python callbacks, working on grid

This commit is contained in:
John McCardle 2023-03-03 22:16:47 -05:00
parent 2ec97dfb1c
commit e295bfb742
6 changed files with 260 additions and 47 deletions

View File

@ -44,53 +44,114 @@ Grid::Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h):
sprite.setTexture(texture);
}
void Grid::screenToGrid(int sx, int sy, int& gx, int& gy) {
float width_sq = box.getSize().x / (grid_size * zoom);
float height_sq = box.getSize().y / (grid_size * zoom);
float left_edge = center_x - (width_sq / 2.0);
float right_edge = center_x + (width_sq / 2.0);
float top_edge = center_y - (height_sq / 2.0);
float bottom_edge = center_y + (height_sq / 2.0);
float grid_px = zoom * grid_size;
std::cout << "##############################" <<
"\nscreen coord: (" << sx << ", " << sy << ")" << std::endl;
sx -= box.getPosition().x;
sy -= box.getPosition().y;
std::cout << "box coord: (" << sx << ", " << sy << ")" << std::endl;
float mouse_x_sq = sx / grid_px;
float mouse_y_sq = sy / grid_px;
float ans_x = mouse_x_sq + left_edge;
float ans_y = mouse_y_sq + top_edge;
gx = ans_x;
gy = ans_y;
std::cout <<
"C: (" << center_x << ", " << center_y << ")" << std::endl <<
"W: " << width_sq << " H: " << height_sq << std::endl <<
"L: " << left_edge << " T: " << top_edge << std::endl <<
"R: " << right_edge << " B: " << bottom_edge << std::endl <<
"Grid Px: " << grid_px << "( zoom: " << zoom << ")" << std::endl <<
"answer: G(" << ans_x << ", " << ans_y << ")" << std::endl <<
"##############################" <<
std::endl;
}
void Grid::render(sf::RenderWindow & window)
{
renderTexture.clear();
//renderTexture.draw(box);
// sprites that are visible according to zoom, center_x, center_y, and box width
auto box_size = box.getSize();
float view_width = box_size.x / (grid_size * zoom);
float view_height = box_size.y / (grid_size * zoom);
float width_sq = box.getSize().x / (grid_size * zoom);
float height_sq = box.getSize().y / (grid_size * zoom);
float left_edge = center_x - (width_sq / 2.0);
float right_edge = center_x + (width_sq / 2.0);
float top_edge = center_y - (height_sq / 2.0);
float bottom_edge = center_y + (height_sq / 2.0);
float top_offset = (center_y * grid_size) - box_size.y/2.0f;
float left_offset = (center_x * grid_size) - box_size.x/2.0f;
//auto box_size = box.getSize();
//float view_width = box_size.x / (grid_size * zoom);
//float view_height = box_size.y / (grid_size * zoom);
//float top_offset = (center_y * grid_size) - box_size.y/2.0f;
//float left_offset = (center_x * grid_size) - box_size.x/2.0f;
sprite.setScale(sf::Vector2f(zoom, zoom));
sf::RectangleShape r; // for colors and overlays
r.setSize(sf::Vector2f(grid_size * zoom, grid_size * zoom));
r.setOutlineThickness(0);
auto box_pos = box.getPosition();
//auto box_pos = box.getPosition();
int x_start = std::floor(center_x - view_width/2.0f);
int x_end = std::ceil(center_x + view_width/2.0f);
int y_start = std::floor(center_y - view_height/2.0f);
int y_end = std::ceil(center_y + view_height/2.0f);
//int x_start = std::floor(center_x - view_width/2.0f);
//int x_end = std::ceil(center_x + view_width/2.0f);
//int y_start = std::floor(center_y - view_height/2.0f);
//int y_end = std::ceil(center_y + view_height/2.0f);
