517 lines
26 KiB
C#
517 lines
26 KiB
C#
using System.Linq;
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namespace Age.Engine.Model;
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public sealed partial class GfxState
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{
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private sealed class SurfaceTransition
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{
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public long CommandKey, RangeAStart, RangeBStart, DelayMs, DurationMs;
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public int TargetSlot, RangeACount, RangeBCount;
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public long StartMs = -1;
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public bool Forced;
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}
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private sealed class MovieMaskTransition
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{
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public required MovieMaskTransitionRequest Request;
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public bool Completed;
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}
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private readonly Dictionary<int, SurfaceTransition> _surfaceTransitions = new();
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private readonly Dictionary<int, MovieMaskTransition> _movieMaskTransitions = new();
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/// <summary>Op 0x223: queue a type-0 timed alpha transition into a target surface slot.</summary>
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public void QueueSurfaceAlphaTransition(long commandKey, int targetSlot,
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long rangeAStart, int rangeACount, long rangeBStart, int rangeBCount,
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long delayMs, long durationMs)
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{
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lock (_lock)
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{
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_surfaceTransitions[targetSlot] = new SurfaceTransition
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{
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CommandKey = commandKey, TargetSlot = targetSlot,
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RangeAStart = rangeAStart, RangeACount = System.Math.Max(0, rangeACount),
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RangeBStart = rangeBStart, RangeBCount = System.Math.Max(0, rangeBCount),
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DelayMs = System.Math.Max(0, delayMs), DurationMs = System.Math.Max(0, durationMs),
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};
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MarkRetainedMutation();
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}
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}
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public void QueueMovieMaskTransition(MovieMaskTransitionRequest request)
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{
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lock (_lock)
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{
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_movieMaskTransitions[request.SurfaceSlot] = new MovieMaskTransition
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{
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Request = request with
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{
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SourceRangeCount = System.Math.Max(0, request.SourceRangeCount),
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Width = System.Math.Max(0, request.Width),
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Height = System.Math.Max(0, request.Height),
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StartDelayMs = System.Math.Max(0, request.StartDelayMs),
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DurationMs = System.Math.Max(0, request.DurationMs),
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},
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};
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MarkRetainedMutation();
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}
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}
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public bool CompleteMovieMaskTransition(int surfaceSlot)
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{
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lock (_lock)
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{
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if (!_movieMaskTransitions.TryGetValue(surfaceSlot, out var transition)
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|| transition.Completed)
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return false;
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transition.Completed = true;
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MarkRetainedMutation();
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return true;
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}
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}
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public IReadOnlyList<MovieMaskTransitionState> SnapshotMovieMaskTransitions()
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{
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lock (_lock)
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return _movieMaskTransitions.Values
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.Select(t => new MovieMaskTransitionState(t.Request, t.Completed)).ToList();
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}
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/// <summary>Start every pending foreground transition at the native present boundary.</summary>
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public int StartForegroundTransitions(long nowMs)
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{
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lock (_lock)
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{
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int started = 0;
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foreach (var t in _surfaceTransitions.Values)
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if (t.StartMs < 0) { t.StartMs = nowMs; started++; }
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return started;
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}
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}
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public bool HasActiveForegroundTransitions(long nowMs)
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{
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lock (_lock)
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return _surfaceTransitions.Values.Any(t => TransitionProgress(t, nowMs) < 1.0)
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|| _movieMaskTransitions.Values.Any(t => !t.Completed);
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}
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/// <summary>Native op 0x21c keeps presenting until both queued surface commands and finite one-shot
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/// object channels have completed. Ambient cyclic/spritesheet/color pulses are deliberately excluded.</summary>
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public bool HasActiveTimedPresentation(long nowMs)
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{
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lock (_lock)
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return _surfaceTransitions.Values.Any(t => TransitionProgress(t, nowMs) < 1.0) ||
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_movieMaskTransitions.Values.Any(t => !t.Completed) ||
