remove a lot of stuff
This commit is contained in:
parent
c186d8c7f3
commit
8efa25878f
527
src/UI.cpp
527
src/UI.cpp
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@ -1,527 +0,0 @@
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//#include "UI.h"
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//#include "Resources.h"
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//#include "GameEngine.h"
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//
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///* //callability fields & methods
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// PyObject* click_callable;
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// virtual UIDrawable* click_at(sf::Vector2f point);
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// void click_register(PyObject*);
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// void click_unregister();
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//*/
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//
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//UIDrawable::UIDrawable() { click_callable = NULL; }
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//
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//UIDrawable* UIFrame::click_at(sf::Vector2f point)
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//{
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// for (auto e: *children)
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// {
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// auto p = e->click_at(point + box.getPosition());
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// if (p)
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// return p;
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// }
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// if (click_callable)
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// {
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// float x = box.getPosition().x, y = box.getPosition().y, w = box.getSize().x, h = box.getSize().y;
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// if (point.x > x && point.y > y && point.x < x+w && point.y < y+h) return this;
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// }
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// return NULL;
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//}
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//
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//UIDrawable* UICaption::click_at(sf::Vector2f point)
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//{
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// if (click_callable)
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// {
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// if (text.getGlobalBounds().contains(point)) return this;
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// }
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// return NULL;
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//}
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//
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//UIDrawable* UISprite::click_at(sf::Vector2f point)
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//{
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// if (click_callable)
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// {
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// if(sprite.getGlobalBounds().contains(point)) return this;
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// }
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// return NULL;
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//}
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//
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//UIDrawable* UIGrid::click_at(sf::Vector2f point)
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//{
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// if (click_callable)
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// {
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// if(box.getGlobalBounds().contains(point)) return this;
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// }
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// return NULL;
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//}
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//
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//void UIDrawable::click_register(PyObject* callable)
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//{
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// /*
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// if (click_callable)
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// {
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// // decrement reference before overwriting
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// Py_DECREF(click_callable);
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// }
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// click_callable = callable;
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// Py_INCREF(click_callable);
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// */
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// click_callable = std::make_unique<PyClickCallable>(callable);
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//}
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//
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//void UIDrawable::click_unregister()
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//{
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// /*
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// if (click_callable == NULL) return;
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// Py_DECREF(click_callable);
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// click_callable = NULL;
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// */
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// click_callable.reset();
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//}
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//
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//void UIDrawable::render()
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//{
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// //std::cout << "Rendering base UIDrawable\n";
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// render(sf::Vector2f());
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//}
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//UIFrame::UIFrame():
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//x(0), y(0), w(0), h(0),
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//outline(0)
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//{
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// children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
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// box.setPosition(0, 0);
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// box.setSize(sf::Vector2f(0, 0));
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// /*
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// pyOutlineColor = NULL;
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// pyFillColor = NULL;
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// _outlineColor = NULL;
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// _fillColor = NULL;
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// */
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//}
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//
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//UIFrame::UIFrame(float _x, float _y, float _w, float _h):
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//x(_x), y(_y), w(_w), h(_h),
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//outline(0)
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//{
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// box.setPosition(_x, _y);
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// box.setSize(sf::Vector2f(_w, _h));
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// children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
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// /*
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// pyOutlineColor = NULL;
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// pyFillColor = NULL;
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// _outlineColor = NULL;
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// _fillColor = NULL;
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// */
