feat: complete native client rendering parity updates
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@@ -24,6 +24,11 @@ namespace PythonBoot
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// before the launcher exists.
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bool Start(const char* stdlib_path, std::string* error);
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bool IsRunning();
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// The SDL native client supplies an OS cursor; the Godot host keeps its software cursor.
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void SetHostHardwareCursorEnabled(bool enabled);
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bool HostHardwareCursorEnabled();
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int CursorShape();
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bool CursorVisible();
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// 40250: RunMainScript(CPythonLauncher&, const char*) — the module initializers, __DEBUG__,
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// __COMMAND_LINE__ and RunFile("system.py"). 2V0-e registers temporary observable gameplay modules;
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@@ -56,13 +61,34 @@ bool Evaluate(const char* expression, std::string* result, std::string* error);
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void SetUISize(int width, int height);
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void UIMouseMove(int x, int y);
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void UIMouseButton(int button, bool pressed, int x, int y);
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void UIMouseWheel(int nLen);
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void UIKey(int key, bool pressed);
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// Mobile touch & joystick controls
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void SetMoveDirection(float angleDeg, bool moving);
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void SetAttackKey(bool pressed);
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void CameraBeginDrag(int x, int y);
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void CameraDrag(int x, int y);
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void CameraEndDrag();
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bool IsPointInsideActiveUI(int x, int y);
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struct PlayerStatusInfo {
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int level = 1;
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int hp = 0;
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int max_hp = 0;
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int sp = 0;
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int max_sp = 0;
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int exp = 0;
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int max_exp = 0;
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std::string name;
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};
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PlayerStatusInfo GetPlayerStatusInfo();
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// WM_CHAR (a Unicode code point) and WM_KEYDOWN (a Win32 VK code) for CPythonIME and OnIMEKeyDown.
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void UIChar(unsigned codepoint);
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void UIIMEKeyDown(int vkey);
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// While IsAppLooping(), UIUpdate is AppFrame() and UIRender keeps the commands that Process() drew.
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void UIUpdate();
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void UIRender();
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bool IsSoftwareCursorVisible();
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// 40250 Main() calls Clear() and lets the launcher leave scope.
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void Stop();
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