int x_limit = left_edge + width_sq + 1;
if (x_limit > grid_x) x_limit = grid_x;
for (int x = 0;
x < grid_x; //x < view_width;
x++)
int y_limit = top_edge + height_sq + 1;
if (y_limit > grid_y) y_limit = grid_y;
for (float x = (left_edge >= 0 ? left_edge : 0);
x < x_limit; //x < view_width;
x+=1.0)
{
for (int y = 0;
y < grid_y; //y < view_height;
y++)
for (float y = (top_edge >= 0 ? top_edge : 0);
y < y_limit; //y < view_height;
y+=1.0)
{
auto pixel_pos = sf::Vector2f(
(x - left_edge) * (zoom * grid_size),
(y - top_edge) * (zoom * grid_size));
auto gridpoint = at(std::floor(x), std::floor(y));
// convert grid's coordinate to pixel coords to draw
//float window_x = (x_start + x) * grid_size * zoom;
//float window_y = (y_start + y) * grid_size * zoom;
float natural_x = x * grid_size * zoom;
float natural_y = y * grid_size * zoom;
sprite.setPosition(
sf::Vector2f(natural_x - left_offset,
natural_y - top_offset));
//float natural_x = x * grid_size * zoom;
//float natural_y = y * grid_size * zoom;
sprite.setPosition(pixel_pos);
//sf::Vector2f(natural_x - left_offset,
// natural_y - top_offset));
auto gridPoint = at(x, y);
// color?
//r.setPosition(sf::Vector2f(natural_x - left_offset,
// natural_y - top_offset));
r.setPosition(pixel_pos);
r.setFillColor(gridpoint.color);
renderTexture.draw(r);
// tilesprite
// if discovered but not visible, set opacity to 90%
// if not discovered... just don't draw it?
setSprite(at(x, y).tilesprite);
renderTexture.draw(sprite);
if (gridpoint.tilesprite != -1) {
setSprite(gridpoint.tilesprite);
renderTexture.draw(sprite);
}
// overlay
@ -100,6 +161,22 @@ void Grid::render(sf::RenderWindow & window)
}
// 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
@ -111,3 +188,56 @@ GridPoint& Grid::at(int x, int y)
{
return points[y * grid_x + x];
}
GridPoint* Grid::atScreenPixel(int sx, int sy, int* gx=NULL, int* gy=NULL) {
int _x, _y;
screenToGrid(sx, sy, _x, _y);
std::cout << "screenToGrid gave: (" << _x << ", " << _y << ")" << std::endl;
auto p = box.getPosition();
auto s = box.getSize();
// debug render values
int x_start = std::floor(center_x - s.x/2.0f);
int x_end = std::ceil(center_x + s.x/2.0f);
int y_start = std::floor(center_y - s.y/2.0f);
int y_end = std::ceil(center_y + s.y/2.0f);
std::cout << "Center: " << center_x << ", " << center_y << std::endl <<
"Start grid: " << x_start << ", " << y_start << std::endl <<
"End grid: " << x_end << ", " << y_end << std::endl;
// check if the mouse is even over the grid
if (sx < p.x || sx > p.x+s.x || sy < p.y || sy > p.y+s.y) {
std::cout << "(" << sx << ", " << sy << ") not over grid" << std::endl;
return NULL;
}
// get dx, dy to box's center
int dx = sx - (s.x/2.0 + p.x),
dy = sy - (s.y/2.0 + p.y);
// divide dx, dy by (gridsize * zoom) to get # in boxes
int gdx = dx / (grid_size * zoom),
gdy = dy / (grid_size * zoom);
int targetx = gdx + center_x,
targety = gdy + center_y;
// return
if (gx) {
*gx = targetx;
}
if (gy) {
*gy = targety;
}
if (targetx >= 0 && targetx <= grid_x && targety >= 0 && targety <= grid_y) {
return &points[targety * grid_x + targetx];
}
else {
std::cout << "(" << sx << ", " << sy << ") not over actual grid content" << std::endl;
return NULL;
}
}

