Files
OpenMaidEngine/godot/GodotAdvHost.cs
gamer147 3512045916 feat(a2b): implement 0x208 get-texture-size (geometry keystone)
Promote 0x208 from stub to a real VM op that writes the loaded texture's
width/height into its two output globals, via new IHost.GetTextureSize. This is
the single native primitive the CG-load subroutine (SC0000 label_12649) needs;
all downstream centering/anchor geometry is already computed in bytecode.

Non-Godot hosts return (0,0) so trace/selftest parity holds (engine 9/9 incl.
TraceDiffTests). Godot host gets a temporary (0,0) stub; real impl in the
compositor task.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 22:48:10 -04:00

75 lines
2.6 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Age.Engine.Hosting;
using Age.Engine.Sys4;
public sealed class GodotAdvHost : IHost
{
private readonly Main _main;
private readonly ResourceMap _res;
private readonly string _scene; // e.g. "SC0000" — for section_base
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> pre-converted BMP path
private readonly SemaphoreSlim _gate = new(0, 1);
public volatile bool IsWaiting;
public readonly List<(int Offset, string Text)> Captured = new();
public GodotAdvHost(Main main, ResourceMap res, string scene)
{
_main = main; _res = res; _scene = scene;
}
public void ShowText(int offset, string text)
{
Captured.Add((offset, text));
_main.CallDeferred("AppendLine", text);
}
public void WaitForInput()
{
_main.CallDeferred("PageBreak");
IsWaiting = true;
_gate.Wait();
IsWaiting = false;
_main.CallDeferred("ClearPage");
}
// called from the main thread (click) or the selftest auto-clicker
public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
public void CallScript(long id) { }
public void OnStub(int opcode) { }
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
public void CreateTexture(int slot, int width, int height) => _slotBmp[slot] = null;
public void SetTexture(long resourceId, int slot)
{
var asset = _res.Resolve(_scene, resourceId);
_slotBmp[slot] = asset != null ? ResourceMap.TexturePath(asset) : null;
}
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY)
{
if (_slotBmp.TryGetValue(slot, out var bmp) && bmp != null)
_main.CallDeferred("DrawSlot", slot, bmp, dstX, dstY, width, height);
}
// Temporary stub — replaced by the real BMP-header-backed impl in Task 3 (blit compositor).
public (int Width, int Height) GetTextureSize(int slot) => (0, 0);
// ---- audio ops (OGG plays natively in Godot) ----
// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: via the per-scene manifest.
public void PlayBgm(long id)
{
var path = _res.BgmPathById(id);
if (path != null) _main.CallDeferred("PlayBgm", path);
}
public void PlayVoice(long id)
{
var asset = _res.Resolve(_scene, id);
var path = asset != null ? ResourceMap.AudioPath(asset) : null;
if (path != null) _main.CallDeferred("PlayVoice", path);
}
}