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_rangeTransform.ScaleEnabled || _rangeTransform.RotationChannelEnabled ||
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_rangeTransform.TranslationEnabled ||
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_objects.Values.Any(o => o.Visible &&
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(o.OneShotAnimationControlFlags & 1) == 0 &&
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(o.OneShotColorEnabled || o.ScaleEnabled ||
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o.RotationChannelEnabled || o.TranslationEnabled));
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}
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/// <summary>Observe-only state for a runtime stall capture. It identifies the exact finite channels
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/// which can keep the host's op-0x21c presentation wait active.</summary>
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public GfxDiagnosticSnapshot CaptureDiagnosticSnapshot(long nowMs)
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{
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lock (_lock)
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{
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BlockingGfxObjectDiagnostic? range = HasBlockingChannels(_rangeTransform)
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? DescribeBlockingObject(-1, _rangeTransform)
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: null;
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var objects = _objects
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.Where(pair => pair.Value.Visible
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&& (pair.Value.OneShotAnimationControlFlags & 1) == 0
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&& HasBlockingChannels(pair.Value))
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.OrderBy(pair => pair.Key)
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.Select(pair => DescribeBlockingObject(pair.Key, pair.Value))
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.ToArray();
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return new GfxDiagnosticSnapshot(
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nowMs,
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_surfaceTransitions.Values.Any(t => TransitionProgress(t, nowMs) < 1.0)
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|| _movieMaskTransitions.Values.Any(t => !t.Completed)
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|| range != null || objects.Length != 0,
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_objects.Count,
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_objects.Values.Count(o => o.Visible),
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_surfaceTransitions.Values.Count(t => TransitionProgress(t, nowMs) < 1.0)
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+ _movieMaskTransitions.Values.Count(t => !t.Completed),
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AnimationServiceFlags,
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AnimClockDurationTicks,
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AnimClockGeneration,
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PreviousFrameTimeMilliseconds,
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CurrentFrameTimeMilliseconds,
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_rangeTransformFirst,
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_rangeTransformCount,
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range,
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objects);
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}
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}
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private static bool HasBlockingChannels(GfxObject o)
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=> o.OneShotColorEnabled || o.ScaleEnabled || o.RotationChannelEnabled || o.TranslationEnabled;
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private static BlockingGfxObjectDiagnostic DescribeBlockingObject(long handle, GfxObject o)
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=> new(handle, o.SourceSlot, o.OneShotStartMs, o.OneShotAnimationControlFlags,
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o.OneShotColorEnabled, o.ColorDelayMs, o.ColorDurationMs,
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o.ScaleEnabled, o.ScaleDelayMs, o.ScaleDurationMs,
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o.RotationChannelEnabled, o.RotationDelayMs, o.RotationDurationMs,
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o.TranslationEnabled, o.TranslationDelayMs, o.TranslationDurationMs);
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/// <summary>Whether sampling the retained scene at a later frame can change its pixels without another
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/// VM mutation. Includes finite presentation work plus the ambient channels that may remain active while
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/// the interpreter is parked at an input wait. Static waits themselves are deliberately not animation.</summary>
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public bool HasActiveVisualPresentation(long nowMs)
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{
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lock (_lock)
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return _surfaceTransitions.Values.Any(t => TransitionProgress(t, nowMs) < 1.0) ||
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_movieMaskTransitions.Values.Any(t => !t.Completed) ||
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_rangeTransform.ScaleEnabled || _rangeTransform.RotationChannelEnabled ||
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_rangeTransform.TranslationEnabled ||
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_objects.Values.Any(o => o.Visible &&
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(o.OneShotColorEnabled || o.ScaleEnabled || o.RotationChannelEnabled ||
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o.TranslationEnabled ||
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(o.SrcAnim && o.SrcPeriod > 0) ||
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(o.ColorAnim && o.ColorPeriod > 0) ||
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(o.ScaleCycleEnabled && o.ScaleCyclePeriodMs > 0) ||
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(o.RotationEnabled && o.RotationPeriodMs > 0)));
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}
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/// <summary>Consume the native run-state-0x400 EffectSkipOnClick action and, when permitted, force its
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/// finite retained presentation to the endpoint. Bit 0 of op 0x24e rejects the action entirely. Bit 1
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/// still allows the service wait to end but suppresses the shared force-complete request. Movie masks,
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/// ambient cycles, and op-0x242-detached channels continue asynchronously after the service resumes.</summary>
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public bool TryCompleteClickSkippableTimedPresentation(long nowMs, out int completed)
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{
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lock (_lock)
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{
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completed = 0;
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if ((AnimationServiceFlags & 1) != 0) return false;
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if ((AnimationServiceFlags & 2) == 0)
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{
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foreach (var t in _surfaceTransitions.Values)
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{
