543 lines
20 KiB
GDScript
543 lines
20 KiB
GDScript
# Canvas adapter for the 40250 CWindowManager. The window tree remains native;
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# this Control forwards Godot input and draws the native UI command stream.
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extends Control
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const AssetRoot = preload("res://asset_root.gd")
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const UiAssets = preload("res://ui/ui_assets.gd")
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const KEY_TO_DIK := {
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KEY_ESCAPE: 0x01, KEY_1: 0x02, KEY_2: 0x03, KEY_3: 0x04,
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KEY_4: 0x05, KEY_5: 0x06, KEY_6: 0x07, KEY_7: 0x08,
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KEY_8: 0x09, KEY_9: 0x0a, KEY_0: 0x0b, KEY_MINUS: 0x0c,
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KEY_EQUAL: 0x0d, KEY_BACKSPACE: 0x0e, KEY_TAB: 0x0f,
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KEY_Q: 0x10, KEY_W: 0x11, KEY_E: 0x12, KEY_R: 0x13,
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KEY_T: 0x14, KEY_Y: 0x15, KEY_U: 0x16, KEY_I: 0x17,
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KEY_O: 0x18, KEY_P: 0x19, KEY_BRACKETLEFT: 0x1a, KEY_BRACKETRIGHT: 0x1b,
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KEY_ENTER: 0x1c, KEY_CTRL: 0x1d, KEY_A: 0x1e, KEY_S: 0x1f,
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KEY_D: 0x20, KEY_F: 0x21, KEY_G: 0x22, KEY_H: 0x23,
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KEY_J: 0x24, KEY_K: 0x25, KEY_L: 0x26, KEY_SEMICOLON: 0x27,
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KEY_APOSTROPHE: 0x28, KEY_QUOTELEFT: 0x29, KEY_SHIFT: 0x2a,
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KEY_BACKSLASH: 0x2b, KEY_Z: 0x2c, KEY_X: 0x2d, KEY_C: 0x2e,
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KEY_V: 0x2f, KEY_B: 0x30, KEY_N: 0x31, KEY_M: 0x32,
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KEY_COMMA: 0x33, KEY_PERIOD: 0x34, KEY_SLASH: 0x35,
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KEY_ALT: 0x38, KEY_SPACE: 0x39,
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KEY_F1: 0x3b, KEY_F2: 0x3c, KEY_F3: 0x3d, KEY_F4: 0x3e,
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KEY_F5: 0x3f, KEY_F6: 0x40, KEY_F7: 0x41, KEY_F8: 0x42,
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KEY_F9: 0x43, KEY_F10: 0x44, KEY_F11: 0x57, KEY_F12: 0x58,
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KEY_HOME: 0xc7, KEY_UP: 0xc8, KEY_PAGEUP: 0xc9,
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KEY_LEFT: 0xcb, KEY_RIGHT: 0xcd, KEY_END: 0xcf,
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KEY_DOWN: 0xd0, KEY_PAGEDOWN: 0xd1, KEY_INSERT: 0xd2,
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KEY_DELETE: 0xd3,
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}
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# Win32 virtual-key codes of the keys EditLine.OnIMEKeyDown handles (WM_KEYDOWN → OnIMEKeyDown);
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# letters and digits use their ASCII code, as VK_A..VK_Z / VK_0..VK_9 do.
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const KEY_TO_VK := {
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KEY_BACKSPACE: 0x08, KEY_TAB: 0x09, KEY_ENTER: 0x0d, KEY_KP_ENTER: 0x0d,
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KEY_ESCAPE: 0x1b, KEY_SPACE: 0x20, KEY_END: 0x23, KEY_HOME: 0x24,
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KEY_LEFT: 0x25, KEY_UP: 0x26, KEY_RIGHT: 0x27, KEY_DOWN: 0x28, KEY_DELETE: 0x2e,
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}
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# The control characters Windows turns these keys into (WM_CHAR); Godot reports them with unicode 0.
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const KEY_TO_CHAR := {
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KEY_BACKSPACE: 0x08, KEY_TAB: 0x09, KEY_ENTER: 0x0d, KEY_KP_ENTER: 0x0d, KEY_ESCAPE: 0x1b,
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}
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# "mem:<id>" → [revision, ImageTexture]: the CGraphicFontTexture glyph pages, refetched when the
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# "@<revision>" of a command's name moves on (a glyph was added to the page).
