Another checkpoint. Compiling/building/running - Python API tests from in-engine REPL are not passing, though
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@ -6,11 +6,14 @@ class Button
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{
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protected:
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public:
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// TODO / JankMode: setter & getter for these three fields
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// were protected, but directly changing them should be...fine?
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sf::RectangleShape rect;
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sf::Text caption;
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std::string action;
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public:
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Button() {};
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Button(int x, int y, int w, int h,
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sf::Color _background, sf::Color _textcolor,
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@ -24,5 +27,6 @@ public:
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void render(sf::RenderWindow & window);
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auto contains(sf::Vector2i p) { return rect.getGlobalBounds().contains(p.x, p.y); }
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auto getAction() { return action; }
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private:
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};
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@ -20,6 +20,8 @@ GameEngine::GameEngine()
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McRFPy_API::api_init();
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McRFPy_API::executePyString("import mcrfpy");
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McRFPy_API::executePyString("from UIMenu import *");
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IndexSprite::game = this;
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}
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Scene* GameEngine::currentScene() { return scenes[scene]; }
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@ -5,6 +5,7 @@
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#include "EntityManager.h"
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#include "Scene.h"
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#include "McRFPy_API.h"
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#include "IndexTexture.h"
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class GameEngine
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{
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@ -16,7 +17,6 @@ class GameEngine
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bool paused = false;
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int currentFrame = 0;
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sf::View visible;
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//McRFPy_API* api;
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public:
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GameEngine();
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@ -30,4 +30,12 @@ public:
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void sUserInput();
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int getFrame() { return currentFrame; }
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sf::View getView() { return visible; }
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// global textures for scripts to access
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std::vector<IndexTexture> textures;
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// global audio storage
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std::vector<sf::SoundBuffer> sfxbuffers;
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sf::Music music;
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sf::Sound sfx;
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};
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@ -1,3 +1,4 @@
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#pragma once
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#include "Common.h"
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class GridPoint
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@ -0,0 +1,16 @@
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#include "IndexSprite.h"
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#include "GameEngine.h"
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//int texture_index, sprite_index, x, y;
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GameEngine* IndexSprite::game;
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sf::Sprite IndexSprite::drawable()
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{
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sf::Sprite s;
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auto& tex = IndexSprite::game->textures[texture_index];
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s.setTexture(tex.texture);
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s.setPosition(sf::Vector2f(x, y));
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s.setTextureRect(tex.spriteCoordinates(sprite_index));
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return s;
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}
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@ -0,0 +1,10 @@
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#pragma once
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#include "Common.h"
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class GameEngine; // forward declare
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class IndexSprite {
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public:
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int texture_index, sprite_index, x, y;
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static GameEngine* game;
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sf::Sprite drawable();
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};
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@ -0,0 +1,6 @@
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#include "IndexTexture.h"
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sf::IntRect IndexTexture::spriteCoordinates(int index) {
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int tx = index % grid_width, ty = index / grid_width;
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return sf::IntRect(tx * grid_size, ty * grid_size, grid_size, grid_size);
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}
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@ -0,0 +1,11 @@
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#pragma once
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#include "Common.h"
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class GameEngine; // forward declare
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class IndexTexture {
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public:
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sf::Texture texture;
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int grid_size, grid_width, grid_height;
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static GameEngine* game;
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sf::IntRect spriteCoordinates(int);
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};
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@ -3,9 +3,20 @@
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#include "GameEngine.h"
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#include "Grid.h"
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// static class members...?
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std::vector<UIMenu> McRFPy_API::menus;
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std::vector<Grid> McRFPy_API::grids;
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static PyMethodDef mcrfpyMethods[] = {
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{"drawSprite", McRFPy_API::_drawSprite, METH_VARARGS,
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"Draw a sprite (index, x, y)"},
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{"createMenu", McRFPy_API::_createMenu, METH_VARARGS,
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"Create a new uimenu (x, y, w, h)"},
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{"listMenus", McRFPy_API::_listMenus, METH_VARARGS,
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"return a list of existing menus"},
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{NULL, NULL, 0, NULL}
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};
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@ -173,18 +184,24 @@ void McRFPy_API::REPL_device(FILE * fp, const char *filename)
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PyRun_InteractiveLoop(fp, filename);
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}
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PyObject* _createMenu(PyObject *self, PyObject *args) {
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PyObject* McRFPy_API::_createMenu(PyObject *self, PyObject *args) {
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int sizex, sizey;
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if (!PyArg_ParseTuple(args, "ii", &sizex, &sizey)) return NULL;
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menus.push_back(createMenu(sizex, sizey));
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int posx, posy, sizex, sizey;
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if (!PyArg_ParseTuple(args, "iiii", &posx, &posy, &sizex, &sizey)) return NULL;
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menus.push_back(createMenu(posx, posy, sizex, sizey));
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Py_INCREF(Py_None);
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return Py_None;
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}
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PyObject* _listMenus(PyObject*, PyObject*); {
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PyObject* McRFPy_API::_listMenus(PyObject*, PyObject*) {
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// todo - get the (Py) classes UIMenu, Button, Caption, Sprite
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// and call BuildValue (tuples) -> their constructors
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PyObject* uimodule = PyImport_AddModule("UIMenu"); //already imported
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PyObject* uimenu_type = PyObject_GetAttrString(uimodule, "UIMenu");
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PyObject* btn_type = PyObject_GetAttrString(uimodule, "Button");
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PyObject* cap_type = PyObject_GetAttrString(uimodule, "Caption");