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if (t.Forced || TransitionProgress(t, nowMs) >= 1.0) continue;
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t.Forced = true;
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completed++;
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}
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completed += CountOneShotChannels(_rangeTransform);
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foreach (var o in _objects.Values)
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{
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if ((o.OneShotAnimationControlFlags & 1) != 0) continue;
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completed += CountOneShotChannels(o);
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}
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ForceCompleteOneShotChannels();
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if (AnimClockDurationTicks != 0) completed++;
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AnimClockDurationTicks = 0;
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AnimClockGeneration++;
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}
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if (completed > 0) MarkRetainedMutation();
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return true;
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}
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}
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private static int CountOneShotChannels(GfxObject o)
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=> (o.OneShotColorEnabled ? 1 : 0)
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+ (o.ScaleEnabled ? 1 : 0)
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+ (o.RotationChannelEnabled ? 1 : 0)
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+ (o.TranslationEnabled ? 1 : 0);
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/// <summary>Force only queued type-0 foreground transitions. PresentFrame uses this to publish a
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/// command endpoint immediately; interactive run-state-0x400 skipping uses the broader method above.</summary>
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public int CompleteForegroundTransitions(long nowMs)
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{
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lock (_lock)
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{
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int completed = 0;
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foreach (var t in _surfaceTransitions.Values)
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if (!t.Forced && TransitionProgress(t, nowMs) < 1.0) { t.Forced = true; completed++; }
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if (completed > 0) MarkRetainedMutation();
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return completed;
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}
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}
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public IReadOnlyList<SurfaceTransitionState> SnapshotForegroundTransitions(long nowMs)
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{
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lock (_lock)
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return _surfaceTransitions.Values.Select(t => SampleTransition(t, nowMs)).ToList();
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}
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private static double TransitionProgress(SurfaceTransition t, long nowMs)
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{
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if (t.Forced) return 1.0;
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if (t.StartMs < 0) return 0.0;
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long elapsed = nowMs - t.StartMs - t.DelayMs;
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if (elapsed <= 0) return 0.0;
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if (t.DurationMs <= 0) return 1.0;
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return System.Math.Clamp(elapsed / (double)t.DurationMs, 0.0, 1.0);
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}
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private static SurfaceTransitionState SampleTransition(SurfaceTransition t, long nowMs)
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=> new(t.CommandKey, t.TargetSlot, t.RangeAStart, t.RangeACount, t.RangeBStart, t.RangeBCount,
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t.DelayMs, t.DurationMs, t.StartMs, TransitionProgress(t, nowMs), t.Forced);
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/// <summary>Sample the shared native frame clock and report why the retained scene needs publishing.
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/// Continuous channels remain frame-driven; op-0x231 spritesheets become dirty only when the shared
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/// previous/current samples select different cells. Retained VM writes are published exactly once.</summary>
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public GfxPresentationReason ConsumePresentationReasons(long nowMs)
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{
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lock (_lock)
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{
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_previousFrameTimeMs = _currentFrameTimeMs;
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_currentFrameTimeMs = nowMs;
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PreviousFrameTimeMilliseconds = unchecked((uint)_previousFrameTimeMs);
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CurrentFrameTimeMilliseconds = unchecked((uint)_currentFrameTimeMs);
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GfxPresentationReason reasons = GfxPresentationReason.None;
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if (_publishedMutationGeneration != _mutationGeneration)
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{
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_publishedMutationGeneration = _mutationGeneration;
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reasons |= GfxPresentationReason.RetainedMutation;
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}
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if (_surfaceTransitions.Values.Any(t => TransitionProgress(t, nowMs) < 1.0) ||
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_rangeTransform.ScaleEnabled || _rangeTransform.RotationChannelEnabled ||
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_rangeTransform.TranslationEnabled ||
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_objects.Values.Any(o => o.Visible &&
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(o.OneShotColorEnabled || o.ScaleEnabled || o.RotationChannelEnabled ||
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o.TranslationEnabled ||
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(o.ColorAnim && o.ColorPeriod > 0) ||
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(o.ScaleCycleEnabled && o.ScaleCyclePeriodMs > 0) ||
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(o.RotationEnabled && o.RotationPeriodMs > 0))))
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reasons |= GfxPresentationReason.ContinuousChannel;
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foreach (var o in _objects.Values)
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{
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if (!o.Visible || !o.SrcAnim || o.SrcPeriod <= 0 || o.SrcFrameCount < 1) continue;
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if (o.SrcStart < 0)
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{
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// Prototype clones made before first publication all enter here in the same shared sample,
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// reproducing FIELD's native phase lock.
