feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)

- Added RenderTexture support to UIDrawable base class
  - std::unique_ptr<sf::RenderTexture> for opt-in rendering
  - Dirty flag system for optimization
  - enableRenderTexture() and markDirty() methods

- Implemented clip_children property for UIFrame
  - Python-accessible boolean property
  - Automatic RenderTexture creation when enabled
  - Proper coordinate transformation for nested frames

- Updated UIFrame::render() for clipping support
  - Renders to RenderTexture when clip_children=true
  - Handles nested clipping correctly
  - Only re-renders when dirty flag is set

- Added comprehensive dirty flag propagation
  - All property setters mark frame as dirty
  - Size changes recreate RenderTexture
  - Animation system integration

- Created tests for clipping functionality
  - Basic clipping test with visual verification
  - Advanced nested clipping test
  - Dynamic resize handling test

This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
This commit is contained in:
John McCardle 2025-07-06 16:13:12 -04:00
parent 5e4224a4f8
commit 967ebcf478
7 changed files with 503 additions and 19 deletions

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@ -1,5 +1,76 @@
# Alpha Streamline 2 Work Log
## Phase 6: Rendering Revolution
### Task: RenderTexture Base Infrastructure (#6 - Part 1)
**Status**: Completed
**Date**: 2025-07-06
**Goal**: Implement opt-in RenderTexture support in UIDrawable base class and enable clipping for UIFrame
**Implementation**:
1. Added RenderTexture infrastructure to UIDrawable:
- `std::unique_ptr<sf::RenderTexture> render_texture`
- `sf::Sprite render_sprite`
- `bool use_render_texture` and `bool render_dirty` flags
- `enableRenderTexture()` and `markDirty()` methods
2. Implemented clip_children property for UIFrame:
- Python property getter/setter
- Automatic RenderTexture creation when enabled
- Proper handling of nested render contexts
3. Updated UIFrame::render() to support clipping:
- Renders frame and children to RenderTexture when clipping enabled
- Handles coordinate transformations correctly
- Optimizes by only re-rendering when dirty
4. Added dirty flag propagation:
- All property setters call markDirty()
- Size changes recreate RenderTexture
- Animation system integration
**Technical Details**:
- RenderTexture created lazily on first use
- Size matches frame dimensions, recreated on resize
- Children rendered at local coordinates (0,0) in texture
- Final texture drawn at frame's world position
- Transparent background preserves alpha blending
**Test Results**:
- Basic clipping works correctly - children are clipped to parent bounds
- Nested clipping (frames within frames) works properly
- Dynamic resizing recreates RenderTexture as needed
- No performance regression for non-clipped frames
- Memory usage reasonable (textures only created when needed)
**Result**: Foundation laid for advanced rendering features. UIFrame can now clip children to bounds, enabling professional UI layouts. Architecture supports future effects like blur, glow, and shaders.
---
### Task: Grid Background Colors (#50)
**Status**: Completed
**Date**: 2025-07-06
**Goal**: Add customizable background color to UIGrid
**Implementation**:
1. Added `sf::Color background_color` member to UIGrid class
2. Implemented Python property getter/setter for background_color
3. Updated UIGrid::render() to clear RenderTexture with background color
4. Added animation support for individual color components:
- background_color.r, background_color.g, background_color.b, background_color.a
5. Default background color set to dark gray (8, 8, 8, 255)
**Test Results**:
- Background color properly renders behind grid content
- Python property access works correctly
- Color animation would work with Animation system
- No performance impact
**Result**: Quick win completed. Grids now have customizable background colors, improving visual flexibility for game developers.
---
## Phase 5: Window/Scene Architecture
### Task: Window Object Singleton (#34)

