android-native: auto hunt, in-client account registration, mobile UI polish
- Auto hunt (client-only): PythonPlayerAutoHunt.cpp + AutoHuntScript.inc as the embedded mt_autohunt module, AUTO touch button, F9/F8. - Account registration: tools/40250/register_server.py (rc.d mt_register, :11080) inserts into account.account; net.RegisterAccount/GetRegisterAccountResult (PythonAccountRegister.cpp) and the mt_register login-window dialog (RegisterScript.inc). - --py-exec also runs in --login-screen mode for scripted login-screen tests. - Touch controller, window manager and render command updates for the Android native client. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
53d06c3c26
commit
3e3708ef06
+120
-5
@@ -19,6 +19,9 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_vulkan.h>
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#ifdef __ANDROID__
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#include <jni.h>
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#endif
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#include <vulkan/vulkan.h>
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#include "stb_image.h"
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@@ -714,6 +717,21 @@ std::string bundled_file_path(const char* name) {
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return std::string(base ? base : "./") + name;
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}
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#ifdef __ANDROID__
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// MainActivity.performHaptic(): the long-press vibration of the touch gestures.
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void android_haptic() {
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auto* env = static_cast<JNIEnv*>(SDL_GetAndroidJNIEnv());
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auto activity = static_cast<jobject>(SDL_GetAndroidActivity());
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if (!env || !activity) return;
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jclass cls = env->GetObjectClass(activity);
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if (jmethodID method = env->GetMethodID(cls, "performHaptic", "()V"))
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env->CallVoidMethod(activity, method);
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if (env->ExceptionCheck()) env->ExceptionClear();
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env->DeleteLocalRef(cls);
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env->DeleteLocalRef(activity);
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}
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#endif
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std::vector<std::uint32_t> read_spirv(const char* name) {
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std::size_t size = 0;
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void* bytes = SDL_LoadFile(bundled_file_path(name).c_str(), &size);
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@@ -848,6 +866,8 @@ public:
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}
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}
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#endif
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// Android's back key reaches the game as SDL_SCANCODE_AC_BACK (-> ESC) instead of finishing the activity.
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SDL_SetHint(SDL_HINT_ANDROID_TRAP_BACK_BUTTON, "1");
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if (!SDL_Init(SDL_INIT_VIDEO)) throw std::runtime_error(SDL_GetError());
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SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
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window_ = SDL_CreateWindow(
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@@ -1010,12 +1030,24 @@ public:
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return {0, 0, float(extent_.width), float(extent_.height), 0, 1};
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}
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// Window pixels kept clear at the left and right screen edges (rounded corners, cutouts);
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// MainActivity measures them and passes --safe-inset-px.
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void set_safe_inset_px(int px) { safe_inset_px_ = std::max(0, px); }
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// Test builds: frames per second in the top-left corner (--show-fps).
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void set_show_fps(bool show) { show_fps_ = show; }
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// The same inset in logical UI pixels: the 40250 window layers are shifted and narrowed by it.
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int ui_safe_inset() const {
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int pw = 0, ph = 0;
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if (safe_inset_px_ <= 0 || !window_ || !SDL_GetWindowSizeInPixels(window_, &pw, &ph) || ph <= 0) return 0;
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return int(std::lround(double(safe_inset_px_) * logical_height() / ph));
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}
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// D3DVIEWPORT8 (in the game's logical screen pixels) scaled to the swapchain extent.
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VkViewport draw_viewport(const Render3DDraw& draw) const {
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if (draw.viewport[2] <= 0 || draw.viewport[3] <= 0) return full_viewport();
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const float sx = float(extent_.width) / float(logical_width());
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const float sy = float(extent_.height) / float(logical_height());
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return {draw.viewport[0] * sx, draw.viewport[1] * sy, draw.viewport[2] * sx, draw.viewport[3] * sy,
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return {(draw.viewport[0] + draw.ui_offset_x) * sx, draw.viewport[1] * sy, draw.viewport[2] * sx, draw.viewport[3] * sy,
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draw.viewport_z[0], draw.viewport_z[1]};
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}
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@@ -1160,6 +1192,24 @@ public:
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}
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}
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// Touch hosts: SDL text input (and with it the system keyboard) is on only while the player
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// types into a tapped EditLine; desktop keeps the always-on text input from window creation.
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void sync_screen_keyboard() {
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const bool want = touch_controller.wants_screen_keyboard();
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const unsigned serial = touch_controller.screen_keyboard_serial();
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if (want && (!SDL_TextInputActive(window_) || serial != screen_keyboard_serial_)) {
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTINPUT_TYPE_NUMBER, SDL_TEXTINPUT_TYPE_TEXT);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER, SDL_CAPITALIZE_NONE);
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SDL_SetBooleanProperty(props, SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN, false);
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SDL_StartTextInputWithProperties(window_, props);
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SDL_DestroyProperties(props);
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} else if (!want && SDL_TextInputActive(window_)) {
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SDL_StopTextInput(window_);
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}
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screen_keyboard_serial_ = serial;
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}
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bool poll(bool forward_to_live_client = false) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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auto map_mouse = [&](float wx, float wy, int& ox, int& oy) {
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@@ -1190,6 +1240,13 @@ public:
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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// Touches arrive as SDL_EVENT_FINGER_*; the touch-synthesized mouse copy
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// would register as a second finger (101) and turn every drag into a pinch.
