Expand description
Runtime scaffolding for command execution.
This layer provides shared dispatch and runtime state for VM forms and named commands.
Re-exports§
pub use opcode::OpCode;
Modules§
- commands
- constants
- Canonical engine constants used by the runtime.
- forms
- Form (numeric command) dispatchers.
- game_
display_ info - Game display information shared by bundle/mobile platform UI code.
- game_
title - Game title resolution shared by runtime and platform UI integration.
- gan
- GAN animation support (ported from the original the original implementation implementation).
- globals
- graphics
- Graphics runtime: bridges VM stage/object operations to
LayerManager+ImageManager. - input
- Runtime input state (winit-agnostic).
- int_
event - Integer event (linear interpolation / loop / turn) used by a few engine subsystems.
- native_
ui - Platform UI bridge for runtime modal operations.
- net
- opcode
- Numeric opcode/form plumbing.
- tables
- Gameexe-driven table loading.
- tonecurve
- ui
- Message-window rendering state projected from runtime MWND state.
- unknown
- Runtime recorder for unmapped numeric codes, names, and load-time notes.
- wait
- VM wait/blocking state.
Structs§
- Command
- Command
Context - Debug
Active Texture Entry - Excall
Compat State - State used by EXCALL runtime helpers.
- Local
Save Snapshot - Engine-side cache mirroring the C++
S_tnm_local_save(a.k.a.Gp_eng->m_local_save). Populated by GLOBAL_SAVEPOINT (tnm_save_local) and after a successful load (tnm_load_local_on_file). All save-to-file paths (normal / quick / end) must pull from this cache instead of re-serializing the live runtime. - Runtime
Load Request - Runtime
Save Request - VmCall
Meta
Enums§
- Proc
Kind - Cooperative script-process boundary, mirroring Siglus’
TNM_PROC_TYPE_*model at the VM/runtime boundary. - Runtime
Save Kind - Value
Traits§
- External
Form Handler - Optional external handler for numeric forms.