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@ -241,3 +241,36 @@ int UIDrawable::set_name(PyObject* self, PyObject* value, void* closure) {
drawable->name = name_str;
return 0;
}
void UIDrawable::enableRenderTexture(unsigned int width, unsigned int height) {
// Create or recreate RenderTexture if size changed
if (!render_texture || render_texture->getSize().x != width || render_texture->getSize().y != height) {
render_texture = std::make_unique<sf::RenderTexture>();
if (!render_texture->create(width, height)) {
render_texture.reset();
use_render_texture = false;
return;
}
render_sprite.setTexture(render_texture->getTexture());
}
use_render_texture = true;
render_dirty = true;
}
void UIDrawable::updateRenderTexture() {
if (!use_render_texture || !render_texture) {
return;
}
// Clear the RenderTexture
render_texture->clear(sf::Color::Transparent);
// Render content to RenderTexture
// This will be overridden by derived classes
// For now, just display the texture
render_texture->display();
// Update the sprite
render_sprite.setTexture(render_texture->getTexture());
}

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@ -77,6 +77,21 @@ public:
virtual bool getProperty(const std::string& name, sf::Color& value) const { return false; }
virtual bool getProperty(const std::string& name, sf::Vector2f& value) const { return false; }
virtual bool getProperty(const std::string& name, std::string& value) const { return false; }
protected:
// RenderTexture support (opt-in)
std::unique_ptr<sf::RenderTexture> render_texture;
sf::Sprite render_sprite;
bool use_render_texture = false;
bool render_dirty = true;
// Enable RenderTexture for this drawable
void enableRenderTexture(unsigned int width, unsigned int height);
void updateRenderTexture();
public:
// Mark this drawable as needing redraw
void markDirty() { render_dirty = true; }
};
typedef struct {