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o.SrcStart = nowMs;
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continue;
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}
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if (SourceCellAt(o, _previousFrameTimeMs) != SourceCellAt(o, _currentFrameTimeMs))
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{
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reasons |= GfxPresentationReason.DiscreteSourceCell;
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break;
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}
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}
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return reasons;
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}
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}
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/// <summary>Back-compat: snapshot with no animation clock (nowMs = 0) — deterministic, for headless
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/// callers and existing tests.</summary>
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public IReadOnlyList<RenderObject> SnapshotVisibleObjects() => SnapshotVisibleObjects(0);
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/// <summary>Visible objects in ascending-handle order (= z-order), each with its source surface resolved
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/// and its active channels interpolated at <paramref name="nowMs"/>. Position is the base V24 (a direct
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/// transform (op 0x22f); scale and translation are independent one-shot matrix channels. Ops
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/// 0x229-0x22e contribute a second sampled matrix only to their selected handle range. The
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/// src-rect channel (0x239/0x231) selects the spritesheet cell; the color channel (0x232) ping-pongs the
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/// alpha/tint. Channel Start fields seed to nowMs on first sight.</summary>
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public IReadOnlyList<RenderObject> SnapshotVisibleObjects(long nowMs)
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{
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var list = new List<RenderObject>();
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SnapshotVisibleObjects(nowMs, list);
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return list;
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}
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/// <summary>Fill a caller-owned snapshot buffer. The Godot compositor reuses one list so its backing
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/// array survives across frames; callers that need an independently retained snapshot should use the
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/// returning overload.</summary>
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public void SnapshotVisibleObjects(long nowMs, List<RenderObject> list)
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{
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ArgumentNullException.ThrowIfNull(list);
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lock (_lock)
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{
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list.Clear();
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Affine2D? rangeAffine = null;
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bool rangeTimeVarying = false;
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if (_rangeTransformCount > 0)
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{
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var r = _rangeTransform;
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bool hadRangeOneShot = r.ScaleEnabled || r.RotationChannelEnabled || r.TranslationEnabled;
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if (hadRangeOneShot && r.OneShotStartMs < 0) r.OneShotStartMs = nowMs;
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var rangeScale = SampleMatrixChannel(ref r.ScaleCurrent, r.ScaleTarget, r.ScaleDelayMs,
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r.ScaleDurationMs, r.OneShotStartMs, ref r.ScaleEnabled, nowMs);
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var rangeRotation = SampleRotationChannel(ref r.RotationCurrent, r.RotationTarget,
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r.RotationDelayMs, r.RotationDurationMs, r.OneShotStartMs,
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ref r.RotationChannelEnabled, nowMs);
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var rangeTranslation = SampleMatrixChannel(ref r.TranslationCurrent, r.TranslationTarget,
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r.TranslationDelayMs, r.TranslationDurationMs, r.OneShotStartMs,
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ref r.TranslationEnabled, nowMs);
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if (!r.ScaleEnabled && !r.RotationChannelEnabled && !r.TranslationEnabled)
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r.OneShotStartMs = -1;
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rangeTimeVarying = r.ScaleEnabled || r.RotationChannelEnabled || r.TranslationEnabled;
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rangeAffine = Transform2DMath.Build(new TransformState(
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rangeScale.X, rangeScale.Y, rangeScale.Z,
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rangeTranslation.X, rangeTranslation.Y, rangeTranslation.Z,
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r.V18.X, r.V18.Y, r.V18.Z,
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rangeRotation.X, rangeRotation.Y, rangeRotation.Z, rangeRotation.Angle));
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}
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foreach (long handle in _orderedObjectHandles)
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{
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var o = _objects[handle];
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if (!o.Visible) continue;
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bool hadOneShot = o.OneShotColorEnabled || o.ScaleEnabled ||
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o.RotationChannelEnabled || o.TranslationEnabled;
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// Created/mutable surfaces have no file resource id but remain a distinct surface class.
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// Zero is an active "key black" value, so created and absent slots both default to -1.
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var (resId, ck) = _surfaces.TryGetValue(o.SourceSlot, out var s) ? s : (0L, -1L);
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bool createdSurface = _createdSurfaces.Contains(o.SourceSlot);
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// ---- packed color: a static mode 0 treats alpha as tint/fill strength. Once op 0x202 has
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// armed the one-shot channel, its current/target ARGB instead supplies opacity and D3D-style
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// multiplicative RGB modulation (including after target commit). Mode 1 uses the same blend.
