Radical new example pattern for exposing a C++ class to Python
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@ -24,3 +24,26 @@ sf::Sprite PyTexture::sprite(int index, sf::Vector2f pos, sf::Vector2f s)
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sprite.setScale(s);
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return sprite;
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}
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Py_hash_t PyTexture::hash(PyObject* obj)
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{
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auto self = (PyTextureObject*)obj;
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//return static_cast<Py_hash_t>(reinterpret_cast<long>(self->data));
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return reinterpret_cast<Py_hash_t>(self->data.get());
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}
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int PyTexture::init(PyTextureObject* self, PyObject* args, PyObject* kwds)
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{
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static const char* keywords[] = { "filename", "sprite_width", "sprite_height", nullptr };
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char* filename;
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int sprite_width, sprite_height;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "sii", const_cast<char**>(keywords), &filename, &sprite_width, &sprite_height))
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return -1;
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self->data = std::make_shared<PyTexture>(filename, sprite_width, sprite_height);
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return 0;
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}
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PyObject* PyTexture::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds)
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{
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return (PyObject*)type->tp_alloc(type, 0);
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}
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@ -2,14 +2,63 @@
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#include "Common.h"
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#include "Python.h"
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class PyTexture;
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typedef struct {
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PyObject_HEAD
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std::shared_ptr<PyTexture> data;
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} PyTextureObject;
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class PyTexture
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{
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private:
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sf::Texture texture;
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std::string source;
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int sheet_width, sheet_height;
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protected:
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PyObject* self = 0;
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public:
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int sprite_width, sprite_height; // just use them read only, OK?
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PyTexture(std::string filename, int sprite_w, int sprite_h);
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sf::Sprite sprite(int index, sf::Vector2f pos = sf::Vector2f(0, 0), sf::Vector2f s = sf::Vector2f(1.0, 1.0));
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PyObject* pyObject();
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static Py_hash_t hash(PyObject*);
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static int init(PyTextureObject*, PyObject*, PyObject*);
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static PyObject* pynew(PyTypeObject*, PyObject*, PyObject*);
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};
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/*
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static int PyTexture_init(PyTextureObject* self, PyObject* args, PyObject* kwds)
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{
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//std::cout << "Init called\n";
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static const char* keywords[] = { "filename", "grid_size", "grid_width", "grid_height", nullptr };
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char* filename;
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int grid_size, grid_width, grid_height;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "siii", const_cast<char**>(keywords), &filename, &grid_size, &grid_width, &grid_height))
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{
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return -1;
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}
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self->data = std::make_shared<PyTexture>(filename, grid_size, grid_size);
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return 0;
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}
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*/
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namespace mcrfpydef {
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static PyTypeObject PyTextureType = {
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.tp_name = "mcrfpy.Texture",
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.tp_basicsize = sizeof(PyTextureObject),
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.tp_itemsize = 0,
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.tp_hash = PyTexture::hash,
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.tp_flags = Py_TPFLAGS_DEFAULT,
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.tp_doc = PyDoc_STR("SFML Texture Object"),
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.tp_init = (initproc)PyTexture::init,
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.tp_new = PyTexture::pynew,
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/*
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[](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject*
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{
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PyTextureObject* self = (PyTextureObject*)type->tp_alloc(type, 0);
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return (PyObject*)self;
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}
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*/
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};
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}
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3
src/UI.h
3
src/UI.h
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@ -1085,10 +1085,12 @@ static int PyUIDrawable_set_click(PyUIGridObject* self, PyObject* value, void* c
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*
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*/
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/* // Definition moved to PyTexture.h
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typedef struct {
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PyObject_HEAD
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std::shared_ptr<PyTexture> data;
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} PyTextureObject;
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static int PyTexture_init(PyTextureObject* self, PyObject* args, PyObject* kwds)
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{
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@ -1121,6 +1123,7 @@ static int PyUIDrawable_set_click(PyUIGridObject* self, PyObject* value, void* c
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return (PyObject*)self;
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}
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};
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*/
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/*
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*
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@ -1,7 +1,7 @@
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import mcrfpy
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mcrfpy.createScene("play")
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ui = mcrfpy.sceneUI("play")
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t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 12, 11)
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t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16) # 12, 11)
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font = mcrfpy.Font("assets/JetbrainsMono.ttf")
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frame_color = (64, 64, 128)
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@ -3,9 +3,9 @@ import mcrfpy
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import cos_play
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# Universal stuff
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font = mcrfpy.Font("assets/JetbrainsMono.ttf")
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 12, 11)
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texture_cold = mcrfpy.Texture("assets/kenney_ice.png", 16, 12, 11)
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texture_hot = mcrfpy.Texture("assets/kenney_lava.png", 16, 12, 11)
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16) #12, 11)
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texture_cold = mcrfpy.Texture("assets/kenney_ice.png", 16, 16) #12, 11)
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texture_hot = mcrfpy.Texture("assets/kenney_lava.png", 16, 16) #12, 11)
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# Test stuff
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mcrfpy.createScene("boom")
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@ -125,7 +125,7 @@ stress_test()
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mcrfpy.createScene("loading")
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ui = mcrfpy.sceneUI("loading")
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#mcrfpy.setScene("loading")
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logo_texture = mcrfpy.Texture("assets/temp_logo.png", 1024, 1, 1)
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logo_texture = mcrfpy.Texture("assets/temp_logo.png", 1024, 1024)#1, 1)
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logo_sprite = mcrfpy.Sprite(50, 50, logo_texture, 0, 0.5)
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ui.append(logo_sprite)
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logo_sprite.click = lambda *args: mcrfpy.setScene("menu")
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