Tinkering with input

I want to move keyboard input defs to the Python API. I laid the groundwork for it today.

From the JANKFILE:

- working on API endpoint `_registerInputAction`.

it will add "_py" as a suffix to the action string and register it along with other scene actions.

- Adding public Scene methods. These are on the base class with default of return `false`.

`bool Scene::registerActionInjected(int code, std::string name)` and `unregisterActionInjected`

the PythonScene (and other scenes that support injected user input) can override this method, check existing registrations, and return `true` when succeeding.

Also, upgraded to C++20 (g++ `c++2a`), mostly because I want to use map::contains.
This commit is contained in:
John McCardle 2023-07-13 23:01:09 -04:00
parent d3826804a0
commit d6446e18ea
10 changed files with 134 additions and 7 deletions

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@ -15,3 +15,70 @@
* ==Buttons don't know their parent...?== So there's arithmetic happening in the event loop to determine it's actual positions. Fix this with the widgets-on-widgets system (so we can go deeper, and just ask the widgets if they or their children were clicked) * ==Buttons don't know their parent...?== So there's arithmetic happening in the event loop to determine it's actual positions. Fix this with the widgets-on-widgets system (so we can go deeper, and just ask the widgets if they or their children were clicked)
* Keep aspect ratio correct (and hopefully unbork any mouse issues) when maximizing / full screening the game * Keep aspect ratio correct (and hopefully unbork any mouse issues) when maximizing / full screening the game
``` ```
# r/RoguelikeDev Does the Complete Roguelike Tutorial - July 2023
## Planning
Event ends roughly 26 August (last post will be 22 August)
* Add and remove keystroke registration from Python scripts
* Error checking: raise Python exceptions instead of null reference segfault in C++
* Proper exception handling: figure out the "any code at REPL shows the unhandled exception" bug thingy
* Extra clarity: display more status info about what Python stuff is being done
- load all files in directory at first
- list modules / classes found
- list Scenes that were found
- Read all Python modules, then call objects & methods at C++-managed events (Engine provided decorators, perhaps??)
* PythonScene version of MenuScene
- instantiate PythonScenes
* Switch Scenes from Python (edge of board / stairs / teleportation feature)
* Update the visible map from Python (fix "map blank until you move" bug)
- update "camera state" and "Recenter camera" buttons' API info as well without a whole Turn
* C++/TCOD Entity pathfinding without calling Python every Turn
* Replace jank .py files that define engine-required objects with C++ definitions inside of `mcrfpy` module
This actually a pretty big list, but there's about 7 weeks left, so it's just over one item per week.
I have no bad feelings if these items leak over to EngJam or beyond.
## Notes 12 July
Some changes to make in McRFPy_API.cpp:
* create a parallel to _registerPyAction which will register a keystroke to a Python label in the current scene.
## Notes 13 July
- working on API endpoint `_registerInputAction`.
it will add "_py" as a suffix to the action string and register it along with other scene actions.
- Adding public Scene methods. These are on the base class with default of return `false`.
`bool Scene::registerActionInjected(int code, std::string name)` and `unregisterActionInjected`
the PythonScene (and other scenes that support injected user input) can override this method, check existing registrations, and return `true` when succeeding.
- then remove `McRFPy_API::player_input`
This behavior can be more flexibly implemented in Python using keyboard registration. There's some deduplication as well, since I have a Python implementation of collision detection anyway (for items, doors, and NPCs).
Also, upgraded to C++20 (g++ `c++2a`), mostly because I want to use map::contains.
More ideas:
* Need to make "pan" and "zoom" optional on each grid (for minimap type use cases)
* clicks are handled by C++ and only used on buttons. Grids could have a Python click function (with pixel & grid coords available)
* pixel-on-menu Python click function should be possible too
* Need to call a Python update function when C++ events cause camera following to change: UI is only updating after player input
Tomorrow, start with:
* implement checks in PythonScene::registerActionInjected - Save injected actions, don't let regular actions be overwritten, return success
* Remove PythonScene key definitions and McRFPy_API::player_input