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var _memory_textures := {}
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var _tex_info_cache := {}
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var _color_cache := {}
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var _white_color_array := PackedColorArray([Color.WHITE])
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var _asset_root_path := ""
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var _segments_used := 0
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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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# The exported Godot executable starts in Contents/Resources. 40250 writes mouse.cfg,
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# metin2.cfg and other player settings relative to CWD, so move those writes to user://.
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var data_dir := OS.get_user_data_dir()
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if DirAccess.make_dir_recursive_absolute(data_dir) != OK:
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return "cannot create user data directory at %s" % data_dir
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OS.set_environment("MT_40250_CLIENT", AssetRoot.client_path())
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OS.set_environment("MT_40250_USER_DATA_DIR", data_dir)
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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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for segment in _segments:
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RenderingServer.free_rid(segment)
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_segments.clear()
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for material in _materials:
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RenderingServer.free_rid(material)
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_materials.clear()
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if _mask_shader.is_valid():
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RenderingServer.free_rid(_mask_shader)
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_mask_shader = RID()
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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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texture_repeat = CanvasItem.TEXTURE_REPEAT_ENABLED
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_asset_root_path = AssetRoot.path()
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_sync_size()
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func _notification(what: int) -> void:
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if what == NOTIFICATION_RESIZED and is_inside_tree():
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_sync_size()
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func _sync_size() -> void:
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if ClassDB.class_exists("Metin2PythonHost"):
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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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var profile_start := Time.get_ticks_usec() if _profile_frame else 0
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Metin2PythonHost.ui_update()
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if profile_start != 0:
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profile_ui_update_ms = float(Time.get_ticks_usec() - profile_start) / 1000.0
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queue_redraw()
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func _gui_input(event: InputEvent) -> void:
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if not Metin2PythonHost.is_running():
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return
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if event is InputEventMouseMotion:
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Metin2PythonHost.ui_mouse_move(int(event.position.x), int(event.position.y))
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elif event is InputEventMouseButton:
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if event.button_index >= MOUSE_BUTTON_LEFT and event.button_index <= MOUSE_BUTTON_MIDDLE:
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Metin2PythonHost.ui_mouse_button(event.button_index, event.pressed,
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int(event.position.x), int(event.position.y))
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elif event.pressed:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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var factor: float = event.factor if event.factor > 0.0 else 1.0
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Metin2PythonHost.ui_mouse_wheel(int(round(120.0 * factor)))
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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var factor: float = event.factor if event.factor > 0.0 else 1.0
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Metin2PythonHost.ui_mouse_wheel(-int(round(120.0 * factor)))
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elif event is InputEventPanGesture:
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# macOS trackpad two-finger scroll: scrolling up has negative delta.y, zooming in
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var delta: int = -int(round(event.delta.y * 30.0))
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if delta != 0:
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Metin2PythonHost.ui_mouse_wheel(delta)
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elif event is InputEventMagnifyGesture:
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# macOS trackpad pinch to zoom: factor > 1.0 is zoom in
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var delta: int = int(round((event.factor - 1.0) * 600.0))
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if delta != 0:
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Metin2PythonHost.ui_mouse_wheel(delta)
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func _unhandled_key_input(event: InputEvent) -> void:
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if event is InputEventKey and Metin2PythonHost.is_running():
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var code: int = event.physical_keycode
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var dik: int = KEY_TO_DIK.get(code, 0)
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if dik == 0 and event.keycode != 0:
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dik = KEY_TO_DIK.get(event.keycode, 0)
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if dik != 0:
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Metin2PythonHost.ui_key(dik, event.pressed)
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if event.pressed:
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_ime_key(event)
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# 40250 gets every key press twice more through the window procedure: WM_KEYDOWN (a VK code, for
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# OnIMEKeyDown) and then WM_CHAR (the typed character, for CPythonIME). Held keys repeat both.
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func _ime_key(event: InputEventKey) -> void:
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var keycode: int = event.keycode
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var vk: int = KEY_TO_VK.get(keycode, 0)
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if vk == 0 and ((keycode >= KEY_A and keycode <= KEY_Z) or (keycode >= KEY_0 and keycode <= KEY_9)):
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vk = keycode
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if vk != 0:
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Metin2PythonHost.ui_ime_key(vk)
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var ch: int = event.unicode
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if ch == 0:
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ch = KEY_TO_CHAR.get(keycode, 0)
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if ch != 0:
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Metin2PythonHost.ui_char(ch)
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# The command stream is drawn into pooled child canvas items in order: a run of plain commands
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# shares one item; a masked image (CPythonMiniMap's terrain tiles under minimap_image_filter.dds)
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# gets its own item carrying the mask shader, since a canvas item has a single material.
