102 lines
5.7 KiB
C#
102 lines
5.7 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) { }
|
|
/// <summary>Clear the selected target's pixels; -1 denotes the main backbuffer.</summary>
|
|
void ClearRenderTarget(int surfaceSlot) { }
|
|
void ReleaseSurfaceRange(int firstSlot, int count)
|
|
{
|
|
for (int slot = firstSlot; slot < firstSlot + count; slot++) ReleaseSurface(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) { }
|
|
}
|