* re-implement walking via keyboard input in Python
* Find a good spot for camera following to update Python immediately
* Find a good spot for grid updates to redraw TCOD line of sight immediately

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@ -35,7 +35,7 @@ do
-I../../deps_linux \ -I../../deps_linux \
-I../../deps_linux/Python-3.11.1 \ -I../../deps_linux/Python-3.11.1 \
-I../../platform/linux \ -I../../platform/linux \
--std=c++17 \ --std=c++2a \
-c ../../src/$fn.cpp \ -c ../../src/$fn.cpp \
-o ../../obj/$fn.o \ -o ../../obj/$fn.o \
-lm \ -lm \
@ -53,7 +53,7 @@ done
# Final executable # Final executable
g++ \ g++ \
--std=c++17 \ --std=c++2a \
-I../../deps_linux \ -I../../deps_linux \
-I../../deps_linux/Python-3.11.1 \ -I../../deps_linux/Python-3.11.1 \
-I../../platform/linux \ -I../../platform/linux \

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@ -8,7 +8,7 @@
GameEngine::GameEngine() GameEngine::GameEngine()
{ {
font.loadFromFile("./assets/JetbrainsMono.ttf"); font.loadFromFile("./assets/JetbrainsMono.ttf");
window.create(sf::VideoMode(1024, 768), "McRogueFace - LGJ Submission by John McCardle"); window.create(sf::VideoMode(1024, 768), "McRogueFace - r/RoguelikeDev Tutorial Run");
visible = window.getDefaultView(); visible = window.getDefaultView();
window.setFramerateLimit(30); window.setFramerateLimit(30);
scene = "menu"; scene = "menu";

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@ -46,6 +46,9 @@ static PyMethodDef mcrfpyMethods[] = {
{"registerPyAction", McRFPy_API::_registerPyAction, METH_VARARGS, {"registerPyAction", McRFPy_API::_registerPyAction, METH_VARARGS,
"Register a callable Python object to correspond to an action string. (actionstr, callable)"}, "Register a callable Python object to correspond to an action string. (actionstr, callable)"},
{"registerInputAction", McRFPy_API::_registerInputAction, METH_VARARGS,
"Register a SFML input code to correspond to an action string. (input_code, actionstr)"},
{"createGrid", McRFPy_API::_createGrid, METH_VARARGS, {"createGrid", McRFPy_API::_createGrid, METH_VARARGS,
"create a new grid (title, grid_x, grid_y, grid_size, x, y, w, h). grid_x and grid_y are the width and height in squares. grid_size is the pixel w/h of sprites on the grid. x,y are the grid's screen position. w,h are the grid's screen size" }, "create a new grid (title, grid_x, grid_y, grid_size, x, y, w, h). grid_x and grid_y are the width and height in squares. grid_size is the pixel w/h of sprites on the grid. x,y are the grid's screen position. w,h are the grid's screen size" },
@ -536,6 +539,8 @@ PyObject* McRFPy_API::_registerPyAction(PyObject *self, PyObject *args)
PyObject* callable; PyObject* callable;
const char * actionstr; const char * actionstr;
if (!PyArg_ParseTuple(args, "sO", &actionstr, &callable)) return NULL; if (!PyArg_ParseTuple(args, "sO", &actionstr, &callable)) return NULL;
//TODO: if the string already exists in the callbacks map,
// decrease our reference count so it can potentially be garbage collected
callbacks[std::string(actionstr)] = callable; callbacks[std::string(actionstr)] = callable;
Py_INCREF(callable); Py_INCREF(callable);
@ -544,11 +549,35 @@ PyObject* McRFPy_API::_registerPyAction(PyObject *self, PyObject *args)
return Py_None; return Py_None;
} }
PyObject* McRFPy_API::_registerInputAction(PyObject *self, PyObject *args)
{
int action_code;
const char * actionstr;
if (!PyArg_ParseTuple(args, "iz", &action_code, &actionstr)) return NULL;
bool success;
if (actionstr == NULL) { // Action provided is None, i.e. unregister
success = game->currentScene()->unregisterActionInjected(action_code, std::string(actionstr) + "_py");
} else {
success = game->currentScene()->registerActionInjected(action_code, std::string(actionstr) + "_py");
}
success ? Py_INCREF(Py_True) : Py_INCREF(Py_False);
return success ? Py_True : Py_False;
}
void McRFPy_API::doAction(std::string actionstr) { void McRFPy_API::doAction(std::string actionstr) {
// hard coded actions that require no registration // hard coded actions that require no registration
//std::cout << "Calling Python Action: " << actionstr;
if (!actionstr.compare("startrepl")) return McRFPy_API::REPL(); if (!actionstr.compare("startrepl")) return McRFPy_API::REPL();
if (callbacks.find(actionstr) == callbacks.end()) return; if (callbacks.find(actionstr) == callbacks.end())
//std::cout << "Calling: " << PyUnicode_AsUTF8(PyObject_Repr(callbacks[actionstr])) << std::endl; {
//std::cout << " (not found)" << std::endl;
return;
}
//std::cout << " (" << PyUnicode_AsUTF8(PyObject_Repr(callbacks[actionstr])) << ")" << std::endl;
PyObject_Call(callbacks[actionstr], PyTuple_New(0), NULL); PyObject_Call(callbacks[actionstr], PyTuple_New(0), NULL);
