2V0-f: run the real system.py app loop in Godot
- system.py runs app.Loop() on the script fiber; each UIUpdate is one CPythonApplication::Process(). Logo -> Login, popup ESC/click and app.Exit teardown (launcher cleared first, as in 40250 Main) work. - Image commands are base-texture quads with UVs (a .sub shares its parent texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect ported verbatim, so scale/rotation/rendering rect are drawn. - CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background). - port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui. - TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
5590714b16
commit
141206cb69
@@ -1,5 +1,7 @@
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#include "UIRenderCommands.h"
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#include <algorithm>
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namespace {
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std::vector<UIRenderCommand> commands;
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int canvas_width = 0;
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@@ -34,3 +36,21 @@ void UIRenderRestoreClip() {
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clip_x1 = saved_x1; clip_y1 = saved_y1;
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clip_x2 = saved_x2; clip_y2 = saved_y2;
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}
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void UIRenderAddImage(const CGraphicTexture* texture, const float x[4], const float y[4],
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float su, float sv, float eu, float ev, std::uint32_t argb, int blend) {
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UIRenderCommand command{UIRenderCommand::Image, 0, 0, 0, 0, argb};
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for (int i = 0; i < 4; ++i) {
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command.qx[i] = x[i] + 0.5f;
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command.qy[i] = y[i] + 0.5f;
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}
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command.x1 = std::min({command.qx[0], command.qx[1], command.qx[2], command.qx[3]});
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command.y1 = std::min({command.qy[0], command.qy[1], command.qy[2], command.qy[3]});
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command.x2 = std::max({command.qx[0], command.qx[1], command.qx[2], command.qx[3]});
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command.y2 = std::max({command.qy[0], command.qy[1], command.qy[2], command.qy[3]});
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command.text = UIRenderTextureName(texture);
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command.quad = true;
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command.su = su; command.sv = sv; command.eu = eu; command.ev = ev;
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command.blend = blend;
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UIRenderAdd(std::move(command));
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}
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