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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co-authored by
Claude Opus 5.5
parent
5590714b16
commit
141206cb69
@@ -30,6 +30,8 @@ public:
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static godot::String run_main_script(const godot::String &command_line);
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// One line of Python in the same __main__ dictionary. "" when it ran.
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static godot::String run_line(const godot::String &source);
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// True while system.py is inside app.Loop(); ui_update() then runs one CPythonApplication::Process().
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static bool is_app_looping();
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static void set_ui_size(int width, int height);
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static void ui_mouse_move(int x, int y);
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static void ui_mouse_button(int button, bool pressed, int x, int y);
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