} }

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@ -82,6 +82,7 @@ public:
static PyObject* _createAnimation(PyObject*, PyObject*); static PyObject* _createAnimation(PyObject*, PyObject*);
static PyObject* _registerPyAction(PyObject*, PyObject*); static PyObject* _registerPyAction(PyObject*, PyObject*);
static PyObject* _registerInputAction(PyObject*, PyObject*);
static PyObject* _createSoundBuffer(PyObject*, PyObject*); static PyObject* _createSoundBuffer(PyObject*, PyObject*);
static PyObject* _loadMusic(PyObject*, PyObject*); static PyObject* _loadMusic(PyObject*, PyObject*);

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@ -4,7 +4,7 @@
MenuScene::MenuScene(GameEngine* g) : Scene(g) MenuScene::MenuScene(GameEngine* g) : Scene(g)
{ {
text.setFont(game->getFont()); text.setFont(game->getFont());
text.setString("McRogueFace Engine - LGJ 2023 (Incomplete)"); text.setString("McRogueFace Engine - r/RoguelikeDev Tutorial 2023");
text.setCharacterSize(24); text.setCharacterSize(24);
//std::cout << "MenuScene Initialized. " << game << std::endl; //std::cout << "MenuScene Initialized. " << game << std::endl;
//std::cout << "Font: " << game->getFont().getInfo().family << std::endl; //std::cout << "Font: " << game->getFont().getInfo().family << std::endl;

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@ -186,7 +186,10 @@ void PythonScene::doZoom(sf::Vector2i mousepos, int value) {
void PythonScene::doAction(std::string name, std::string type) { void PythonScene::doAction(std::string name, std::string type) {
auto mousepos = sf::Mouse::getPosition(game->getWindow()); auto mousepos = sf::Mouse::getPosition(game->getWindow());
//std::cout << "name: " << name << ", type: " << type << std::endl; //std::cout << "name: " << name << ", type: " << type << std::endl;
if (ACTIONONCE("click")) { if (ACTIONPY) {
McRFPy_API::doAction(name);
}
else if (ACTIONONCE("click")) {
// left click start // left click start
//std::cout << "LClick started at (" << mousepos.x << ", " << mousepos.y << ")" << std::endl; //std::cout << "LClick started at (" << mousepos.x << ", " << mousepos.y << ")" << std::endl;
dragstart = mousepos; dragstart = mousepos;
@ -237,6 +240,15 @@ void PythonScene::doAction(std::string name, std::string type) {
else if (ACTIONONCE("wait")) { McRFPy_API::player_input(+0, +0); } else if (ACTIONONCE("wait")) { McRFPy_API::player_input(+0, +0); }
} }
bool PythonScene::registerActionInjected(int code, std::string name) {
return false;
}
bool PythonScene::unregisterActionInjected(int code, std::string name) {
return false;
}
void PythonScene::sRender() { void PythonScene::sRender() {
game->getWindow().clear(); game->getWindow().clear();

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@ -17,9 +17,13 @@ class PythonScene: public Scene
void doZoom(sf::Vector2i, int); void doZoom(sf::Vector2i, int);
//std::list<Animation*> animations; //std::list<Animation*> animations;
void animate(); void animate();
std::map<std::string, bool> actionInjected;
public: public:
PythonScene(GameEngine*, std::string); PythonScene(GameEngine*, std::string);
void update() override final; void update() override final;
void doAction(std::string, std::string) override final; void doAction(std::string, std::string) override final;
void sRender() override final; void sRender() override final;
bool registerActionInjected(int, std::string) override final;
bool unregisterActionInjected(int, std::string) override final;
}; };

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@ -23,3 +23,13 @@ std::string Scene::action(int code)
{ {
return actions[code]; return actions[code];
} }
bool Scene::registerActionInjected(int code, std::string name)
{
return false;
}
bool Scene::unregisterActionInjected(int code, std::string name)
{
return false;
}

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@ -4,6 +4,7 @@
#define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0) #define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0)
#define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name])) #define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name]))
#define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0)) #define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0))
#define ACTIONPY ((name.size() > 3 && name.compare(name.size() - 3, 3, "_py") == 0))
#include "Common.h" #include "Common.h"
//#include "GameEngine.h" //#include "GameEngine.h"
@ -33,4 +34,7 @@ public:
bool hasAction(int); bool hasAction(int);
std::string action(int); std::string action(int);
virtual bool registerActionInjected(int, std::string);
virtual bool unregisterActionInjected(int, std::string);
}; };