View File

@ -35,4 +35,8 @@ public:
void render(sf::RenderWindow&); // draw to screen
GridPoint& at(int, int);
void screenToGrid(int, int, int&, int&);
GridPoint* atScreenPixel(int, int, int*, int*);
};

View File

@ -6,6 +6,7 @@
// static class members...?
std::map<std::string, UIMenu*> McRFPy_API::menus;
std::map<std::string, Grid*> McRFPy_API::grids;
std::map<std::string, PyObject*> McRFPy_API::callbacks;
static PyMethodDef mcrfpyMethods[] = {
{"drawSprite", McRFPy_API::_drawSprite, METH_VARARGS,
@ -32,6 +33,9 @@ static PyMethodDef mcrfpyMethods[] = {
{"createTexture", McRFPy_API::_createTexture, METH_VARARGS,
"Create a new texture (filename_str, grid_size, width, height) - grid_size is in pixels (only square sprites for now), width and height are in tiles"},
{"registerPyAction", McRFPy_API::_registerPyAction, METH_VARARGS,
"Register a callable Python object to correspond to an action string. (actionstr, callable)"},
{NULL, NULL, 0, NULL}
};
@ -307,7 +311,7 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
// jank, or dank? iterate over .captions, .buttons, .sprites to modify them
// captions
PyObject* captionlist = PyObject_GetAttrString(o, "captions");
std::cout << PyUnicode_AsUTF8(PyObject_Repr(captionlist)) << std::endl;
//std::cout << PyUnicode_AsUTF8(PyObject_Repr(captionlist)) << std::endl;
for (int i = 0; i < menu->captions.size(); i++) {
PyObject* captionobj = PyList_GetItem(captionlist, i);
menu->captions[i].setString(
@ -325,7 +329,7 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
// buttons
PyObject* buttonlist = PyObject_GetAttrString(o, "buttons");
std::cout << PyUnicode_AsUTF8(PyObject_Repr(buttonlist)) << std::endl;
//std::cout << PyUnicode_AsUTF8(PyObject_Repr(buttonlist)) << std::endl;
for (int i = 0; i < menu->buttons.size(); i++) {
PyObject* buttonobj = PyList_GetItem(buttonlist, i);
menu->buttons[i].setPosition(sf::Vector2f(
@ -338,7 +342,7 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
);
menu->buttons[i].setSize(sizevec);
PyObject* btncolor = PyObject_GetAttrString(buttonobj, "bgcolor");
std::cout << PyUnicode_AsUTF8(PyObject_Repr(btncolor)) << std::endl;
//std::cout << PyUnicode_AsUTF8(PyObject_Repr(btncolor)) << std::endl;
menu->buttons[i].setBackground(
sf::Color(
PyLong_AsLong(PyTuple_GetItem(btncolor, 0)),
@ -346,24 +350,24 @@ PyObject* McRFPy_API::_modMenu(PyObject* self, PyObject* args) {
PyLong_AsLong(PyTuple_GetItem(btncolor, 2))
));
PyObject* btxtcolor = PyObject_GetAttrString(buttonobj, "textcolor");
std::cout << PyUnicode_AsUTF8(PyObject_Repr(btxtcolor)) << std::endl;
//std::cout << PyUnicode_AsUTF8(PyObject_Repr(btxtcolor)) << std::endl;
menu->buttons[i].setTextColor(
sf::Color(
PyLong_AsLong(PyTuple_GetItem(btxtcolor, 0)),
PyLong_AsLong(PyTuple_GetItem(btxtcolor, 1)),
PyLong_AsLong(PyTuple_GetItem(btxtcolor, 2))
));
std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "text")) << std::endl;
//std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "text")) << std::endl;
menu->buttons[i].caption.setString(
PyUnicode_AsUTF8(PyObject_GetAttrString(buttonobj, "text")));
std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "actioncode")) << std::endl;
//std::cout << PyObject_Repr(PyObject_GetAttrString(buttonobj, "actioncode")) << std::endl;
menu->buttons[i].action =
PyUnicode_AsUTF8(PyObject_GetAttrString(buttonobj, "actioncode"));
}
// sprites
PyObject* spriteslist = PyObject_GetAttrString(o, "sprites");
std::cout << PyUnicode_AsUTF8(PyObject_Repr(spriteslist)) << std::endl;
//std::cout << PyUnicode_AsUTF8(PyObject_Repr(spriteslist)) << std::endl;
for (int i = 0; i < menu->sprites.size(); i++) {
PyObject* spriteobj = PyList_GetItem(spriteslist, i);
menu->sprites[i].texture_index =
@ -461,3 +465,23 @@ int McRFPy_API::createTexture(std::string filename, int grid_size, int grid_widt
return game->textures.size() - 1;
}
// python connection
PyObject* McRFPy_API::_registerPyAction(PyObject *self, PyObject *args)
{
PyObject* callable;
const char * actionstr;
if (!PyArg_ParseTuple(args, "sO", &actionstr, &callable)) return NULL;
callbacks[std::string(actionstr)] = callable;
Py_INCREF(callable);
// return None correctly
Py_INCREF(Py_None);
return Py_None;
}
void McRFPy_API::doAction(std::string actionstr) {
if (callbacks.find(actionstr) == callbacks.end()) return;
//std::cout << "Calling: " << PyUnicode_AsUTF8(PyObject_Repr(callbacks[actionstr])) << std::endl;
PyObject_Call(callbacks[actionstr], PyTuple_New(0), NULL);
}

