From dd8e1e957100079269f902be14f6bfe91394be7f Mon Sep 17 00:00:00 2001 From: Naruto TAKAHASHI Date: Tue, 28 Jul 2026 21:59:43 +0900 Subject: [PATCH] docs: record that text and 9-slice parts are not drawn MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ss_internal_player.cpp has said so in a comment since the batch dispatch was written — "DrawBatchKind_Text / Nines / Mask: not yet implemented" — but the limitations page never did, so an author had no way to find out short of trying it. 9-slice is the surprising half: the runtime builds the whole grid into dedicated Nines SoA buffers rather than into local_vertices, so a player that does not read those buffers draws nothing at all, not a stretched cell. Both part types keep their place in the draw order, so an animation using them plays with those parts missing rather than failing. --- docs/en/limitations.md | 8 ++++++++ docs/ja/limitations.md | 8 ++++++++ 2 files changed, 16 insertions(+) diff --git a/docs/en/limitations.md b/docs/en/limitations.md index 2b87ff7..c3a5341 100644 --- a/docs/en/limitations.md +++ b/docs/en/limitations.md @@ -5,6 +5,14 @@ Constraints and platform-specific caveats to be aware of when shipping with the > [!NOTE] > This is a living document. Items are added as they are confirmed; wording and coverage may change as the plugin evolves. +## Not Yet Implemented + +> [!WARNING] +> - **Text parts** — not drawn. The runtime reserves the part's slot in the draw plan but supplies no glyphs (glyph layout and rasterization are the player's job), and the plugin has no Godot text pass yet. +> - **9-slice parts** — not drawn. The runtime builds the whole grid into its dedicated `Nines` buffers, but the plugin does not read them yet, so the part renders as nothing rather than as a stretched cell. + +Both part types still occupy their place in the draw order, so an animation that uses them plays with those parts missing rather than failing. If you ship one, replace it with an ordinary part at authoring time. + ## Platforms & Export The plugin ships in two build variants — **GDExtension** and **custom module** — and both can be exported to every Godot target. Build and execution are actively verified on **Windows / macOS**; the other targets are supported but less frequently exercised. See [Build Guide](setup/build.md) for the export flow of each. diff --git a/docs/ja/limitations.md b/docs/ja/limitations.md index 77f02ed..6042a18 100644 --- a/docs/ja/limitations.md +++ b/docs/ja/limitations.md @@ -5,6 +5,14 @@ > [!NOTE] > このドキュメントは随時更新されます。確認できた項目から追記しており、プラグインの進化に応じて記述や範囲が変わる場合があります。 +## 未実装の機能 + +> [!WARNING] +> - **テキストパーツ** — 描画されません。ランタイムは描画プラン上の位置を確保しますが、グリフは提供しません(グリフのレイアウトとラスタライズは Player 側の責務です)。本プラグインには Godot でのテキスト描画パスがまだありません。 +> - **9 スライスパーツ** — 描画されません。ランタイムはグリッド全体を専用の `Nines` バッファに構築しますが、本プラグインはまだそれを読んでいないため、セルが引き伸ばされた状態ではなく何も表示されません。 + +どちらのパーツ種別も描画順序上の位置は保持されるため、これらを使ったアニメーションはエラーにならず、該当パーツが欠けた状態で再生されます。出荷するアニメーションでは、作画時に通常パーツへ置き換えてください。 + ## プラットフォームとエクスポート 本プラグインは **GDExtension** と **カスタムモジュール** の2つのビルド形態で提供され、いずれも Godot の全ターゲットへエクスポートできます。ビルドと実行は **Windows / macOS** で継続的に確認しています。その他のターゲットも対応していますが、検証頻度は低めです。各プラットフォームのエクスポート手順は [ビルドガイド](setup/build.md) を参照してください。