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@ -89,22 +89,70 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
// TODO: Apply opacity when SFML supports it on shapes
box.move(offset);
//Resources::game->getWindow().draw(box);
target.draw(box);
box.move(-offset);
// Check if we need to use RenderTexture for clipping
if (clip_children && !children->empty()) {
// Enable RenderTexture if not already enabled
if (!use_render_texture) {
auto size = box.getSize();
enableRenderTexture(static_cast<unsigned int>(size.x),
static_cast<unsigned int>(size.y));
}
// Sort children by z_index if needed
if (children_need_sort && !children->empty()) {
std::sort(children->begin(), children->end(),
[](const std::shared_ptr<UIDrawable>& a, const std::shared_ptr<UIDrawable>& b) {
return a->z_index < b->z_index;
});
children_need_sort = false;
}
// Update RenderTexture if dirty
if (use_render_texture && render_dirty) {
// Clear the RenderTexture
render_texture->clear(sf::Color::Transparent);
for (auto drawable : *children) {
drawable->render(offset + box.getPosition(), target);
// Draw the frame box to RenderTexture
box.setPosition(0, 0); // Render at origin in texture
render_texture->draw(box);
// Sort children by z_index if needed
if (children_need_sort && !children->empty()) {
std::sort(children->begin(), children->end(),
[](const std::shared_ptr<UIDrawable>& a, const std::shared_ptr<UIDrawable>& b) {
return a->z_index < b->z_index;
});
children_need_sort = false;
}
// Render children to RenderTexture at local coordinates
for (auto drawable : *children) {
drawable->render(sf::Vector2f(0, 0), *render_texture);
}
// Finalize the RenderTexture
render_texture->display();
// Update sprite
render_sprite.setTexture(render_texture->getTexture());
render_dirty = false;
}
// Draw the RenderTexture sprite
if (use_render_texture) {
render_sprite.setPosition(offset + box.getPosition());
target.draw(render_sprite);
}
} else {
// Standard rendering without clipping
box.move(offset);
target.draw(box);
box.move(-offset);
// Sort children by z_index if needed
if (children_need_sort && !children->empty()) {
std::sort(children->begin(), children->end(),
[](const std::shared_ptr<UIDrawable>& a, const std::shared_ptr<UIDrawable>& b) {
return a->z_index < b->z_index;
});
children_need_sort = false;
}
for (auto drawable : *children) {
drawable->render(offset + box.getPosition(), target);
}
}
}
@ -157,16 +205,36 @@ int UIFrame::set_float_member(PyUIFrameObject* self, PyObject* value, void* clos
PyErr_SetString(PyExc_TypeError, "Value must be an integer.");
return -1;
}
if (member_ptr == 0) //x
if (member_ptr == 0) { //x
self->data->box.setPosition(val, self->data->box.getPosition().y);
else if (member_ptr == 1) //y
self->data->markDirty();
}
else if (member_ptr == 1) { //y
self->data->box.setPosition(self->data->box.getPosition().x, val);
else if (member_ptr == 2) //w
self->data->markDirty();
}
else if (member_ptr == 2) { //w
self->data->box.setSize(sf::Vector2f(val, self->data->box.getSize().y));
else if (member_ptr == 3) //h
if (self->data->use_render_texture) {
// Need to recreate RenderTexture with new size
self->data->enableRenderTexture(static_cast<unsigned int>(self->data->box.getSize().x),
static_cast<unsigned int>(self->data->box.getSize().y));
}
self->data->markDirty();
}
else if (member_ptr == 3) { //h
self->data->box.setSize(sf::Vector2f(self->data->box.getSize().x, val));
else if (member_ptr == 4) //outline
if (self->data->use_render_texture) {
// Need to recreate RenderTexture with new size
self->data->enableRenderTexture(static_cast<unsigned int>(self->data->box.getSize().x),
static_cast<unsigned int>(self->data->box.getSize().y));
}
self->data->markDirty();
}
else if (member_ptr == 4) { //outline
self->data->box.setOutlineThickness(val);
self->data->markDirty();
}
return 0;
}
@ -243,10 +311,12 @@ int UIFrame::set_color_member(PyUIFrameObject* self, PyObject* value, void* clos
if (member_ptr == 0)
{
self->data->box.setFillColor(sf::Color(r, g, b, a));
self->data->markDirty();
}
else if (member_ptr == 1)
{
self->data->box.setOutlineColor(sf::Color(r, g, b, a));
self->data->markDirty();
}
else
{
@ -276,6 +346,28 @@ int UIFrame::set_pos(PyUIFrameObject* self, PyObject* value, void* closure)
return -1;
}
self->data->box.setPosition(vec->data);
self->data->markDirty();
return 0;
}
PyObject* UIFrame::get_clip_children(PyUIFrameObject* self, void* closure)