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//}
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//
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//UIFrame::~UIFrame()
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//{
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// children.reset();
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// /*
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// if (pyOutlineColor) Py_DECREF(pyOutlineColor);
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// else if (_outlineColor) delete _outlineColor;
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// if (pyFillColor) Py_DECREF(pyFillColor);
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// else if (_fillColor) delete _fillColor;
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// */
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//}
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//
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///*
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// sf::Color& fillColor(); // getter
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// void fillColor(sf::Color c); // C++ setter
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// void fillColor(PyObject* pyColor); // Python setter
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//
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// sf::Color& outlineColor(); // getter
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// void outlineColor(sf::Color c); // C++ setter
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// void outlineColor(PyObject* pyColor); // Python setter
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//*/
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//
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//
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//PyObjectsEnum UIFrame::derived_type()
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//{
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// return PyObjectsEnum::UIFRAME;
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//}
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//
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//void UIFrame::render(sf::Vector2f offset)
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//{
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// //std::cout << "Rendering UIFrame w/ offset " << offset.x << ", " << offset.y << "\n";
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// //std::cout << "position = " << x << ", " << y << "\n";
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// box.move(offset);
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// Resources::game->getWindow().draw(box);
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// box.move(-offset);
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// //sf::RectangleShape box = sf::RectangleShape(sf::Vector2f(w,h));
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// //sf::Vector2f pos = sf::Vector2f(x, y);
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// //box.setPosition(offset + pos);
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// //if (_fillColor) { box.setFillColor(fillColor()); }
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// //if (_outlineColor) { box.setOutlineColor(outlineColor()); }
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// //box.setOutlineThickness(outline);
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// //Resources::game->getWindow().draw(box);
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// for (auto drawable : *children) {
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// drawable->render(offset + box.getPosition());
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// }
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//}
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//
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//void UICaption::render(sf::Vector2f offset)
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//{
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// //std::cout << "Rendering Caption with offset\n";
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// text.move(offset);
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// Resources::game->getWindow().draw(text);
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// text.move(-offset);
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//}
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//
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//UISprite::UISprite() {}
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///*
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// // * tearing down the old IndexTexture way of life
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//UISprite::UISprite(IndexTexture* _itex, int _sprite_index, float x = 0.0, float y = 0.0, float s = 1.0)
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//: itex(_itex), sprite_index(_sprite_index)
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//{
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// sprite.setTexture(_itex->texture);
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// sprite.setTextureRect(_itex->spriteCoordinates(_sprite_index));
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// sprite.setPosition(sf::Vector2f(x, y));
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// sprite.setScale(sf::Vector2f(s, s));
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//}
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//
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//UISprite::UISprite(IndexTexture* _itex, int _sprite_index, sf::Vector2f pos, float s = 1.0)
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//: itex(_itex), sprite_index(_sprite_index)
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//{
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// sprite.setTexture(_itex->texture);
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// sprite.setTextureRect(_itex->spriteCoordinates(_sprite_index));
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// sprite.setPosition(pos);
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// sprite.setScale(sf::Vector2f(s, s));
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//}
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//*/
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//
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//UISprite::UISprite(std::shared_ptr<PyTexture> _ptex, int _sprite_index, sf::Vector2f _pos, float _scale)
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//: ptex(_ptex), sprite_index(_sprite_index)
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//{
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// sprite = ptex->sprite(sprite_index, _pos, sf::Vector2f(_scale, _scale));
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//}
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//
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//void UISprite::update()
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//{
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// //auto& tex = Resources::game->textures[texture_index];
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// //sprite.setTexture(tex.texture);
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// //sprite.setScale(sf::Vector2f(scale, scale));
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// //sprite.setPosition(sf::Vector2f(x, y));
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// //std::cout << "Drawable position: " << x << ", " << y << " -> " << s.getPosition().x << ", " << s.getPosition().y << std::endl;
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// //sprite.setTextureRect(tex.spriteCoordinates(sprite_index));
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//}
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//
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//void UISprite::render(sf::Vector2f offset)
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//{
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// sprite.move(offset);
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// Resources::game->getWindow().draw(sprite);
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// sprite.move(-offset);
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//}
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//
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// 7DRL hack; needed to draw entities to UIGrid. TODO, apply this technique to all UIDrawables
