Wire asset resolution into a live Godot render. VM executes set-texture -> ResourceMap resolves (scene,resId) -> files[section_base+resId] across all archives -> pre-converted BMP -> composite behind the dialogue. The full-screen event-CG layer (EV052*) renders end-to-end from the executed bytecode. - Age.Engine/Sys4/ResourceMap.cs: Resolve + BMP TexturePath; Paths: asset JSONs - GodotAdvHost: create/set/draw-texture -> TextureRect in a _stage layer - IHost.DrawTexture + VM dispatch extended with dst x/y (draw-texture args 7/8) - project.godot 800x600; convert_agf.py all-archive + --scene batch - engine 8/8, C# --selftest still byte-matches vm0 trace (VM behaviour unchanged) Known limitations (next chunk = graphics geometry/blend subsystem): - sprites + BG* via the CG-load subroutine get garbage dst/size — native ops stubbed (0x208 get-texture-size + sprite position/anim chain) - AE* fades draw opaque/instant (no alpha); no chromakey - slot model approximates the game's immediate-mode blit-onto-slot-0 canvas - AGF pre-converted to BMP offline (runtime decoder deferred) See docs/phase-a-slice-plan.md (A2b section). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using System.Collections.Generic;
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using System.Threading;
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using Age.Engine.Hosting;
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using Age.Engine.Sys4;
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public sealed class GodotAdvHost : IHost
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{
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private readonly Main _main;
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private readonly ResourceMap _res;
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private readonly string _scene; // e.g. "SC0000" — for section_base
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private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> pre-converted BMP path
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private readonly SemaphoreSlim _gate = new(0, 1);
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public volatile bool IsWaiting;
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public readonly List<(int Offset, string Text)> Captured = new();
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public GodotAdvHost(Main main, ResourceMap res, string scene)
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{
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_main = main; _res = res; _scene = scene;
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}
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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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}
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public void WaitForInput()
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{
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_main.CallDeferred("PageBreak");
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IsWaiting = true;
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_gate.Wait();
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IsWaiting = false;
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_main.CallDeferred("ClearPage");
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}
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// called from the main thread (click) or the selftest auto-clicker
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public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
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public void CallScript(long id) { }
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public void OnStub(int opcode) { }
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// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
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public void CreateTexture(int slot, int width, int height) => _slotBmp[slot] = null;
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public void SetTexture(long resourceId, int slot)
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{
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var asset = _res.Resolve(_scene, resourceId);
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_slotBmp[slot] = asset != null ? ResourceMap.TexturePath(asset) : null;
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}
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public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY)
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{
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if (_slotBmp.TryGetValue(slot, out var bmp) && bmp != null)
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_main.CallDeferred("DrawSlot", slot, bmp, dstX, dstY, width, height);
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}
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}
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