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if (touch_controller.is_enabled() &&
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((event.type == SDL_EVENT_MOUSE_MOTION && event.motion.which == SDL_TOUCH_MOUSEID) ||
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((event.type == SDL_EVENT_MOUSE_BUTTON_DOWN || event.type == SDL_EVENT_MOUSE_BUTTON_UP) &&
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event.button.which == SDL_TOUCH_MOUSEID)))
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continue;
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if (forward_to_live_client && event.type == SDL_EVENT_MOUSE_MOTION) {
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int mx = 0, my = 0;
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map_mouse(event.motion.x, event.motion.y, mx, my);
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@@ -1204,9 +1261,10 @@ public:
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if (event.type == SDL_EVENT_WINDOW_RESIZED || event.type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
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int ew = 0, eh = 0;
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SDL_GetWindowSize(window_, &ew, &eh);
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touch_controller.update_screen_size(int(logical_width()), int(logical_height()));
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touch_controller.update_screen_size(int(logical_width()), int(logical_height()), ui_safe_inset());
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (forward_to_live_client && ew > 0 && eh > 0) {
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PythonBoot::SetUISafeInset(ui_safe_inset());
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PythonBoot::SetUISize(int(logical_width()), int(logical_height()));
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}
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#endif
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@@ -1259,6 +1317,8 @@ public:
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PythonBoot::UIMouseWheel(int(event.wheel.y * 120.0f));
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} else if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
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const bool pressed = event.type == SDL_EVENT_KEY_DOWN;
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// Android back = ESC: closes the top window, or opens the system menu (game.py).
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if (event.key.scancode == SDL_SCANCODE_AC_BACK) event.key.scancode = SDL_SCANCODE_ESCAPE;
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if (pressed) {
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if (const int vk = sdl_scancode_to_vk(event.key.scancode))
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PythonBoot::UIIMEKeyDown(vk);
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@@ -1304,6 +1364,8 @@ public:
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flush_mouse_move();
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#endif
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touch_controller.update();
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if (touch_controller.is_enabled())
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sync_screen_keyboard();
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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if (forward_to_live_client && !hardware_cursor_enabled_ && !os_cursor_hidden_ && !touch_controller.is_enabled()) {
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SDL_HideCursor();
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@@ -1452,6 +1514,8 @@ public:
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prepared_draw.fixed_state = make_fixed_function_state(draw);
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// XYZRHW vertices are already in screen space and bypass the viewport transform.
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prepared_draw.viewport = draw.pretransformed ? full_viewport() : draw_viewport(draw);
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if (draw.pretransformed && draw.ui_offset_x != 0)
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prepared_draw.viewport.x += draw.ui_offset_x * float(extent_.width) / float(logical_width());
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prepared_draws.push_back(prepared_draw);
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vertex_count += geometry.vertex_count;
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index_count += geometry.index_count;
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@@ -1470,10 +1534,19 @@ public:
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if (ui_mapped_) {
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const uint32_t target_ui_w = ui_width ? ui_width : 960;
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const uint32_t target_ui_h = ui_height ? ui_height : 640;
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if (touch_controller.is_enabled()) {
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touch_controller.update_screen_size(int(target_ui_w), int(target_ui_h));
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update_fps_counter();
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if (touch_controller.is_enabled() || show_fps_) {
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std::vector<UIRenderCommand> combined_ui = ui_commands;
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touch_controller.append_ui_commands(combined_ui);
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if (touch_controller.is_enabled()) {
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touch_controller.update_screen_size(int(target_ui_w), int(target_ui_h), ui_safe_inset());
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touch_controller.append_ui_commands(combined_ui);
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}
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if (show_fps_ && fps_ >= 0) {
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// Top left, inside the safe area and clear of 40250's corner icon.
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const float inset = float(std::min<int>(ui_safe_inset(), int(target_ui_w) / 8));
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TouchController::draw_segment_text(combined_ui, "FPS " + std::to_string(fps_),
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inset + 40.0f, 8.0f, 12.0f, 0xFF40FF40);
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}
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if (!combined_ui.empty()) {
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build_ui_batches(target_ui_w, target_ui_h, combined_ui, capture_textures, ui_batches, ui_quad_count);
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}
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@@ -3055,6 +3128,27 @@ private:
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float timestamp_period_ns_ = 1.0f;
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float max_anisotropy_ = 1.0f;
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SDL_Window* window_ = nullptr;
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unsigned screen_keyboard_serial_ = 0;
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int safe_inset_px_ = 0;
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bool show_fps_ = false;
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int fps_ = -1;
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int fps_frames_ = 0;
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std::chrono::steady_clock::time_point fps_window_start_{};
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// Presented frames over the last half second.
