hash insert). map[handle] = handle (native stores operand1 as the value; // small system/UI handles double as their surface slot). CG handles are NEVER 0x1a2-registered, so // query-gfx-object returns -1 for them and label_12649 takes its fresh branch (correct anchor from the // INIT2 arrays) instead of collapsing onto a fabricated slot. See docs/engine-re.md op 0x215/0x1a2. ---- private readonly HashSet _registry = new(); private readonly Dictionary _fieldTable = new(); // ctx+0x46d14 (0x216); no family writer -> default 0 public long CurrentObject { get; private set; } // ---- GLOBAL animation clock (op 0x238 set-anim-clock; native ctx+0x51b7c total / +0x51b78 elapsed). // Non-blocking: the op only configures duration; the host advances elapsed per-frame and tweens all armed // objects over it (docs/engine-re.md, "anim_start/set_anim_clock decoded"). Generation bumps on each set so // the compositor resets its wall-clock elapsed. ---- public long AnimClockDurationTicks { get; private set; } public long AnimClockGeneration { get; private set; } /// Live geometry objects and the surface slot they draw from — for the CLI gfx oracle. public IEnumerable<(long Handle, int Slot)> Objects { get { foreach (var kv in _objects) yield return (kv.Key, kv.Value.SourceSlot); } } public GfxObject GetOrCreate(long handle) { // Locked: called from the VM thread (directly by 0x217/0x219/0x1ff/0x212/0x213 and inside BindDraw/anim // ops) while the main-thread compositor enumerates _objects in SnapshotVisibleObjects. _lock is re-entrant // (Monitor) so the callers that already hold it are fine. lock (_lock) { if (!_objects.TryGetValue(handle, out var o)) { o = new GfxObject(); _objects[handle] = o; } CurrentObject = handle; return o; } } /// Op 0x1a2 (gfx-cmd-register, native FUN_0042d360 -> FUN_0042cf70 hash insert): add the handle to /// the op-0x215 query registry. Native inserts map[handle]=handle; QuerySlot returns that value (handle) or /// -1. Only this op populates the query registry — geometry/draw ops do not. public void Register(long handle) { lock (_lock) { _registry.Add(handle); } } public GfxObject? TryGet(long handle) => _objects.TryGetValue(handle, out var o) ? o : null; /// Op 0x215 (query-gfx-object): native returns std::map::find(handle) — the registered value (=handle), /// or 0xffffffff (=-1) when the handle was never 0x1a2-registered. NOT a fabricated slot allocator. public int QuerySlot(long handle) => _registry.Contains(handle) ? (int)handle : -1; public long QueryField(long idx) => _fieldTable.TryGetValue(idx, out var v) ? v : 0; public void Release(long handle) { lock (_lock) // re-entrant: EraseRange already holds _lock; op 0x1fa calls this directly { _objects.Remove(handle); _registry.Remove(handle); // op 0x1fa/0x1f7 also tear down the query registration } } /// 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; } } /// Op 0x21e/0x220 (set-anim-transform): record the transform target + two scalar params on the /// object and enable its animation channel. normalized = 0x21e (operands ~percent, /_DAT_00571c28); /// absolute = 0x220. Native worker gfx_anim_set_channel@0x47eaa0 sets obj+0x3c=p1, +0x50=p2, +0xac=target, /// +0x68=1. public void SetAnimTransform(long handle, long p1, long p2, (long X, long Y, long Z) target, bool normalized) { lock (_lock) { var o = GetOrCreate(handle); o.AnimParam1 = p1; o.AnimParam2 = p2; o.AnimTarget = target; o.AnimNormalized = normalized; o.AnimEnabled = true; } } /// Op 0x234 (anim-start): animate the object toward over the global /// clock; is this object's duration (native label_1235a maxes them into /// the clock). Bumps AnimGeneration — the compositor's per-object re-trigger. public void StartAnim(long handle, long durationTicks, (long X, long Y, long Z) target) { lock (_lock) { var o = GetOrCreate(handle); o.AnimTarget = target; o.AnimDurationTicks = durationTicks; o.AnimEnabled = true; o.AnimGeneration++; } } /// Op 0x238 (set-anim-clock): set the GLOBAL animation duration (game ticks) and bump the clock /// generation so the host resets its wall-clock elapsed. Non-blocking (the render loop advances it). public void SetAnimClock(long durationTicks) { lock (_lock) { AnimClockDurationTicks = durationTicks; AnimClockGeneration++; } } /// 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, new AnimState(o.AnimEnabled, o.AnimNormalized, o.AnimTarget.X, o.AnimTarget.Y, o.AnimTarget.Z, o.AnimDurationTicks, o.AnimGeneration))); } 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); }