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PyObject* spr_type = PyObject_GetAttrString(uimodule, "Sprite");
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PyObject* menulist = PyList_New(menus.size());
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for (int i = 0; i < menus.size(); i++) {
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auto p = menus[i].box.getPosition();
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@ -192,6 +209,8 @@ PyObject* _listMenus(PyObject*, PyObject*); {
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PyObject* menu_args = Py_BuildValue("(iiii)", p.x, p.y, s.x, s.y);
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// * need uimenu_type (imported already to __main__)
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PyObject* menuobj = PyObject_CallObject((PyObject*) uimenu_type, menu_args);
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// Loop: Convert Button objects to Python Objects
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PyObject* button_list = PyObject_GetAttrString(menuobj, "buttons");
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for(auto& b : menus[i].buttons) {
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auto bp = b.rect.getPosition();
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@ -199,23 +218,43 @@ PyObject* _listMenus(PyObject*, PyObject*); {
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auto bg = b.rect.getFillColor();
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auto bf = b.caption.getFillColor();
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PyObject* btn_args = Py_BuildValue("(iiii(iii)(iii)ss)",
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bp.x, bp.y, bs.x, bs.y,
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bg.r, bg.g, bg.b,
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bf.r, bf.g, bf.b,
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b.caption.getString.toAnsiString().c_str(),
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b.action.c_str());
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bp.x, bp.y, bs.x, bs.y,
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bg.r, bg.g, bg.b,
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bf.r, bf.g, bf.b,
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b.caption.getString().toAnsiString().c_str(),
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b.action.c_str());
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// * need btn_type
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PyObject buttonobj = PyObject_CallObject((PyObject*) btn_type, btn_args);
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PyObject* buttonobj = PyObject_CallObject((PyObject*) btn_type, btn_args);
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PyList_Append(button_list, buttonobj);
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}
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// Loop: Convert Caption objects to Python Objects
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PyObject* caption_list = PyObject_GetAttrString(menuobj, "captions");
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for () { }
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for (auto& c : menus[i].captions) {
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auto cc = c.getFillColor();
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PyObject* cap_args = Py_BuildValue("si(iii)",
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c.getString().toAnsiString().c_str(),
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c.getCharacterSize(),
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cc.r, cc.g, cc.b);
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PyObject* capobj = PyObject_CallObject((PyObject*) cap_type, cap_args);
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PyList_Append(caption_list, capobj);
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}
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// Loop: Convert Sprite objects to Python Objects
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PyObject* sprite_list = PyObject_GetAttrString(menuobj, "sprites");
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for () { }
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for (auto& s : menus[i].sprites) {
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PyObject* spr_args = Py_BuildValue("iiii",
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s.texture_index, s.sprite_index, s.x, s.y);
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}
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PyList_SET_ITEM(menulist, i, menuobj);
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}
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return menulist;
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}
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UIMenu McRFPy_API::createMenu(int posx, int posy, int sizex, int sizey) {
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auto m = UIMenu(game->getFont());
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m.box.setPosition(sf::Vector2f(posx, posy));
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m.box.setSize(sf::Vector2f(sizex, sizey));
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return m;
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}
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@ -6,6 +6,10 @@
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//#include "GameEngine.h" // can't - need forward declaration
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//#include "ActionCode.h"
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#include "Python.h"
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#include "UIMenu.h"
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#include "Grid.h"
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#include "IndexSprite.h"
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#include "EntityManager.h"
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class GameEngine; // forward declared (circular members)
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@ -37,9 +41,9 @@ public:
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static void REPL();
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// Jank mode engage: let the API hold data for Python to hack on
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std::vector<UIMenu> menus;
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static std::vector<UIMenu> menus;
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EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??)
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std::vector<Grid> grids;
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static std::vector<Grid> grids;
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// Jank Python Method Exposures
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static PyObject* _createMenu(PyObject*, PyObject*); // creates a new menu object in McRFPy_API::menus
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@ -55,7 +59,7 @@ public:
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//static PyObject* _createSprite(PyObject*, PyObject*);
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// Jank Functionality
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static UIMenu createMenu(int sizex, int sizey);
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static UIMenu createMenu(int posx, int posy, int sizex, int sizey);
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//static Button createButton(UIMenu & menu, int x, int y, int w, int h);
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//static sf::Sprite createSprite(int tex_index, int x, int y);
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//static void playSound(const char * filename);
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@ -19,7 +19,10 @@ void UIMenu::render(sf::RenderWindow & window)
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window.draw(c);
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}
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for (auto& b : buttons) { b.render(window); }
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for (auto& s: sprites) { window.draw(s); }
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for (auto& s: sprites) {
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auto _s = s.drawable();
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// TODO: s.move or whatever to make it's 0,0 relative to menu box
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window.draw(_s); }
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}
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void UIMenu::refresh()
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@ -49,7 +52,7 @@ void UIMenu::add_button(Button b)
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buttons.push_back(b);
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}
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void UIMenu::add_sprite(sf::Sprite s)
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void UIMenu::add_sprite(IndexSprite s)
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{
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sprites.push_back(s);
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}
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@ -2,6 +2,7 @@
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#include "Common.h"
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#include "Button.h"
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#include "IndexSprite.h"
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class UIMenu
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{
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@ -11,7 +12,7 @@ public:
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UIMenu(sf::Font & _font);
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std::vector<sf::Text> captions;
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std::vector<Button> buttons;
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std::vector<sf::Sprite> sprites;
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std::vector<IndexSprite> sprites;
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sf::RectangleShape box;
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bool visible = false;
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int next_text = 10;
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@ -21,7 +22,7 @@ public:
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void refresh();
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void add_caption(const char* text, int size, sf::Color color);
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void add_button(Button b);
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void add_sprite(sf::Sprite s);
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void add_sprite(IndexSprite s);
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protected:
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