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// Op 0x232 modifies this temporary packed color before the unchanged mode consumes it. ----
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int alpha = 255; long tint = 0xFFFFFF; int strength = 0; var blend = BlendKind.Opaque;
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bool multiplyTint = false;
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long sampledColor = o.HasColor ? o.Color : 0xffffffff;
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ColorTransitionState? colorTransition = null;
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if (o.OneShotColorEnabled)
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{
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if (o.OneShotStartMs < 0) o.OneShotStartMs = nowMs;
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(sampledColor, colorTransition) = SampleOneShotColor(o, nowMs);
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}
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if (o.ColorAnim)
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{
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if (o.ColorStart < 0) o.ColorStart = nowMs;
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sampledColor = InterpolatePackedColor(sampledColor, o.ColorTarget,
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PingPongWeight(nowMs, o.ColorStart, o.ColorPeriod));
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}
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if (o.HasColor || o.ColorAnim)
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{
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var (a, r, g, b) = BlendMath.UnpackArgb(sampledColor);
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tint = ((long)r << 16) | ((long)g << 8) | (long)b;
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if (o.StaticColorMode == 1)
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{
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// Native mode 1 enables SRCALPHA/ONE additive blending and passes packed ARGB as
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// D3D modulation. Black therefore contributes nothing (TITLE's SO022 flames),
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// while the high byte scales the additive source contribution.
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alpha = a; strength = 0; blend = BlendKind.Additive; multiplyTint = true;
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}
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else if (o.StaticColorMode == 0 && o.OneShotColorBlend)
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{
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alpha = a; strength = 0; blend = BlendKind.Alpha; multiplyTint = true;
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}
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else if (o.StaticColorMode == 0 && o.PostBindStaticColorBlend)
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{
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// FIELD suppresses a still-bound idle unit while its clone moves; CALLBACK_SETTING
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// rebuilds the erased ADV backing and writes the configured opacity after binding it.
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// Pre-bind static alpha-zero CG initialization remains the opaque mode-0 path.
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alpha = a; strength = 0; blend = BlendKind.Alpha; multiplyTint = true;
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}
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else if (o.StaticColorMode == 2)
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{
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// Native transition-source mode: 0xffffffff is opaque identity modulation,
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// not a request to replace every texel with white.
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alpha = a; strength = 0; blend = BlendKind.Alpha;
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}
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else if (createdSurface)
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{
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// Native created/render-target surfaces use packed alpha as object opacity.
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// SYSTEM4/BUNKI relies on this for translucent panels; FIELD uses the same surface
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// at alpha 0x40 beneath the minimap so the paper chrome remains visible.
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alpha = a; strength = 0; blend = BlendKind.Alpha; multiplyTint = true;
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}
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else if (resId != 0)
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{
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// Native mode 0 is the opaque textured path. RGB modulates the source and the
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// packed alpha byte does not become tint strength; in particular 0xffffffff is
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// identity after the foreground-transition cleanup write.
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alpha = 255; strength = 0; blend = BlendKind.Alpha; multiplyTint = true;
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}
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else
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{
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// A surfaceless mode-0 object is a solid fill, whose high byte remains fill strength.
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strength = a; blend = BlendKind.Alpha;
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}
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}
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// ---- src-rect: preserve cell dimensions and offset it row-major through the sheet ----
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int srcX = o.SrcRect.X, srcY = o.SrcRect.Y, w = o.SrcRect.W, h = o.SrcRect.H;
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if (o.SrcAnim && o.SrcFrameCount >= 1)
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{
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long cell = o.SrcCell;
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if (o.SrcPeriod > 0)
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{
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if (o.SrcStart < 0) o.SrcStart = nowMs;
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cell = ((nowMs - o.SrcStart) / o.SrcPeriod) % o.SrcFrameCount;
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}
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srcX = o.SrcRect.X + (int)(cell % o.SrcColumns) * o.SrcRect.W;
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srcY = o.SrcRect.Y + (int)(cell / o.SrcColumns) * o.SrcRect.H;
|
|
}
|
|
|
|
// One-shot matrix channels: hold current through delay, then linearly sample current -> target.