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//void UISprite::render(sf::Vector2f offset, sf::RenderTexture& target)
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//{
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// sprite.move(offset);
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// target.draw(sprite);
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// sprite.move(-offset);
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//}
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//
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///*
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//void UISprite::setPosition(float x, float y)
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//{
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// setPosition(sf::Vector2f(x, y));
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//}
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//*/
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//
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//void UISprite::setPosition(sf::Vector2f pos)
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//{
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// sprite.setPosition(pos);
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//}
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//
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//void UISprite::setScale(sf::Vector2f s)
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//{
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// sprite.setScale(s);
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//}
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//
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//void UISprite::setTexture(std::shared_ptr<PyTexture> _ptex, int _sprite_index)
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//{
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// ptex = _ptex;
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// if (_sprite_index != -1) // if you are changing textures, there's a good chance you need a new index too
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// sprite_index = _sprite_index;
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// sprite = ptex->sprite(sprite_index, sprite.getPosition(), sprite.getScale());
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//}
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//
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//void UISprite::setSpriteIndex(int _sprite_index)
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//{
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// sprite_index = _sprite_index;
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// sprite = ptex->sprite(sprite_index, sprite.getPosition(), sprite.getScale());
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//}
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//
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//sf::Vector2f UISprite::getScale()
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//{
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// return sprite.getScale();
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//}
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//
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//sf::Vector2f UISprite::getPosition()
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//{
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// return sprite.getPosition();
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//}
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//
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//std::shared_ptr<PyTexture> UISprite::getTexture()
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//{
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// return ptex;
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//}
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//
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//int UISprite::getSpriteIndex()
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//{
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// return sprite_index;
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//}
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//
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//PyObjectsEnum UICaption::derived_type()
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//{
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// return PyObjectsEnum::UICAPTION;
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//}
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//
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//PyObjectsEnum UISprite::derived_type()
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//{
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// return PyObjectsEnum::UISPRITE;
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//}
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//
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// UIGrid support classes' methods
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//
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//UIGridPoint::UIGridPoint()
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//:color(1.0f, 1.0f, 1.0f), color_overlay(0.0f, 0.0f, 0.0f), walkable(false), transparent(false),
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// tilesprite(-1), tile_overlay(-1), uisprite(-1)
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//{
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//}
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//
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//UIEntity::UIEntity() {} // this will not work lol. TODO remove default constructor by finding the shared pointer inits that use it
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//
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//UIEntity::UIEntity(UIGrid& grid)
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//: gridstate(grid.grid_x * grid.grid_y)
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//{
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//}
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//
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// UIGrid methods
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//
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//UIGrid::UIGrid()
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//{
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//}
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//
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///*
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//UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, float _x, float _y, float _w, float _h)
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//: grid_x(gx), grid_y(gy),
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// zoom(1.0f), center_x((gx/2) * _ptex->sheet_width), center_y((gy/2) * _ptex->sheet_height),
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// itex(_itex), points(gx * gy)
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//{
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// // set up blank list of entities
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// entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
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//
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// box.setSize(sf::Vector2f(_w, _h));
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// box.setPosition(sf::Vector2f(_x, _y));
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//
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// box.setFillColor(sf::Color(0,0,0,0));
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// renderTexture.create(_w, _h);
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// sprite.setTexture(_itex->texture);
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// output.setTextureRect(
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// sf::IntRect(0, 0,
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// box.getSize().x, box.getSize().y));
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// output.setPosition(box.getPosition());
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// // textures are upside-down inside renderTexture
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// output.setTexture(renderTexture.getTexture());
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//}
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//*/
