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
@@ -20,6 +20,30 @@ const KEY_TO_DIK := {
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KEY_RIGHT: 0xcd, KEY_DOWN: 0xd0,
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}
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# True when this surface started system.py itself (run_app) and so owns the interpreter's lifetime.
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var _owns_app := false
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# 40250 WinMain → RunMainScript: start the interpreter, give it the canvas size (app.Create reads it),
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# run system.py until it parks in app.Loop(). Returns "" or the error RunApp reported.
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func run_app() -> String:
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if not AssetRoot.pack_ready():
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return "no 40250 Client/pack at %s" % AssetRoot.client_path()
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var err: String = Metin2PythonHost.start("")
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if err != "":
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return err
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_sync_size()
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err = Metin2PythonHost.run_main_script("")
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if err != "":
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Metin2PythonHost.stop()
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return err
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_owns_app = true
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return ""
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func _exit_tree() -> void:
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if _owns_app:
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_owns_app = false
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Metin2PythonHost.stop()
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func _ready() -> void:
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set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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mouse_filter = Control.MOUSE_FILTER_STOP
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@@ -31,9 +55,17 @@ func _notification(what: int) -> void:
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func _sync_size() -> void:
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if ClassDB.class_exists("Metin2PythonHost"):
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Metin2PythonHost.set_ui_size(int(size.x), int(size.y))
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# Before the first layout pass a full-rect Control is still 0x0; it will fill the viewport.
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var canvas := size if size.x > 0 and size.y > 0 else get_viewport_rect().size
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Metin2PythonHost.set_ui_size(int(canvas.x), int(canvas.y))
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func _process(_delta: float) -> void:
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# app.Exit()/Abort(): Loop() returned and RunApp() finished; 40250 WinMain then ends the process.
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if _owns_app and not Metin2PythonHost.is_app_looping():
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_owns_app = false
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Metin2PythonHost.stop()
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get_tree().quit(0)
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return
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if Metin2PythonHost.is_running():
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Metin2PythonHost.ui_update()
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queue_redraw()
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@@ -84,12 +116,35 @@ func _draw() -> void:
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elif command["kind"] == "image":
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var texture: Texture2D = UiAssets.load_tex(AssetRoot.path(), command["text"])
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if texture != null:
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var dest := Rect2(p1, p2 - p1)
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var visible := dest.intersection(clip)
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if visible.has_area() and dest.has_area():
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var scale := texture.get_size() / dest.size
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var source := Rect2((visible.position - dest.position) * scale, visible.size * scale)
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draw_texture_rect_region(texture, visible, source, color)
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var clipped := _clip_quad(command["quad"], command["uv"], clip)
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if clipped[0].size() >= 3:
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draw_polygon(clipped[0], PackedColorArray([color]), clipped[1], texture)
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# 40250's image quad (TL, TR, BL, BR) clipped to the viewport. The quad is a
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# parallelogram, so texture coordinates are an affine function of position and are recomputed for
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# the clipped outline. Returns [points, uvs]; empty points when nothing is visible.
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# PORT: 40250's SCREEN / COLOR_DODGE / MODULATE blend states (command["blend"]) are not applied yet;
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# the canvas draws every quad with normal alpha blending.
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func _clip_quad(quad: PackedVector2Array, uv: PackedVector2Array, clip: Rect2) -> Array:
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var outline := PackedVector2Array([quad[0], quad[1], quad[3], quad[2]])
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var edge_u := quad[1] - quad[0]
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var edge_v := quad[2] - quad[0]
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var det := edge_u.cross(edge_v)
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if is_zero_approx(det):
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return [PackedVector2Array(), PackedVector2Array()]
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var rect := PackedVector2Array([clip.position, Vector2(clip.end.x, clip.position.y),
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clip.end, Vector2(clip.position.x, clip.end.y)])
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var pieces := Geometry2D.intersect_polygons(outline, rect)
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if pieces.is_empty():
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return [PackedVector2Array(), PackedVector2Array()]
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var points: PackedVector2Array = pieces[0]
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var uvs := PackedVector2Array()
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for point in points:
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var d := point - quad[0]
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var a := d.cross(edge_v) / det
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var b := edge_u.cross(d) / det
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uvs.push_back(uv[0] + (uv[1] - uv[0]) * a + (uv[2] - uv[0]) * b)
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return [points, uvs]
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func _clip_line(a: Vector2, b: Vector2, clip: Rect2) -> PackedVector2Array:
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var delta := b - a
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