{
return PyBool_FromLong(self->data->clip_children);
}
int UIFrame::set_clip_children(PyUIFrameObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "clip_children must be a boolean");
return -1;
}
bool new_clip = PyObject_IsTrue(value);
if (new_clip != self->data->clip_children) {
self->data->clip_children = new_clip;
self->data->markDirty(); // Mark as needing redraw
}
return 0;
}
@ -301,6 +393,7 @@ PyGetSetDef UIFrame::getsetters[] = {
{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int, "Z-order for rendering (lower values rendered first)", (void*)PyObjectsEnum::UIFRAME},
{"name", (getter)UIDrawable::get_name, (setter)UIDrawable::set_name, "Name for finding elements", (void*)PyObjectsEnum::UIFRAME},
{"pos", (getter)UIFrame::get_pos, (setter)UIFrame::set_pos, "Position as a Vector", NULL},
{"clip_children", (getter)UIFrame::get_clip_children, (setter)UIFrame::set_clip_children, "Whether to clip children to frame bounds", NULL},
UIDRAWABLE_GETSETTERS,
{NULL}
};
@ -461,58 +554,81 @@ int UIFrame::init(PyUIFrameObject* self, PyObject* args, PyObject* kwds)
bool UIFrame::setProperty(const std::string& name, float value) {
if (name == "x") {
box.setPosition(sf::Vector2f(value, box.getPosition().y));
markDirty();
return true;
} else if (name == "y") {
box.setPosition(sf::Vector2f(box.getPosition().x, value));
markDirty();
return true;
} else if (name == "w") {
box.setSize(sf::Vector2f(value, box.getSize().y));
if (use_render_texture) {
// Need to recreate RenderTexture with new size
enableRenderTexture(static_cast<unsigned int>(box.getSize().x),
static_cast<unsigned int>(box.getSize().y));
}
markDirty();
return true;
} else if (name == "h") {
box.setSize(sf::Vector2f(box.getSize().x, value));
if (use_render_texture) {
// Need to recreate RenderTexture with new size
enableRenderTexture(static_cast<unsigned int>(box.getSize().x),
static_cast<unsigned int>(box.getSize().y));
}
markDirty();
return true;
} else if (name == "outline") {
box.setOutlineThickness(value);
markDirty();
return true;
} else if (name == "fill_color.r") {
auto color = box.getFillColor();
color.r = std::clamp(static_cast<int>(value), 0, 255);
box.setFillColor(color);
markDirty();
return true;
} else if (name == "fill_color.g") {
auto color = box.getFillColor();
color.g = std::clamp(static_cast<int>(value), 0, 255);
box.setFillColor(color);
markDirty();
return true;
} else if (name == "fill_color.b") {
auto color = box.getFillColor();
color.b = std::clamp(static_cast<int>(value), 0, 255);
box.setFillColor(color);
markDirty();
return true;
} else if (name == "fill_color.a") {
auto color = box.getFillColor();
color.a = std::clamp(static_cast<int>(value), 0, 255);
box.setFillColor(color);
markDirty();
return true;
} else if (name == "outline_color.r") {
auto color = box.getOutlineColor();
color.r = std::clamp(static_cast<int>(value), 0, 255);
box.setOutlineColor(color);
markDirty();
return true;
} else if (name == "outline_color.g") {
auto color = box.getOutlineColor();
color.g = std::clamp(static_cast<int>(value), 0, 255);
box.setOutlineColor(color);
markDirty();
return true;
} else if (name == "outline_color.b") {
auto color = box.getOutlineColor();
color.b = std::clamp(static_cast<int>(value), 0, 255);
box.setOutlineColor(color);
markDirty();
return true;
} else if (name == "outline_color.a") {
auto color = box.getOutlineColor();
color.a = std::clamp(static_cast<int>(value), 0, 255);
box.setOutlineColor(color);
markDirty();
return true;
}
return false;
@ -521,9 +637,11 @@ bool UIFrame::setProperty(const std::string& name, float value) {
bool UIFrame::setProperty(const std::string& name, const sf::Color& value) {
if (name == "fill_color") {
box.setFillColor(value);
markDirty();
return true;
} else if (name == "outline_color") {
box.setOutlineColor(value);
markDirty();
return true;
}
return false;
@ -532,9 +650,16 @@ bool UIFrame::setProperty(const std::string& name, const sf::Color& value) {
bool UIFrame::setProperty(const std::string& name, const sf::Vector2f& value) {
if (name == "position") {
box.setPosition(value);
markDirty();
return true;
} else if (name == "size") {
box.setSize(value);
if (use_render_texture) {
// Need to recreate RenderTexture with new size
enableRenderTexture(static_cast<unsigned int>(value.x),
static_cast<unsigned int>(value.y));
}
markDirty();
return true;
}
return false;