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//
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//UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _xy, sf::Vector2f _wh)
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//: grid_x(gx), grid_y(gy),
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// zoom(1.0f), center_x((gx/2) * _ptex->sprite_width), center_y((gy/2) * _ptex->sprite_height),
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// ptex(_ptex), points(gx * gy)
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//{
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// // set up blank list of entities
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// entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
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//
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// box.setSize(_wh);
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// box.setPosition(_xy);
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//
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// box.setFillColor(sf::Color(0,0,0,0));
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// //renderTexture.create(_wh.x, _wh.y);
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// // create renderTexture with maximum theoretical size; sprite can resize to show whatever amount needs to be rendered
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// renderTexture.create(1920, 1080); // TODO - renderTexture should be window size; above 1080p this will cause rendering errors
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//
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// //sprite.setTexture(_itex->texture);
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// sprite = ptex->sprite(0);
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//
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// output.setTextureRect(
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// sf::IntRect(0, 0,
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// box.getSize().x, box.getSize().y));
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// output.setPosition(box.getPosition());
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// // textures are upside-down inside renderTexture
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// output.setTexture(renderTexture.getTexture());
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//
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//}
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//
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//void UIGrid::update()
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//{
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//}
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//
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///*
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//void UIGrid::setSprite(int ti)
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//{
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// //int tx = ti % itex->grid_width, ty = ti / itex->grid_width;
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// // sprite.setTextureRect(sf::IntRect(tx * itex->grid_size, ty * itex->grid_size, itex->grid_size, itex->grid_size));
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// sprite = ptex->sprite(ti);
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//}
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//*/
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//
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//void UIGrid::render(sf::Vector2f)
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//{
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// output.setPosition(box.getPosition()); // output sprite can move; update position when drawing
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// // output size can change; update size when drawing
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// output.setTextureRect(
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// sf::IntRect(0, 0,
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// box.getSize().x, box.getSize().y));
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// renderTexture.clear(sf::Color(8, 8, 8, 255)); // TODO - UIGrid needs a "background color" field
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// // sprites that are visible according to zoom, center_x, center_y, and box width
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// float center_x_sq = center_x / ptex->sprite_width;
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// float center_y_sq = center_y / ptex->sprite_height;
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//
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// float width_sq = box.getSize().x / (ptex->sprite_width * zoom);
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// float height_sq = box.getSize().y / (ptex->sprite_height * zoom);
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// float left_edge = center_x_sq - (width_sq / 2.0);
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// float top_edge = center_y_sq - (height_sq / 2.0);
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//
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// int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom);
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// int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom);
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//
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// //sprite.setScale(sf::Vector2f(zoom, zoom));
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// sf::RectangleShape r; // for colors and overlays
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// r.setSize(sf::Vector2f(ptex->sprite_width * zoom, ptex->sprite_height * zoom));
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// r.setOutlineThickness(0);
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//
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// int x_limit = left_edge + width_sq + 2;
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// if (x_limit > grid_x) x_limit = grid_x;
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//
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// int y_limit = top_edge + height_sq + 2;
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// if (y_limit > grid_y) y_limit = grid_y;
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//
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// // base layer - bottom color, tile sprite ("ground")
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// for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
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// x < x_limit; //x < view_width;
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// x+=1)
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// {
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// //for (float y = (top_edge >= 0 ? top_edge : 0);
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// for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
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// y < y_limit; //y < view_height;
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// y+=1)
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// {
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// auto pixel_pos = sf::Vector2f(
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// (x*ptex->sprite_width - left_spritepixels) * zoom,
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// (y*ptex->sprite_height - top_spritepixels) * zoom );
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//
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// auto gridpoint = at(std::floor(x), std::floor(y));
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//
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// //sprite.setPosition(pixel_pos);
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//
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// r.setPosition(pixel_pos);
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// r.setFillColor(gridpoint.color);
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// renderTexture.draw(r);
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//
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// // tilesprite
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// // if discovered but not visible, set opacity to 90%
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// // if not discovered... just don't draw it?