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const MASK_SHADER := """
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shader_type canvas_item;
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render_mode blend_mix;
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uniform sampler2D mask_texture : repeat_disable, filter_linear;
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uniform vec4 uv_rect; // su, sv, eu, ev of the image
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uniform vec2 m0; // mask coordinates at the image's TL, TR and BL corners
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uniform vec2 m1;
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uniform vec2 m2;
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void fragment() {
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vec2 ab = (UV - uv_rect.xy) / max(uv_rect.zw - uv_rect.xy, vec2(1e-6));
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vec4 mask = texture(mask_texture, m0 + (m1 - m0) * ab.x + (m2 - m0) * ab.y);
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vec4 image = texture(TEXTURE, UV) * COLOR;
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COLOR = vec4(image.rgb * mask.rgb, mask.a * COLOR.a);
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}
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"""
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var _segments: Array[RID] = []
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var _materials: Array[RID] = []
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var _mask_shader := RID()
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var _white: ImageTexture
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var _profile_frame := OS.has_environment("MT_PROFILE_FRAME")
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var profile_ui_update_ms := 0.0
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var profile_draw_ms := 0.0
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func _get_color_array(argb: int) -> PackedColorArray:
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if argb == 0xFFFFFFFF or argb == -1:
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return _white_color_array
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var arr: PackedColorArray = _color_cache.get(argb, PackedColorArray())
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if not arr.is_empty():
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return arr
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var c := Color8((argb >> 16) & 255, (argb >> 8) & 255, argb & 255, (argb >> 24) & 255)
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arr = PackedColorArray([c])
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_color_cache[argb] = arr
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return arr
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func _get_tex_draw_info(name: String) -> Array:
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var info: Array = _tex_info_cache.get(name, [])
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if not info.is_empty():
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return info
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var texture: Texture2D = _texture(name)
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if texture == null:
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_tex_info_cache[name] = []
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return []
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var tex_rid: RID = texture.get_rid()
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var is_atlas := false
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var u0 := 0.0
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var v0 := 0.0
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var du := 1.0
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var dv := 1.0
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var default_uv := PackedVector2Array()
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if texture is AtlasTexture:
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var at: AtlasTexture = texture
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if at.atlas != null:
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tex_rid = at.atlas.get_rid()
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var asize: Vector2 = at.atlas.get_size()
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if asize.x > 0 and asize.y > 0:
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is_atlas = true
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var r: Rect2 = at.region
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u0 = r.position.x / asize.x
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v0 = r.position.y / asize.y
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du = r.size.x / asize.x
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dv = r.size.y / asize.y
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default_uv = PackedVector2Array([
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Vector2(u0, v0),
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Vector2(u0 + du, v0),
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Vector2(u0 + du, v0 + dv),
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Vector2(u0, v0 + dv)
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])
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if default_uv.is_empty():
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default_uv = PackedVector2Array([
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Vector2(0, 0),
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Vector2(1, 0),
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Vector2(1, 1),
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Vector2(0, 1)
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])
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info = [tex_rid, is_atlas, u0, v0, du, dv, default_uv, texture]
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_tex_info_cache[name] = info
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return info
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func _draw() -> void:
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var profile_start := Time.get_ticks_usec() if _profile_frame else 0
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var fg_used := 0
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var fg_plain := false
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var masked := 0
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for i in _segments_used:
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RenderingServer.canvas_item_clear(_segments[i])
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_segments_used = 0
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if not Metin2PythonHost.is_running():
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return
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var has_3d: bool = Metin2PythonHost.has_3d_draws()
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for command in Metin2PythonHost.ui_render_commands_batched():
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# Skip background UI commands when 3D is active, as the 3D surface renders the background Quad
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if has_3d and bool(command.get(&"behind_3d", false)):
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continue
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var kind: Variant = command[&"kind"]
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if kind == &"glyph_batch":
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var info := _get_tex_draw_info(command[&"text"])
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if info.is_empty():
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continue
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if not fg_plain:
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fg_used = _segment(fg_used, RID())
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fg_plain = true
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RenderingServer.canvas_item_add_triangle_array(_segments[fg_used - 1],
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command[&"indices"], command[&"points"], command[&"colors"],
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command[&"uvs"], PackedInt32Array(), PackedFloat32Array(), info[0])
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continue
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var x1: float = command[&"x1"]
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var y1: float = command[&"y1"]
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var x2: float = command[&"x2"]
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var y2: float = command[&"y2"]
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var cx1: float = command[&"clip_x1"]
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var cy1: float = command[&"clip_y1"]
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var cx2: float = command[&"clip_x2"]
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var cy2: float = command[&"clip_y2"]
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# 1) Completely culled by scissor?
