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>
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Claude Opus 5.5
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5590714b16
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141206cb69
@@ -15,7 +15,7 @@
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void CPythonGraphic::SetViewport(float x, float y, float width, float height) { UIRenderSetClip(x, y, width, height); }
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void CPythonGraphic::RestoreViewport() { UIRenderRestoreClip(); }
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void CPythonGraphic::SetOmniLight() { MT_PLATFORM_STUB(); }
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long CPythonGraphic::GenerateColor(float, float, float, float) { MT_PLATFORM_STUB(); return 0; }
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long CPythonGraphic::GenerateColor(float r, float g, float b, float a) { return GetColor(r, g, b, a); }
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void CPythonGraphic::RenderUpButton(float, float, float, float) { MT_PLATFORM_STUB(); }
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void CPythonGraphic::RenderDownButton(float, float, float, float) { MT_PLATFORM_STUB(); }
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bool CPythonGraphic::SaveScreenShot(const char*) { MT_PLATFORM_STUB(); return false; }
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