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// if (gridpoint.tilesprite != -1) {
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// sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
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// renderTexture.draw(sprite);
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// }
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// }
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// }
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//
|
||||
// // middle layer - entities
|
||||
// // disabling entity rendering until I can render their UISprite inside the rendertexture (not directly to window)
|
||||
// for (auto e : *entities) {
|
||||
// // TODO skip out-of-bounds entities (grid square not visible at all, check for partially on visible grid squares / floating point grid position)
|
||||
// //auto drawent = e->cGrid->indexsprite.drawable();
|
||||
// auto& drawent = e->sprite;
|
||||
// //drawent.setScale(zoom, zoom);
|
||||
// drawent.setScale(sf::Vector2f(zoom, zoom));
|
||||
// auto pixel_pos = sf::Vector2f(
|
||||
// (e->position.x*ptex->sprite_width - left_spritepixels) * zoom,
|
||||
// (e->position.y*ptex->sprite_height - top_spritepixels) * zoom );
|
||||
// //drawent.setPosition(pixel_pos);
|
||||
// //renderTexture.draw(drawent);
|
||||
// drawent.render(pixel_pos, renderTexture);
|
||||
// }
|
||||
//
|
||||
//
|
||||
// // top layer - opacity for discovered / visible status (debug, basically)
|
||||
// /* // Disabled until I attach a "perspective"
|
||||
// for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
|
||||
// x < x_limit; //x < view_width;
|
||||
// x+=1)
|
||||
// {
|
||||
// //for (float y = (top_edge >= 0 ? top_edge : 0);
|
||||
// for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
|
||||
// y < y_limit; //y < view_height;
|
||||
// y+=1)
|
||||
// {
|
||||
//
|
||||
// auto pixel_pos = sf::Vector2f(
|
||||
// (x*itex->grid_size - left_spritepixels) * zoom,
|
||||
// (y*itex->grid_size - top_spritepixels) * zoom );
|
||||
//
|
||||
// auto gridpoint = at(std::floor(x), std::floor(y));
|
||||
//
|
||||
// sprite.setPosition(pixel_pos);
|
||||
//
|
||||
// r.setPosition(pixel_pos);
|
||||
//
|
||||
// // visible & discovered layers for testing purposes
|
||||
// if (!gridpoint.discovered) {
|
||||
// r.setFillColor(sf::Color(16, 16, 20, 192)); // 255 opacity for actual blackout
|
||||
// renderTexture.draw(r);
|
||||
// } else if (!gridpoint.visible) {
|
||||
// r.setFillColor(sf::Color(32, 32, 40, 128));
|
||||
// renderTexture.draw(r);
|
||||
// }
|
||||
//
|
||||
// // overlay
|
||||
//
|
||||
// // uisprite
|
||||
// }
|
||||
// }
|
||||
// */
|
||||
//
|
||||
// // grid lines for testing & validation
|
||||
// /*
|
||||
// sf::Vertex line[] =
|
||||
// {
|
||||
// sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red),
|
||||
// sf::Vertex(box.getSize(), sf::Color::Red),
|
||||
//
|
||||
// };
|
||||
//
|
||||
// renderTexture.draw(line, 2, sf::Lines);
|
||||
// sf::Vertex lineb[] =
|
||||
// {
|
||||
// sf::Vertex(sf::Vector2f(0, box.getSize().y), sf::Color::Blue),
|
||||
// sf::Vertex(sf::Vector2f(box.getSize().x, 0), sf::Color::Blue),
|
||||
//
|
||||
// };
|
||||
//
|
||||
// renderTexture.draw(lineb, 2, sf::Lines);
|
||||
// */
|
||||
//
|
||||
// // render to window
|
||||
// renderTexture.display();
|
||||
// Resources::game->getWindow().draw(output);
|
||||
//
|
||||
//}
|
||||
//
|
||||
//UIGridPoint& UIGrid::at(int x, int y)
|
||||
//{
|
||||