View File

@ -45,6 +45,8 @@ public:
EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??)
static std::map<std::string, Grid*> grids;
static std::map<std::string, PyObject*> callbacks;
// Jank Python Method Exposures
static PyObject* _createMenu(PyObject*, PyObject*); // creates a new menu object in McRFPy_API::menus
static PyObject* _listMenus(PyObject*, PyObject*);
@ -66,6 +68,8 @@ public:
//static PyObject* _createGrid(PyObject*, PyObject*);
//static PyObject* _listGrids(PyObject*, PyObject*);
static PyObject* _registerPyAction(PyObject*, PyObject*);
// Jank Functionality
static UIMenu* createMenu(int posx, int posy, int sizex, int sizey);
static void createCaption(std::string menukey, std::string text, int fontsize, sf::Color textcolor);
@ -75,6 +79,8 @@ public:
//static void playSound(const char * filename);
//static void playMusic(const char * filename);
static void doAction(std::string);
// McRFPy_API(GameEngine*);

View File

@ -13,16 +13,17 @@ UIMenu::UIMenu(sf::Font & _font)
void UIMenu::render(sf::RenderWindow & window)
{
window.draw(box);
for (auto& s: sprites) {
auto _s = s.drawable();
_s.move(box.getPosition());
window.draw(_s);
}
for (auto& c : captions) {
//auto s = std::string(c.getString());
//std::cout << s << std::flush << std::endl;
window.draw(c);
}
for (auto& b : buttons) { b.render(window); }
for (auto& s: sprites) {
auto _s = s.drawable();
// TODO: s.move or whatever to make it's 0,0 relative to menu box
window.draw(_s); }
}
void UIMenu::refresh()