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@ -29,6 +29,7 @@ public:
float outline;
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> children;
bool children_need_sort = true; // Dirty flag for z_index sorting optimization
bool clip_children = false; // Whether to clip children to frame bounds
void render(sf::Vector2f, sf::RenderTarget&) override final;
void move(sf::Vector2f);
PyObjectsEnum derived_type() override final;
@ -47,6 +48,8 @@ public:
static int set_color_member(PyUIFrameObject* self, PyObject* value, void* closure);
static PyObject* get_pos(PyUIFrameObject* self, void* closure);
static int set_pos(PyUIFrameObject* self, PyObject* value, void* closure);
static PyObject* get_clip_children(PyUIFrameObject* self, void* closure);
static int set_clip_children(PyUIFrameObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[];
static PyObject* repr(PyUIFrameObject* self);
static int init(PyUIFrameObject* self, PyObject* args, PyObject* kwds);

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@ -0,0 +1,134 @@
#!/usr/bin/env python3
"""Test UIFrame clipping functionality"""
import mcrfpy
from mcrfpy import Color, Frame, Caption, Vector
import sys
def test_clipping(runtime):
"""Test that clip_children property works correctly"""
mcrfpy.delTimer("test_clipping")
print("Testing UIFrame clipping functionality...")
# Create test scene
scene = mcrfpy.sceneUI("test")
# Create parent frame with clipping disabled (default)
parent1 = Frame(50, 50, 200, 150,
fill_color=Color(100, 100, 200),
outline_color=Color(255, 255, 255),
outline=2)
parent1.name = "parent1"
scene.append(parent1)
# Create parent frame with clipping enabled
parent2 = Frame(300, 50, 200, 150,
fill_color=Color(200, 100, 100),
outline_color=Color(255, 255, 255),
outline=2)
parent2.name = "parent2"
parent2.clip_children = True
scene.append(parent2)
# Add captions to both frames
caption1 = Caption(10, 10, "This text should overflow the frame bounds")
caption1.font_size = 16
caption1.fill_color = Color(255, 255, 255)
parent1.children.append(caption1)
caption2 = Caption(10, 10, "This text should be clipped to frame bounds")
caption2.font_size = 16
caption2.fill_color = Color(255, 255, 255)
parent2.children.append(caption2)
# Add child frames that extend beyond parent bounds
child1 = Frame(150, 100, 100, 100,
fill_color=Color(50, 255, 50),
outline_color=Color(0, 0, 0),
outline=1)
parent1.children.append(child1)
child2 = Frame(150, 100, 100, 100,
fill_color=Color(50, 255, 50),
outline_color=Color(0, 0, 0),
outline=1)
parent2.children.append(child2)
# Add caption to show clip state
status = Caption(50, 250,
f"Left frame: clip_children={parent1.clip_children}\n"
f"Right frame: clip_children={parent2.clip_children}")
status.font_size = 14
status.fill_color = Color(255, 255, 255)
scene.append(status)
# Add instructions
instructions = Caption(50, 300,
"Left: Children should overflow (no clipping)\n"
"Right: Children should be clipped to frame bounds\n"
"Press 'c' to toggle clipping on left frame")
instructions.font_size = 12
instructions.fill_color = Color(200, 200, 200)
scene.append(instructions)
# Take screenshot
from mcrfpy import Window, automation
automation.screenshot("frame_clipping_test.png")
print(f"Parent1 clip_children: {parent1.clip_children}")
print(f"Parent2 clip_children: {parent2.clip_children}")
# Test toggling clip_children
parent1.clip_children = True
print(f"After toggle - Parent1 clip_children: {parent1.clip_children}")
# Verify the property setter works
try:
parent1.clip_children = "not a bool" # Should raise TypeError
print("ERROR: clip_children accepted non-boolean value")
except TypeError as e:
print(f"PASS: clip_children correctly rejected non-boolean: {e}")
# Test with animations
def animate_frames(runtime):
mcrfpy.delTimer("animate")
# Animate child frames to show clipping in action
# Note: For now, just move the frames manually to demonstrate clipping
parent1.children[1].x = 50 # Move child frame
parent2.children[1].x = 50 # Move child frame
# Take another screenshot after starting animation
mcrfpy.setTimer("screenshot2", take_second_screenshot, 500)
def take_second_screenshot(runtime):
mcrfpy.delTimer("screenshot2")
automation.screenshot("frame_clipping_animated.png")
print("\nTest completed successfully!")
print("Screenshots saved:")
print(" - frame_clipping_test.png (initial state)")
print(" - frame_clipping_animated.png (with animation)")
sys.exit(0)
# Start animation after a short delay
mcrfpy.setTimer("animate", animate_frames, 100)
# Main execution
print("Creating test scene...")
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Set up keyboard handler to toggle clipping
def handle_keypress(key, modifiers):
if key == "c":
scene = mcrfpy.sceneUI("test")
parent1 = scene[0] # First frame
parent1.clip_children = not parent1.clip_children
print(f"Toggled parent1 clip_children to: {parent1.clip_children}")
mcrfpy.keypressScene(handle_keypress)
# Schedule the test
mcrfpy.setTimer("test_clipping", test_clipping, 100)
print("Test scheduled, running...")