// return points[y * grid_x + x];
|
||||
//}
|
||||
//
|
||||
//PyObjectsEnum UIGrid::derived_type()
|
||||
//{
|
||||
// return PyObjectsEnum::UIGRID;
|
||||
//}
|
||||
//
|
||||
//std::shared_ptr<PyTexture> UIGrid::getTexture()
|
||||
//{
|
||||
// return ptex;
|
||||
//}
|
261
src/UICaption.h
261
src/UICaption.h
|
@ -33,270 +33,11 @@ public:
|
|||
static PyGetSetDef getsetters[];
|
||||
static PyObject* repr(PyUICaptionObject* self);
|
||||
static int init(PyUICaptionObject* self, PyObject* args, PyObject* kwds);
|
||||
|
||||
};
|
||||
|
||||
namespace mcrfpydef {
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static PyObject* PyUICaption_get_float_member(PyUICaptionObject* self, void* closure)
|
||||
{
|
||||
auto member_ptr = reinterpret_cast<long>(closure);
|
||||
if (member_ptr == 0)
|
||||
return PyFloat_FromDouble(self->data->text.getPosition().x);
|
||||
else if (member_ptr == 1)
|
||||
return PyFloat_FromDouble(self->data->text.getPosition().y);
|
||||
else if (member_ptr == 4)
|
||||
return PyFloat_FromDouble(self->data->text.getOutlineThickness());
|
||||
else if (member_ptr == 5)
|
||||
return PyLong_FromLong(self->data->text.getCharacterSize());
|
||||
else
|
||||
{
|
||||
PyErr_SetString(PyExc_AttributeError, "Invalid attribute");
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static int PyUICaption_set_float_member(PyUICaptionObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
float val;
|
||||
auto member_ptr = reinterpret_cast<long>(closure);
|
||||
if (PyFloat_Check(value))
|
||||
{
|
||||
val = PyFloat_AsDouble(value);
|
||||
}
|
||||
else if (PyLong_Check(value))
|
||||
{
|
||||
val = PyLong_AsLong(value);
|
||||
}
|
||||
else
|
||||
{
|
||||
PyErr_SetString(PyExc_TypeError, "Value must be an integer.");
|
||||
return -1;
|
||||
}
|
||||
if (member_ptr == 0) //x
|
||||
self->data->text.setPosition(val, self->data->text.getPosition().y);
|
||||
else if (member_ptr == 1) //y
|
||||
self->data->text.setPosition(self->data->text.getPosition().x, val);
|
||||
else if (member_ptr == 4) //outline
|
||||
self->data->text.setOutlineThickness(val);
|
||||
else if (member_ptr == 5) // character size
|
||||
self->data->text.setCharacterSize(val);
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static PyObject* PyUICaption_get_vec_member(PyUICaptionObject* self, void* closure)
|
||||
{
|
||||
return PyVector(self->data->text.getPosition()).pyObject();
|
||||
}
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
static int PyUICaption_set_vec_member(PyUICaptionObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
self->data->text.setPosition(PyVector::fromPy(value));
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static PyObject* PyUICaption_get_color_member(PyUICaptionObject* self, void* closure)
|
||||
{
|
||||
// validate closure (should be impossible to be wrong, but it's thorough)
|
||||
auto member_ptr = reinterpret_cast<long>(closure);
|
||||
if (member_ptr != 0 && member_ptr != 1)
|
||||
{
|
||||
PyErr_SetString(PyExc_AttributeError, "Invalid attribute");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// TODO: manually calling tp_alloc to create a PyColorObject seems like an antipattern
|
||||
// fetch correct member data
|
||||
sf::Color color;
|
||||
|
||||
if (member_ptr == 0)
|
||||
{
|
||||
color = self->data->text.getFillColor();
|
||||
}
|
||||
else if (member_ptr == 1)
|
||||
{
|
||||
color = self->data->text.getOutlineColor();
|
||||
}
|
||||
|
||||
return PyColor(color).pyObject();