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if x2 <= cx1 or x1 >= cx2 or y2 <= cy1 or y1 >= cy2:
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continue
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var argb: int = command[&"argb"]
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var target_segments := _segments
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if kind == &"image":
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var text_name: String = command.get(&"text", "")
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var mask_name: String = command.get(&"mask", "")
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var mask_tex: Texture2D = _texture(mask_name) if not mask_name.is_empty() else null
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if text_name.is_empty() and mask_tex != null:
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text_name = "__white__"
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var info := _get_tex_draw_info(text_name)
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if info.is_empty():
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continue
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var tex_rid: RID = info[0]
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var is_atlas: bool = info[1]
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var u0: float = info[2]
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var v0: float = info[3]
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var du: float = info[4]
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var dv: float = info[5]
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var quad: PackedVector2Array = command[&"quad"]
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var quad_uv: PackedVector2Array = command[&"uv"]
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var needs_clip := x1 < cx1 or x2 > cx2 or y1 < cy1 or y2 > cy2
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var poly_pts: PackedVector2Array
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var poly_uv: PackedVector2Array
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if not needs_clip:
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poly_pts = PackedVector2Array([quad[0], quad[1], quad[3], quad[2]])
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var is_full_uv := quad_uv[0] == Vector2.ZERO and quad_uv[1] == Vector2(1, 0) and quad_uv[2] == Vector2(0, 1) and quad_uv[3] == Vector2.ONE
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if is_full_uv:
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poly_uv = info[6]
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elif is_atlas:
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poly_uv = PackedVector2Array([
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Vector2(u0 + quad_uv[0].x * du, v0 + quad_uv[0].y * dv),
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Vector2(u0 + quad_uv[1].x * du, v0 + quad_uv[1].y * dv),
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Vector2(u0 + quad_uv[3].x * du, v0 + quad_uv[3].y * dv),
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Vector2(u0 + quad_uv[2].x * du, v0 + quad_uv[2].y * dv)
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])
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else:
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poly_uv = PackedVector2Array([quad_uv[0], quad_uv[1], quad_uv[3], quad_uv[2]])
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else:
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var mapped_uv: PackedVector2Array
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if is_atlas:
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mapped_uv = PackedVector2Array([
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Vector2(u0 + quad_uv[0].x * du, v0 + quad_uv[0].y * dv),
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Vector2(u0 + quad_uv[1].x * du, v0 + quad_uv[1].y * dv),
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Vector2(u0 + quad_uv[2].x * du, v0 + quad_uv[2].y * dv),
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Vector2(u0 + quad_uv[3].x * du, v0 + quad_uv[3].y * dv)
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])
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else:
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mapped_uv = quad_uv
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var clip_rect := Rect2(cx1, cy1, cx2 - cx1, cy2 - cy1)
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var clipped := _clip_quad(quad, mapped_uv, clip_rect)