|
|
if (hadOneShot
|
|
&& o.OneShotStartMs < 0)
|
|
o.OneShotStartMs = nowMs;
|
|
var scale = SampleMatrixChannel(ref o.ScaleCurrent, o.ScaleTarget, o.ScaleDelayMs,
|
|
o.ScaleDurationMs, o.OneShotStartMs, ref o.ScaleEnabled, nowMs);
|
|
var rotation = SampleRotationChannel(ref o.RotationCurrent, o.RotationTarget,
|
|
o.RotationDelayMs, o.RotationDurationMs,
|
|
o.OneShotStartMs, ref o.RotationChannelEnabled, nowMs);
|
|
var translation = SampleMatrixChannel(ref o.TranslationCurrent, o.TranslationTarget,
|
|
o.TranslationDelayMs, o.TranslationDurationMs,
|
|
o.OneShotStartMs, ref o.TranslationEnabled, nowMs);
|
|
if (!o.OneShotColorEnabled && !o.ScaleEnabled && !o.RotationChannelEnabled && !o.TranslationEnabled)
|
|
{
|
|
if (hadOneShot) o.OneShotAnimationControlFlags &= ~1L;
|
|
o.OneShotStartMs = -1;
|
|
}
|
|
|
|
double cycleAngle = 0;
|
|
double cycleScaleX = 1, cycleScaleY = 1, cycleScaleZ = 1;
|
|
if (o.ScaleCycleEnabled && o.ScaleCyclePeriodMs > 0)
|
|
{
|
|
if (o.ScaleCycleStartMs < 0) o.ScaleCycleStartMs = nowMs;
|
|
double weight = ScaleCycleWeight(nowMs, o.ScaleCycleStartMs, o.ScaleCyclePeriodMs);
|
|
cycleScaleX += (o.ScaleCycleTarget.X - 1) * weight;
|
|
cycleScaleY += (o.ScaleCycleTarget.Y - 1) * weight;
|
|
cycleScaleZ += (o.ScaleCycleTarget.Z - 1) * weight;
|
|
}
|
|
if (o.RotationEnabled && o.RotationPeriodMs > 0)
|
|
{
|
|
if (o.RotationStartMs < 0) o.RotationStartMs = nowMs;
|
|
long elapsed = System.Math.Max(0, nowMs - o.RotationStartMs);
|
|
cycleAngle = ((elapsed % o.RotationPeriodMs) * 360) / o.RotationPeriodMs;
|
|
}
|
|
|
|
SurfaceTransitionState? transition = _surfaceTransitions.TryGetValue(o.SourceSlot, out var st)
|
|
? SampleTransition(st, nowMs) : null;
|
|
Affine2D? objectRangeTransform = rangeAffine is { } ra &&
|
|
handle >= _rangeTransformFirst && handle - _rangeTransformFirst < _rangeTransformCount
|
|
? ra : null;
|
|
bool timeVarying =
|
|
o.OneShotColorEnabled || o.ScaleEnabled || o.RotationChannelEnabled ||
|
|
o.TranslationEnabled ||
|
|
(o.SrcAnim && o.SrcPeriod > 0) ||
|
|
(o.ColorAnim && o.ColorPeriod > 0) ||
|
|
(o.ScaleCycleEnabled && o.ScaleCyclePeriodMs > 0) ||
|
|
(o.RotationEnabled && o.RotationPeriodMs > 0) ||
|
|
transition is { Progress: < 1.0 } ||
|
|
(objectRangeTransform != null && rangeTimeVarying);
|
|
list.Add(new RenderObject(handle, resId, ck, srcX, srcY, w, h,
|
|
(int)o.V24.X, (int)o.V24.Y,
|
|
new TransformState(scale.X, scale.Y, scale.Z,
|
|
translation.X, translation.Y, translation.Z,
|
|
o.V18.X, o.V18.Y, o.V18.Z,
|
|
rotation.X, rotation.Y, rotation.Z, rotation.Angle),
|
|
new RotationCycleState(o.RotationEnabled, o.RotationPeriodMs,
|
|
o.RotationAxis.X, o.RotationAxis.Y,
|
|
o.RotationAxis.Z, cycleAngle),
|
|
alpha, tint, strength, blend, multiplyTint, transition,
|
|
colorTransition, objectRangeTransform, timeVarying,
|
|
new ScaleCycleState(o.ScaleCycleEnabled, o.ScaleCyclePeriodMs,
|
|
cycleScaleX, cycleScaleY, cycleScaleZ)));
|
|
}
|
|
}
|
|
}
|
|
}
|