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static int PyUICaption_set_color_member(PyUICaptionObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
auto member_ptr = reinterpret_cast<long>(closure);
|
||||
//TODO: this logic of (PyColor instance OR tuple -> sf::color) should be encapsulated for reuse
|
||||
int r, g, b, a;
|
||||
if (PyObject_IsInstance(value, (PyObject*)&PyColorType))
|
||||
{
|
||||
// get value from mcrfpy.Color instance
|
||||
auto c = ((PyColorObject*)value)->data;
|
||||
r = c.r; g = c.g; b = c.b; a = c.a;
|
||||
std::cout << "got " << int(r) << ", " << int(g) << ", " << int(b) << ", " << int(a) << std::endl;
|
||||
}
|
||||
else if (!PyTuple_Check(value) || PyTuple_Size(value) < 3 || PyTuple_Size(value) > 4)
|
||||
{
|
||||
// reject non-Color, non-tuple value
|
||||
PyErr_SetString(PyExc_TypeError, "Value must be a tuple of 3 or 4 integers or an mcrfpy.Color object.");
|
||||
return -1;
|
||||
}
|
||||
else // get value from tuples
|
||||
{
|
||||
r = PyLong_AsLong(PyTuple_GetItem(value, 0));
|
||||
g = PyLong_AsLong(PyTuple_GetItem(value, 1));
|
||||
b = PyLong_AsLong(PyTuple_GetItem(value, 2));
|
||||
a = 255;
|
||||
|
||||
if (PyTuple_Size(value) == 4)
|
||||
{
|
||||
a = PyLong_AsLong(PyTuple_GetItem(value, 3));
|
||||
}
|
||||
}
|
||||
|
||||
if (r < 0 || r > 255 || g < 0 || g > 255 || b < 0 || b > 255 || a < 0 || a > 255)
|
||||
{
|
||||
PyErr_SetString(PyExc_ValueError, "Color values must be between 0 and 255.");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (member_ptr == 0)
|
||||
{
|
||||
self->data->text.setFillColor(sf::Color(r, g, b, a));
|
||||
}
|
||||
else if (member_ptr == 1)
|
||||
{
|
||||
self->data->text.setOutlineColor(sf::Color(r, g, b, a));
|
||||
}
|
||||
else
|
||||
{
|
||||
PyErr_SetString(PyExc_AttributeError, "Invalid attribute");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static PyObject* PyUICaption_get_text(PyUICaptionObject* self, void* closure)
|
||||
{
|
||||
Resources::caption_buffer = self->data->text.getString();
|
||||
return PyUnicode_FromString(Resources::caption_buffer.c_str());
|
||||
}
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
static int PyUICaption_set_text(PyUICaptionObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
PyObject* s = PyObject_Str(value);
|
||||
PyObject * temp_bytes = PyUnicode_AsEncodedString(s, "UTF-8", "strict"); // Owned reference
|
||||
if (temp_bytes != NULL) {
|
||||
Resources::caption_buffer = PyBytes_AS_STRING(temp_bytes); // Borrowed pointer
|
||||
Py_DECREF(temp_bytes);
|
||||
}
|
||||
self->data->text.setString(Resources::caption_buffer);
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this static array to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static PyGetSetDef PyUICaption_getsetters[] = {
|
||||
{"x", (getter)PyUICaption_get_float_member, (setter)PyUICaption_set_float_member, "X coordinate of top-left corner", (void*)0},
|
||||
{"y", (getter)PyUICaption_get_float_member, (setter)PyUICaption_set_float_member, "Y coordinate of top-left corner", (void*)1},
|
||||
{"pos", (getter)PyUICaption_get_vec_member, (setter)PyUICaption_set_vec_member, "(x, y) vector", (void*)0},
|
||||
//{"w", (getter)PyUIFrame_get_float_member, (setter)PyUIFrame_set_float_member, "width of the rectangle", (void*)2},
|
||||
//{"h", (getter)PyUIFrame_get_float_member, (setter)PyUIFrame_set_float_member, "height of the rectangle", (void*)3},
|
||||
{"outline", (getter)PyUICaption_get_float_member, (setter)PyUICaption_set_float_member, "Thickness of the border", (void*)4},
