using System.Collections.Generic; using System.Text.Json; using System.Threading.Tasks; using Godot; using Age.Engine.Sys4; using Age.Engine.Vm; public partial class Main : Godot.Control { private Control _stage = null!; // texture layer (behind the text) private readonly Dictionary _slots = new(); private Label _text = null!; private Label _status = null!; private AudioStreamPlayer _bgm = null!; // looping background music private AudioStreamPlayer _voice = null!; // interrupt-on-new voice private VirtualMachine _vm = null!; private GodotAdvHost _host = null!; private volatile bool _done; private bool _ended; private bool _selftest; public override void _Ready() { // texture stage, added first so it draws BEHIND the dialogue text _stage = new Control(); _stage.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); _stage.MouseFilter = MouseFilterEnum.Ignore; AddChild(_stage); _text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart }; _text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); _text.OffsetLeft = 40; _text.OffsetTop = 40; _text.OffsetRight = -40; _text.OffsetBottom = -80; AddChild(_text); _status = new Label(); _status.SetAnchorsAndOffsetsPreset(LayoutPreset.BottomWide); _status.OffsetLeft = 40; _status.OffsetTop = -60; AddChild(_status); // Best-effort CJK font so the visual isn't tofu (headless self-test doesn't depend on it). foreach (var fp in new[] { "C:/Windows/Fonts/YuGothM.ttc", "C:/Windows/Fonts/YuGothR.ttc", "C:/Windows/Fonts/msgothic.ttc", "C:/Windows/Fonts/meiryo.ttc" }) { if (!System.IO.File.Exists(fp)) continue; try { var ff = new FontFile { Data = System.IO.File.ReadAllBytes(fp) }; _text.AddThemeFontOverride("font", ff); _status.AddThemeFontOverride("font", ff); _text.AddThemeFontSizeOverride("font_size", 22); break; } catch { /* fall back to the default font */ } } _bgm = new AudioStreamPlayer(); _voice = new AudioStreamPlayer(); AddChild(_bgm); AddChild(_voice); _selftest = System.Array.IndexOf(OS.GetCmdlineUserArgs(), "--selftest") >= 0; var table = OpcodeTableJson.Load(Paths.OpcodesJson); var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table); _host = new GodotAdvHost(this, ResourceMap.Load(), "SC0000"); _vm = new VirtualMachine(script, table, _host); _ = Task.Run(() => { _vm.Run(); _done = true; }); if (_selftest) _ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } }); } public override void _Process(double delta) { if (_done && !_ended) { _ended = true; ShowEnd(); if (_selftest) RunSelfTest(); } } // _Input (not _UnhandledInput): the root Control consumes mouse clicks as GUI input before they // reach _UnhandledInput, so clicks were swallowed while keyboard ui_accept still got through. public override void _Input(InputEvent e) { if (_selftest) return; if (e.IsActionPressed("ui_accept") || (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)) _host.SignalInput(); } public override void _ExitTree() { _host?.SignalInput(); } // ---- UI methods invoked on the main thread via CallDeferred ---- // Composite a resolved texture into a slot at (x,y) sized (w,h). One TextureRect per slot, // layered in draw order (backgrounds are drawn before sprites, so they sit behind). public void DrawSlot(int slot, string bmpPath, int x, int y, int w, int h) { var img = new Image(); var err = img.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath)); if (err != Error.Ok) { GD.Print($"BMP load failed {bmpPath}: {err}"); return; } if (!_slots.TryGetValue(slot, out var tr)) { tr = new TextureRect { ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize, StretchMode = TextureRect.StretchModeEnum.Scale, MouseFilter = MouseFilterEnum.Ignore, }; _stage.AddChild(tr); _slots[slot] = tr; } tr.Texture = ImageTexture.CreateFromImage(img); tr.Position = new Vector2(x, y); tr.Size = new Vector2(w > 0 ? w : img.GetWidth(), h > 0 ? h : img.GetHeight()); tr.Visible = true; } // Load an OGG off disk and play it. BGM loops; voice plays once, cutting off any prior line. public void PlayBgm(string oggPath) { var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath)); if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; } stream.Loop = true; _bgm.Stream = stream; _bgm.Play(); } public void PlayVoice(string oggPath) { var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath)); if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; } stream.Loop = false; _voice.Stream = stream; _voice.Play(); } public void AppendLine(string text) => _text.Text += text + "\n"; public void PageBreak() => _status.Text = "▼ click / Enter"; public void ClearPage() { _text.Text = ""; _status.Text = ""; } public void ShowEnd() => _status.Text = "— end —"; private void RunSelfTest() { var expected = LoadExpected("SC0000.BIN"); var actual = _host.Captured.ConvertAll(c => c.Offset); bool ok = expected != null && actual.Count == expected.Count; for (int i = 0; ok && i < actual.Count; i++) ok = actual[i] == expected![i]; if (ok) GD.Print($"SELFTEST OK: {actual.Count} lines match vm0 trace"); else GD.Print($"SELFTEST FAIL: cs={actual.Count} expected={(expected?.Count.ToString() ?? "n/a")}"); GetTree().Quit(ok ? 0 : 1); } private static List? LoadExpected(string scene) { string p = System.IO.Path.Combine(Paths.Build, "vm0-trace.json"); if (!System.IO.File.Exists(p)) return null; using var doc = JsonDocument.Parse(System.IO.File.ReadAllText(p)); if (!doc.RootElement.TryGetProperty(scene, out var e)) return null; var list = new List(); foreach (var x in e.GetProperty("offsets").EnumerateArray()) list.Add(x.GetInt32()); return list; } }