Files
OpenMaidEngine/engine/Age.Engine/Hosting/IHost.cs
2026-07-20 11:29:12 -04:00

96 lines
5.4 KiB
C#

using Age.Engine.Model;
namespace Age.Engine.Hosting;
public readonly record struct AdvWaitIndicatorConfig(
int LayoutSlot, int X, int Y, int SurfaceSlot,
int SourceX, int SourceY, int CellWidth, int CellHeight,
int TerminalFrame, long FramePeriodMs);
public readonly record struct AdvAutoWaitState(
bool Enabled, bool VoicePending, long PostVoiceDelayMs, long UnvoicedDelayMs);
public readonly record struct SurfaceRectFill(
int SurfaceSlot, int X, int Y, int Width, int Height, int Alpha, long Rgb);
public interface IHost
{
void ShowText(int offset, string text);
// Native ADV text subsystem: op 0x7a updates the selected layout's last 20-byte cursor record;
// op 0x204 rasterizes a string into a numbered surface before 0x1fb binds that surface.
void SetAdvTextCursor(int layoutSlot, int x, int y) { }
void DrawStringToSurface(int surfaceSlot, int x, int y, string text) { }
void DrawStringToSurface(int surfaceSlot, int x, int y, string text, AdvTextStyle style)
=> DrawStringToSurface(surfaceSlot, x, y, text);
void ClearRenderedAdvTextLayout(int layoutSlot) { }
void RenderTextHistory(AdvTextHistoryRenderBatch batch) { }
// History render batches are transient bindings, unlike the retained backlog itself. HISTORY.BIN's
// recording re-enable at exit ends that presentation and drops every bound target layout.
void EndTextHistoryPresentation() { }
int MessageWindowAlphaSetting => 0;
void FillSurfaceRect(SurfaceRectFill fill) { }
void PresentObjectRange(GfxState gfx, long firstHandle, long count) { }
void ConfigureAdvWaitIndicator(AdvWaitIndicatorConfig config) { }
// Op 0x1ce explicitly starts/stops the same animated marker that op 0x72 starts for an ADV wait.
void SetAdvWaitIndicatorEnabled(bool enabled) { }
// Op 0x20a republishes one retained ADV text layout and includes the current marker frame when active.
void PublishAdvTextLayout(int layoutSlot) { }
// Op 0x199 temporarily yields the active ADV page into its registered hide-window coroutine.
// The retained scene continues to render, but the text layout and its wait marker are suspended
// until op 0x7c restores the saved page PC.
void SetAdvPagePresentationSuspended(bool suspended) { }
void WaitForInput();
void WaitForInput(int layoutSlot) => WaitForInput();
// Interactive hosts service script callbacks on the VM thread while the enclosing ADV page remains
// parked. The callback returns true while another queued input callback is ready to run.
void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback)
{
while (serviceInputCallback()) { }
WaitForInput(layoutSlot);
}
void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback,
Func<AdvAutoWaitState> autoWaitState)
=> WaitForInput(layoutSlot, serviceInputCallback);
void WakeInputCallbackService() { }
void InputCallbackCompleted(GfxState gfx) { }
// Generic AGE input-callback services (ops 0xcc/0xcd, 0xfb/0xff/0x100, 0x108).
// Interactive hosts expose the same monotonic clock used by their frame scheduler.
long InputClockMilliseconds => Environment.TickCount64;
void SetCursorResource(long resourceId) { }
void ClearCursorResource() { }
void Sleep(long duration);
void FrameYield();
// Native 0x1c7/0x1cc query two distinct ADV skip channels. Headless and non-interactive
// hosts default to normal playback; the Godot host supplies the live interactive values.
void SetMessageSkipActive(bool active) { }
bool IsMessageSkipActive => false;
bool IsAdvReadSkipActive => false;
// Normal playback reaches op 0x21c and parks until a queued 0x223 transition completes. The
// read/message-skip branch reaches op 0x20c and presents the completed endpoint immediately.
void WaitForForegroundTransition(GfxState gfx) { }
void PresentFrame(GfxState gfx) { }
void CreateTexture(int slot, int width, int height);
void SetTexture(long resourceId, int slot);
void ReleaseSurface(int slot) { }
void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY);
(int Width, int Height) GetTextureSize(int slot);
void PlayBgm(long id);
void PlayVoice(long id);
// Native voice playback retains a second start argument: ordinary dialogue passes 0,
// while History replay (0x1bd) passes 1. Existing non-audio hosts may ignore it.
void PlayVoice(long id, int playbackVariant) => PlayVoice(id);
// Native op 0x1cf stores a transient control mask. Bit 0 suppresses the automatic
// BGM attenuation normally applied when a voice starts.
void SetVoiceBgmDuckControl(long flags) { }
void LoadSoundEffect(long resourceId, int channel) { }
void StartSoundEffect(int channel) { }
// Native SetDelay (op 0x2bf) starts an already-loaded channel after delayMs.
// startMode is forwarded to the same worker used by immediate SFX starts.
void ScheduleSoundEffectStart(int channel, int startMode, long delayMs) { }
void ReleaseSoundEffect(int channel) { }
void FadeBgm(int targetPercent, long durationMs) { }
// Native op 0x236 binds a DirectShow movie decoder to an existing retained texture surface.
// Playback is non-modal: the VM advances to the following instruction while the host publishes frames.
void PlayMovieToSurface(long resourceId, int surfaceSlot, long movieFlags, long syncMask) { }
}