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@ -0,0 +1,103 @@
#!/usr/bin/env python3
"""Advanced test for UIFrame clipping with nested frames"""
import mcrfpy
from mcrfpy import Color, Frame, Caption, Vector
import sys
def test_nested_clipping(runtime):
"""Test nested frames with clipping"""
mcrfpy.delTimer("test_nested_clipping")
print("Testing advanced UIFrame clipping with nested frames...")
# Create test scene
scene = mcrfpy.sceneUI("test")
# Create outer frame with clipping enabled
outer = Frame(50, 50, 400, 300,
fill_color=Color(50, 50, 150),
outline_color=Color(255, 255, 255),
outline=3)
outer.name = "outer"
outer.clip_children = True
scene.append(outer)
# Create inner frame that extends beyond outer bounds
inner = Frame(200, 150, 300, 200,
fill_color=Color(150, 50, 50),
outline_color=Color(255, 255, 0),
outline=2)
inner.name = "inner"
inner.clip_children = True # Also enable clipping on inner frame
outer.children.append(inner)
# Add content to inner frame that extends beyond its bounds
for i in range(5):
caption = Caption(10, 30 * i, f"Line {i+1}: This text should be double-clipped")
caption.font_size = 14
caption.fill_color = Color(255, 255, 255)
inner.children.append(caption)
# Add a child frame to inner that extends way out
deeply_nested = Frame(250, 100, 200, 150,
fill_color=Color(50, 150, 50),
outline_color=Color(255, 0, 255),
outline=2)
deeply_nested.name = "deeply_nested"
inner.children.append(deeply_nested)
# Add status text
status = Caption(50, 380,
"Nested clipping test:\n"
"- Blue outer frame clips red inner frame\n"
"- Red inner frame clips green deeply nested frame\n"
"- All text should be clipped to frame bounds")
status.font_size = 12
status.fill_color = Color(200, 200, 200)
scene.append(status)
# Test render texture size handling
print(f"Outer frame size: {outer.w}x{outer.h}")
print(f"Inner frame size: {inner.w}x{inner.h}")
# Dynamically resize frames to test RenderTexture recreation
def resize_test(runtime):
mcrfpy.delTimer("resize_test")
print("Resizing frames to test RenderTexture recreation...")
outer.w = 450
outer.h = 350
inner.w = 350
inner.h = 250
print(f"New outer frame size: {outer.w}x{outer.h}")
print(f"New inner frame size: {inner.w}x{inner.h}")
# Take screenshot after resize
mcrfpy.setTimer("screenshot_resize", take_resize_screenshot, 500)
def take_resize_screenshot(runtime):
mcrfpy.delTimer("screenshot_resize")
from mcrfpy import automation
automation.screenshot("frame_clipping_resized.png")
print("\nAdvanced test completed!")
print("Screenshots saved:")
print(" - frame_clipping_resized.png (after resize)")
sys.exit(0)
# Take initial screenshot
from mcrfpy import automation
automation.screenshot("frame_clipping_nested.png")
print("Initial screenshot saved: frame_clipping_nested.png")
# Schedule resize test
mcrfpy.setTimer("resize_test", resize_test, 1000)
# Main execution
print("Creating advanced test scene...")
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule the test
mcrfpy.setTimer("test_nested_clipping", test_nested_clipping, 100)
print("Advanced test scheduled, running...")