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if clipped[0].size() < 3:
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continue
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poly_pts = clipped[0]
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poly_uv = clipped[1]
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if mask_tex != null:
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var mat_rid := _mask_material(masked, mask_tex, quad_uv, command[&"mask_uv"])
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fg_used = _segment(fg_used, mat_rid)
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fg_plain = false
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masked += 1
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elif not fg_plain:
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fg_used = _segment(fg_used, RID())
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fg_plain = true
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var seg_idx := fg_used - 1
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RenderingServer.canvas_item_add_polygon(target_segments[seg_idx], poly_pts,
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_get_color_array(argb), poly_uv, tex_rid)
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elif kind == &"bar":
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var bx1 := maxf(x1, cx1)
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var by1 := maxf(y1, cy1)
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var bx2 := minf(x2, cx2)
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var by2 := minf(y2, cy2)
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if bx2 > bx1 and by2 > by1:
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if not fg_plain:
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fg_used = _segment(fg_used, RID())
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fg_plain = true
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var seg_idx := fg_used - 1
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var color := Color8((argb >> 16) & 255, (argb >> 8) & 255,
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argb & 255, (argb >> 24) & 255)
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RenderingServer.canvas_item_add_rect(target_segments[seg_idx],
|
|
Rect2(bx1, by1, bx2 - bx1, by2 - by1), color)
|
|
|
|
elif kind == &"gradient_bar":
|
|
var bx1 := maxf(x1, cx1)
|
|
var by1 := maxf(y1, cy1)
|
|
var bx2 := minf(x2, cx2)
|
|
var by2 := minf(y2, cy2)
|
|
if bx2 > bx1 and by2 > by1:
|
|
if not fg_plain:
|
|
fg_used = _segment(fg_used, RID())
|
|
fg_plain = true
|
|
var seg_idx := fg_used - 1
|
|
var color := Color8((argb >> 16) & 255, (argb >> 8) & 255,
|
|
argb & 255, (argb >> 24) & 255)
|
|
var bottom_argb: int = command[&"end_argb"]
|
|
var bottom := Color8((bottom_argb >> 16) & 255, (bottom_argb >> 8) & 255,
|
|
bottom_argb & 255, (bottom_argb >> 24) & 255)
|
|
var top_factor := (by1 - y1) / (y2 - y1) if y2 != y1 else 0.0
|
|
var bottom_factor := (by2 - y1) / (y2 - y1) if y2 != y1 else 1.0
|
|
RenderingServer.canvas_item_add_polygon(target_segments[seg_idx],
|
|
PackedVector2Array([Vector2(bx1, by1), Vector2(bx2, by1),
|
|
Vector2(bx2, by2), Vector2(bx1, by2)]),
|
|
PackedColorArray([color.lerp(bottom, top_factor), color.lerp(bottom, top_factor),
|
|
color.lerp(bottom, bottom_factor), color.lerp(bottom, bottom_factor)]))
|
|
|
|
elif kind == &"line":
|
|
var clip_rect := Rect2(cx1, cy1, cx2 - cx1, cy2 - cy1)
|
|
var p1 := Vector2(x1, y1)
|
|
var p2 := Vector2(x2, y2)
|
|
var segment := _clip_line(p1, p2, clip_rect)
|
|
if segment.size() == 2:
|
|
if not fg_plain:
|
|
fg_used = _segment(fg_used, RID())
|
|
fg_plain = true
|
|
var seg_idx := fg_used - 1
|
|
var color := Color8((argb >> 16) & 255, (argb >> 8) & 255,
|
|
argb & 255, (argb >> 24) & 255)
|
|
RenderingServer.canvas_item_add_line(target_segments[seg_idx], segment[0], segment[1], color)
|
|
|
|
_segments_used = fg_used
|
|
if profile_start != 0:
|
|
profile_draw_ms = float(Time.get_ticks_usec() - profile_start) / 1000.0
|
|
|
|
# Opens the next pooled child item (draw order = index) with the given material; returns the count used.
|
|
func _segment(used: int, material: RID) -> int:
|
|
var pool := _segments
|
|
var parent_item: RID = get_canvas_item()
|
|
if used == pool.size():
|
|
var item := RenderingServer.canvas_item_create()
|
|
RenderingServer.canvas_item_set_parent(item, parent_item)
|
|
RenderingServer.canvas_item_set_default_texture_repeat(item, RenderingServer.CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)