|
||||
{"fill_color", (getter)PyUICaption_get_color_member, (setter)PyUICaption_set_color_member, "Fill color of the text", (void*)0},
|
||||
{"outline_color", (getter)PyUICaption_get_color_member, (setter)PyUICaption_set_color_member, "Outline color of the text", (void*)1},
|
||||
//{"children", (getter)PyUIFrame_get_children, NULL, "UICollection of objects on top of this one", NULL},
|
||||
{"text", (getter)PyUICaption_get_text, (setter)PyUICaption_set_text, "The text displayed", NULL},
|
||||
{"size", (getter)PyUICaption_get_float_member, (setter)PyUICaption_set_float_member, "Text size (integer) in points", (void*)5},
|
||||
{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click, "Object called with (x, y, button) when clicked", (void*)PyObjectsEnum::UICAPTION},
|
||||
{NULL}
|
||||
};
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static PyObject* PyUICaption_repr(PyUICaptionObject* self)
|
||||
{
|
||||
std::ostringstream ss;
|
||||
if (!self->data) ss << "<Frame (invalid internal object)>";
|
||||
else {
|
||||
auto text = self->data->text;
|
||||
auto fc = text.getFillColor();
|
||||
auto oc = text.getOutlineColor();
|
||||
ss << "<Caption (x=" << text.getPosition().x << ", y=" << text.getPosition().y << ", " <<
|
||||
"text='" << (std::string)text.getString() << "', " <<
|
||||
"outline=" << text.getOutlineThickness() << ", " <<
|
||||
"fill_color=(" << (int)fc.r << ", " << (int)fc.g << ", " << (int)fc.b << ", " << (int)fc.a <<"), " <<
|
||||
"outlinecolor=(" << (int)oc.r << ", " << (int)oc.g << ", " << (int)oc.b << ", " << (int)oc.a <<"), " <<
|
||||
")>";
|
||||
}
|
||||
std::string repr_str = ss.str();
|
||||
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO: add this method to class scope; move implementation to .cpp file
|
||||
/*
|
||||
static int PyUICaption_init(PyUICaptionObject* self, PyObject* args, PyObject* kwds)
|
||||
{
|
||||
//std::cout << "Init called\n";
|
||||
static const char* keywords[] = { "x", "y", "text", "font", "fill_color", "outline_color", nullptr };
|
||||
float x = 0.0f, y = 0.0f;
|
||||
char* text;
|
||||
PyObject* font, fill_color, outline_color;
|
||||
|
||||
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ffzOOO",
|
||||
const_cast<char**>(keywords), &x, &y, &text, &font, &fill_color, &outline_color))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
// check types for font, fill_color, outline_color
|
||||
|
||||
std::cout << PyUnicode_AsUTF8(PyObject_Repr(font)) << std::endl;
|
||||
if (font != NULL && !PyObject_IsInstance(font, (PyObject*)&PyFontType)){
|
||||
PyErr_SetString(PyExc_TypeError, "font must be a mcrfpy.Font instance");
|
||||
return -1;
|
||||
} else if (font != NULL)
|
||||
{
|
||||
auto font_obj = (PyFontObject*)font;
|
||||
self->data->text.setFont(font_obj->data->font);
|
||||
self->font = font;
|
||||
Py_INCREF(font);
|
||||
} else
|
||||
{
|
||||
// default font
|
||||
//self->data->text.setFont(Resources::game->getFont());
|
||||
}
|
||||
|
||||
self->data->text.setPosition(sf::Vector2f(x, y));
|
||||
self->data->text.setString((std::string)text);
|
||||
self->data->text.setFillColor(sf::Color(0,0,0,255));
|
||||
self->data->text.setOutlineColor(sf::Color(128,128,128,255));
|
||||
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
|
||||
static PyTypeObject PyUICaptionType = {
|
||||
//PyVarObject_HEAD_INIT(NULL, 0)
|
||||
.tp_name = "mcrfpy.Caption",
|
||||
.tp_basicsize = sizeof(PyUICaptionObject),
|
||||
.tp_itemsize = 0,
|
||||
|
|
Loading…
Reference in New Issue