View File

@ -19,8 +19,15 @@ void setSpriteTexture(int ti)
test_sprite.setTextureRect(sf::IntRect(tx * texture_size, ty * texture_size, texture_size, texture_size));
}
// random for this test
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::uniform_int_distribution<> distrib(0, 10);
std::uniform_int_distribution<> coldistrib(64, 192);
std::uniform_real_distribution<> snoise(-3, 3);
UITestScene::UITestScene(GameEngine* g)
: Scene(g), grid(150, 150, 16, 20, 20, 800, 520)
: Scene(g), grid(10, 20, 16, 20, 20, 800, 520)
{
// demo sprites from texture file
texture.loadFromFile("./assets/kenney_tinydungeon.png");
@ -32,21 +39,26 @@ UITestScene::UITestScene(GameEngine* g)
test_sprite.setScale(sf::Vector2f(4.0f, 4.0f));
setSpriteTexture(0);
// random for this test
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::uniform_int_distribution<> distrib(84, 100);
// Test grid with random sprite noise
for (int _x = 0; _x < 150; _x++)
for (int _y = 0; _y < 150; _y++)
//std::array<int, 11> ground = {0, 12, 24, 48, 42, 48, 49, 50, 51, -1, -1};
std::array<int, 11> ground = {0, 0, 0, -1, -1, -1, -1, -1, -1, -1, 51};
for (int _x = 0; _x < 10; _x++)
for (int _y = 0; _y < 20; _y++) {
//grid.at(_x, _y).tilesprite = _y*11 + _x;
//if (!_x % 2 || _y == 0) grid.at(_x, _y).tilesprite = 121;
//else
grid.at(_x, _y).tilesprite = distrib(gen);
auto &gridpoint = grid.at(_x, _y);
grid.at(_x, _y).tilesprite = ground[distrib(gen)];
grid.at(_x, _y).color = sf::Color(
coldistrib(gen), 0, 0);
for (int _x = 0; _x < 30; _x++)
}
for (int _x = 0; _x < 10; _x++)
{
grid.at(_x, 0).tilesprite = 121;
grid.at(_x, 5).tilesprite = 123;
@ -79,6 +91,7 @@ UITestScene::UITestScene(GameEngine* g)
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
registerAction(ActionCode::KEY + sf::Keyboard::Num4, "sound_test");
registerAction(ActionCode::KEY + sf::Keyboard::Q, "gridtests");
registerAction(0, "event");
@ -117,7 +130,7 @@ UITestScene::UITestScene(GameEngine* g)
void UITestScene::update()
{
/*
if (abs(desired_angle - test_ship.angle) < 1)
{
test_ship.angle = desired_angle;
@ -127,6 +140,19 @@ void UITestScene::update()
} else if (test_ship.angle > desired_angle){
test_ship.angle -= 1;
}
*/
/*
// Too slow: updating every grid manually
// Restrict to visible squares... use noise for coherence?
for (int _x = 0; _x < grid.grid_x; _x++)
for (int _y = 0; _y < grid.grid_y; _y++) {
auto &square = grid.at(_x, _y);
square.color.r += snoise(gen);
if (square.color.r > 254) square.color.r = 254;
if (square.color.r < 1) square.color.r = 1;
}
*/
entities.update();
@ -184,6 +210,20 @@ void UITestScene::doAction(std::string name, std::string type)
}
}
}
if (!ui_clicked) {
for (auto pair : McRFPy_API::menus) {
if (!pair.second->visible) continue;
for (auto b : pair.second->buttons)
{
if (b.contains(mousepos)) {
std::cout << "(api) " << b.getAction() <<std::endl;
McRFPy_API::doAction(b.getAction());
ui_clicked = true;
}
}
}
}
if (!ui_clicked) {
auto mousepos = sf::Mouse::getPosition(game->getWindow());
auto worldpos = game->getWindow().mapPixelToCoords(mousepos, viewport);
@ -242,6 +282,13 @@ void UITestScene::doAction(std::string name, std::string type)
viewport.zoom(zoom);
}
if (ACTION("gridtests", "start")) {
int tx, ty;
auto mousepos = sf::Mouse::getPosition(game->getWindow());
GridPoint* pgrid = grid.atScreenPixel(mousepos.x, mousepos.y, &tx, &ty);
std::cout << "\ntx: " << tx << " ty: " << ty << std::endl;
}
// after processing: set actionState
if (type.compare("start") == 0 && !actionState[name]) { actionState[name] = true; }
else if (type.compare("end") == 0 && actionState[name]) { actionState[name] = false; }
@ -277,6 +324,7 @@ void UITestScene::sRender()
// Python API menus
for (auto pair: McRFPy_API::menus)
{
if (!pair.second->visible) continue;
pair.second->render(game->getWindow());
}
@ -284,7 +332,7 @@ void UITestScene::sRender()
//McRFPy_API::executePyString("mcrfpy.drawSprite(123, 36, 10)");
// draw test sprite on top of everything
game->getWindow().draw(test_sprite);
//game->getWindow().draw(test_sprite);
game->getWindow().display();
}