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void update_fps_counter() {
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const auto now = std::chrono::steady_clock::now();
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if (fps_frames_++ == 0) {
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fps_window_start_ = now;
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return;
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}
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const double elapsed = std::chrono::duration<double>(now - fps_window_start_).count();
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if (elapsed >= 0.5) {
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fps_ = int(std::lround((fps_frames_ - 1) / elapsed));
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fps_frames_ = 1;
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fps_window_start_ = now;
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}
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}
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VkInstance instance_ = VK_NULL_HANDLE;
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VkSurfaceKHR surface_ = VK_NULL_HANDLE;
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VkPhysicalDevice physical_ = VK_NULL_HANDLE;
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@@ -3198,6 +3292,10 @@ void print_summary(const VulkanWindow& renderer, int completed, double wall_ms,
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}
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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// --py-exec: a test hook run once the auto-login run reaches the GameWindow (or, with --login-screen,
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// once the LoginWindow is up).
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std::string g_py_exec_after_login;
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bool py_exec(const std::string& code) {
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std::string err;
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if (!PythonBoot::RunLine(code.c_str(), &err)) {
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@@ -3342,6 +3440,7 @@ int run_live_client(
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#endif
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SetPlatformServerTime(123456789);
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PythonBoot::SetUISafeInset(renderer.ui_safe_inset());
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PythonBoot::SetUISize(static_cast<int>(renderer.logical_width()), static_cast<int>(renderer.logical_height()));
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if (!PythonBoot::RunMainScript("", &error) || !PythonBoot::IsAppLooping())
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throw std::runtime_error("PythonBoot::RunMainScript: " + error);
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@@ -3396,6 +3495,8 @@ int run_live_client(
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renderer.sync_game_cursor();
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PythonBoot::UIRender();
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}
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if (!g_py_exec_after_login.empty() && !py_exec(g_py_exec_after_login))
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throw std::runtime_error("--py-exec failed");
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} else {
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char login_cmd[512];
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std::snprintf(
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@@ -3455,6 +3556,8 @@ int run_live_client(
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if (!configure_macos_numeric_quickslots())
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throw std::runtime_error("failed to configure numeric quick slots on macOS");
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#endif
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if (!g_py_exec_after_login.empty() && !py_exec(g_py_exec_after_login))
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throw std::runtime_error("--py-exec failed");
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const int warmup_frames = std::max(10, fake_mobs / 2 + 10);
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for (int i = 0; i < warmup_frames; ++i) {
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@@ -3583,6 +3686,8 @@ int main(int argc, char** argv) {
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bool gpu_skinning = true;
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bool native_terrain = true;
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bool mobile_mode = false;
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int safe_inset_px = 0;
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bool show_fps = false;
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#ifdef __ANDROID__
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mobile_mode = true;
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#endif
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@@ -3633,6 +3738,11 @@ int main(int argc, char** argv) {
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else if (arg == "--no-gpu-skinning") gpu_skinning = false;
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else if (arg == "--no-terrain") native_terrain = false;
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else if (arg == "--mobile") mobile_mode = true;
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else if (arg == "--safe-inset-px" && i+1 < argc) safe_inset_px = std::stoi(argv[++i]);
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else if (arg == "--show-fps") show_fps = true;
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#ifdef MT_NATIVE_HAS_LIVE_CLIENT
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else if (arg == "--py-exec" && i+1 < argc) g_py_exec_after_login = argv[++i];
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#endif
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else throw std::runtime_error(
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"usage: mt_native_render [--frames N] [--interactive] [--login-screen|--selection-screen] "
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"[--live-server HOST:AUTH_PORT:GAME_PORT] [--width W] [--height H] "
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@@ -3677,9 +3787,14 @@ int main(int argc, char** argv) {
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triangles_per_draw == 0 || triangles_per_draw > 10000)
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throw std::runtime_error("invalid frame/draw/triangle count");
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VulkanWindow renderer(vsync, init_width, init_height);
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renderer.set_safe_inset_px(safe_inset_px);
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renderer.set_show_fps(show_fps);
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if (!screenshot_out.empty() && frames > 0) renderer.request_screenshot(screenshot_out, std::uint64_t(frames));
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if (mobile_mode) {
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renderer.touch_controller.set_enabled(true);
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#ifdef __ANDROID__
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renderer.touch_controller.set_haptic(android_haptic);
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#endif
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renderer.touch_controller.update_screen_size(init_width, init_height);
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}
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if (!live_client_dir.empty()) {
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