|
|
pool.push_back(item)
|
|
var item := pool[used]
|
|
RenderingServer.canvas_item_set_draw_index(item, used)
|
|
RenderingServer.canvas_item_set_material(item, material)
|
|
return used + 1
|
|
|
|
func _mask_material(index: int, mask: Texture2D, uv: PackedVector2Array, mask_uv: PackedVector2Array) -> RID:
|
|
if not _mask_shader.is_valid():
|
|
_mask_shader = RenderingServer.shader_create()
|
|
RenderingServer.shader_set_code(_mask_shader, MASK_SHADER)
|
|
if index == _materials.size():
|
|
var material := RenderingServer.material_create()
|
|
RenderingServer.material_set_shader(material, _mask_shader)
|
|
_materials.push_back(material)
|
|
var material := _materials[index]
|
|
RenderingServer.material_set_param(material, "mask_texture", mask.get_rid())
|
|
RenderingServer.material_set_param(material, "uv_rect", Vector4(uv[0].x, uv[0].y, uv[3].x, uv[3].y))
|
|
RenderingServer.material_set_param(material, "m0", mask_uv[0])
|
|
RenderingServer.material_set_param(material, "m1", mask_uv[1])
|
|
RenderingServer.material_set_param(material, "m2", mask_uv[2])
|
|
return material
|
|
|
|
func _white_texture() -> Texture2D:
|
|
if _white == null:
|
|
var image := Image.create(1, 1, false, Image.FORMAT_RGBA8)
|
|
image.fill(Color.WHITE)
|
|
_white = ImageTexture.create_from_image(image)
|
|
return _white
|
|
|
|
func _texture(name: String) -> Texture2D:
|
|
if name == "__white__":
|
|
return _white_texture()
|
|
if not name.begins_with("mem:"):
|
|
var root := _asset_root_path if not _asset_root_path.is_empty() else AssetRoot.path()
|
|
return UiAssets.load_tex(root, name)
|
|
var at := name.find("@")
|
|
var key := name.substr(0, at) if at >= 0 else name
|
|
var revision := int(name.substr(at + 1)) if at >= 0 else 0
|
|
var entry: Array = _memory_textures.get(key, [])
|
|
if not entry.is_empty() and entry[0] == revision:
|
|
return entry[1]
|
|
var image: Image = Metin2PythonHost.memory_texture(name, -1)
|
|
if image == null:
|
|
_memory_textures.erase(key)
|
|
return null
|
|
var texture: ImageTexture = entry[1] if not entry.is_empty() else null
|
|
if texture != null and texture.get_size() == Vector2(image.get_size()):
|
|
texture.update(image)
|
|
else:
|
|
texture = ImageTexture.create_from_image(image)
|
|
_memory_textures[key] = [revision, texture]
|
|
return texture
|
|
|
|
# 40250's image quad (TL, TR, BL, BR) clipped to the viewport. The quad is a
|
|
# parallelogram, so texture coordinates are an affine function of position and are recomputed for
|
|
# the clipped outline. Returns [points, uvs]; empty points when nothing is visible.
|
|
# PORT: 40250's SCREEN / COLOR_DODGE / MODULATE blend states (command["blend"]) are not applied yet;
|
|
# the canvas draws every quad with normal alpha blending.
|
|
func _clip_quad(quad: PackedVector2Array, uv: PackedVector2Array, clip: Rect2) -> Array:
|
|
var outline := PackedVector2Array([quad[0], quad[1], quad[3], quad[2]])
|
|
var edge_u := quad[1] - quad[0]
|
|
var edge_v := quad[2] - quad[0]
|
|
var det := edge_u.cross(edge_v)
|
|
if is_zero_approx(det):
|
|
return [PackedVector2Array(), PackedVector2Array()]
|
|
if clip.has_point(quad[0]) and clip.has_point(quad[1]) \
|
|
and clip.has_point(quad[2]) and clip.has_point(quad[3]):
|
|
return [outline, PackedVector2Array([uv[0], uv[1], uv[3], uv[2]])]
|
|
var rect := PackedVector2Array([clip.position, Vector2(clip.end.x, clip.position.y),
|
|
clip.end, Vector2(clip.position.x, clip.end.y)])
|
|
var pieces := Geometry2D.intersect_polygons(outline, rect)
|
|
if pieces.is_empty():
|
|
return [PackedVector2Array(), PackedVector2Array()]
|
|
var points: PackedVector2Array = pieces[0]
|
|
var uvs := PackedVector2Array()
|
|
for point in points:
|
|
var d := point - quad[0]
|
|
var a := d.cross(edge_v) / det
|
|
var b := edge_u.cross(d) / det
|
|
uvs.push_back(uv[0] + (uv[1] - uv[0]) * a + (uv[2] - uv[0]) * b)
|
|
return [points, uvs]
|
|
|
|
func _clip_line(a: Vector2, b: Vector2, clip: Rect2) -> PackedVector2Array:
|
|
var delta := b - a
|
|
var p := [-delta.x, delta.x, -delta.y, delta.y]
|
|
var q := [a.x - clip.position.x, clip.end.x - a.x,
|
|
a.y - clip.position.y, clip.end.y - a.y]
|
|
var enter := 0.0
|
|
var leave := 1.0
|
|
for i in range(4):
|
|
if is_zero_approx(p[i]):
|
|
if q[i] < 0.0:
|
|
return PackedVector2Array()
|
|
else:
|
|
var t: float = q[i] / p[i]
|
|
if p[i] < 0.0:
|
|
enter = maxf(enter, t)
|
|
else:
|
|
leave = minf(leave, t)
|
|
if enter > leave:
|
|
return PackedVector2Array()
|
|
return PackedVector2Array([a + delta * enter, a + delta * leave])
|