Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes#110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes#121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes#112
commit c5e7e8e298
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa96
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c4591
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51e
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aa
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes#119
commit 9fb428dd01
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc4
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978
Directory structure cleanup and organization overhaul
closes#63closes#69closes#59closes#47closes#2closes#3closes#33closes#27closes#73closes#74closes#78
I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
commit 9bd1561bfc
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 11:20:07 2025 -0400
Alpha 0.1 release
- Move RenderTexture (#6) out of alpha requirements, I don't need it
that badly
- alpha blockers resolved:
* Animation system (#59)
* Z-order rendering (#63)
* Python Sequence Protocol (#69)
* New README (#47)
* Removed deprecated methods (#2, #3)
🍾 McRogueFace 0.1.0
commit 43321487eb
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 10:36:09 2025 -0400
Issue #63 (z-order rendering) complete
- Archive z-order test files
commit 90c318104b
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 10:34:06 2025 -0400
Fix Issue #63: Implement z-order rendering with dirty flag optimization
- Add dirty flags to PyScene and UIFrame to track when sorting is needed
- Implement lazy sorting - only sort when z_index changes or elements are added/removed
- Make Frame children respect z_index (previously rendered in insertion order only)
- Update UIDrawable::set_int to notify when z_index changes
- Mark collections dirty on append, remove, setitem, and slice operations
- Remove per-frame vector copy in PyScene::render for better performance
commit e4482e7189
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 01:58:03 2025 -0400
Implement complete Python Sequence Protocol for collections (closes#69)
Major implementation of the full sequence protocol for both UICollection
and UIEntityCollection, making them behave like proper Python sequences.
Core Features Implemented:
- __setitem__ (collection[i] = value) with type validation
- __delitem__ (del collection[i]) with proper cleanup
- __contains__ (item in collection) by C++ pointer comparison
- __add__ (collection + other) returns Python list
- __iadd__ (collection += other) with full validation before modification
- Negative indexing support throughout
- Complete slice support (getting, setting, deletion)
- Extended slices with step \!= 1
- index() and count() methods
- Type safety enforced for all operations
UICollection specifics:
- Accepts Frame, Caption, Sprite, and Grid objects only
- Preserves z_index when replacing items
- Auto-assigns z_index on append (existing behavior maintained)
UIEntityCollection specifics:
- Accepts Entity objects only
- Manages grid references on add/remove/replace
- Uses std::list iteration with std::advance()
Also includes:
- Default value support for constructors:
- Caption accepts None for font (uses default_font)
- Grid accepts None for texture (uses default_texture)
- Sprite accepts None for texture (uses default_texture)
- Entity accepts None for texture (uses default_texture)
This completes Issue #69, removing it as an Alpha Blocker.
commit 70cf44f8f0
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 00:56:42 2025 -0400
Implement comprehensive animation system (closes#59)
- Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.)
- Add property system to all UI classes for animation support:
- UIFrame: position, size, colors (including individual r/g/b/a components)
- UICaption: position, size, text, colors
- UISprite: position, scale, sprite_number (with sequence support)
- UIGrid: position, size, camera center, zoom
- UIEntity: position, sprite properties
- Create AnimationManager singleton for frame-based updates
- Add Python bindings through PyAnimation wrapper
- Support for delta animations (relative values)
- Fix segfault when running scripts directly (mcrf_module initialization)
- Fix headless/windowed mode behavior to respect --headless flag
- Animations run purely in C++ without Python callbacks per frame
All UI properties are now animatable with smooth interpolation and professional easing curves.
commit 05bddae511
Author: John McCardle <mccardle.john@gmail.com>
Date: Fri Jul 4 06:59:02 2025 -0400
Update comprehensive documentation for Alpha release (Issue #47)
- Completely rewrote README.md to reflect current features
- Updated GitHub Pages documentation site with:
- Modern landing page highlighting Crypt of Sokoban
- Comprehensive API reference (2700+ lines) with exhaustive examples
- Updated getting-started guide with installation and first game tutorial
- 8 detailed tutorials covering all major game systems
- Quick reference cheat sheet for common operations
- Generated documentation screenshots showing UI elements
- Fixed deprecated API references and added new features
- Added automation API documentation
- Included Python 3.12 requirement and platform-specific instructions
Note: Text rendering in headless mode has limitations for screenshots
commit af6a5e090b
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:43:58 2025 -0400
Update ROADMAP.md to reflect completion of Issues #2 and #3
- Marked both issues as completed with the removal of deprecated action system
- Updated open issue count from ~50 to ~48
- These were both Alpha blockers, bringing us closer to release
commit 281800cd23
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:43:22 2025 -0400
Remove deprecated registerPyAction/registerInputAction system (closes#2, closes#3)
This is our largest net-negative commit yet\! Removed the entire deprecated
action registration system that provided unnecessary two-step indirection:
keyboard → action string → Python callback
Removed components:
- McRFPy_API::_registerPyAction() and _registerInputAction() methods
- McRFPy_API::callbacks map for storing Python callables
- McRFPy_API::doAction() method for executing callbacks
- ACTIONPY macro from Scene.h for detecting "_py" suffixed actions
- Scene::registerActionInjected() and unregisterActionInjected() methods
- tests/api_registerPyAction_issue2_test.py (tested deprecated functionality)
The game now exclusively uses keypressScene() for keyboard input handling,
which is simpler and more direct. Also commented out the unused _camFollow
function that referenced non-existent do_camfollow variable.
commit cc8a7d20e8
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:13:59 2025 -0400
Clean up temporary test files
commit ff83fd8bb1
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:13:46 2025 -0400
Update ROADMAP.md to reflect massive progress today
- Fixed 12+ critical bugs in a single session
- Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation)
- Updated Phase 1 progress showing 11 of 12 items complete
- Added detailed summary of today's achievements with issue numbers
- Emphasized test-driven development approach used throughout
commit dae400031f
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:12:29 2025 -0400
Remove deprecated player_input and turn-based functions for Issue #3
Removed the commented-out player_input(), computerTurn(), and playerTurn()
functions that were part of the old turn-based system. These are no longer
needed as input is now handled through Scene callbacks.
Partial fix for #3
commit cb0130b46e
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:09:06 2025 -0400
Implement sprite index validation for Issue #33
Added validation to prevent setting sprite indices outside the valid
range for a texture. The implementation:
- Adds getSpriteCount() method to PyTexture to expose total sprites
- Validates sprite_number setter to ensure index is within bounds
- Provides clear error messages showing valid range
- Works for both Sprite and Entity objects
closes#33
commit 1e7f5e9e7e
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:05:47 2025 -0400
Implement EntityCollection.extend() method for Issue #27
Added extend() method to EntityCollection that accepts any iterable
of Entity objects and adds them all to the collection. The method:
- Accepts lists, tuples, generators, or any iterable
- Validates all items are Entity objects
- Sets the grid association for each added entity
- Properly handles errors and empty iterables
closes#27
commit 923350137d
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 21:02:14 2025 -0400
Implement Entity.index() method for Issue #73
Added index() method to Entity class that returns the entity's
position in its parent grid's entity collection. This enables
proper entity removal patterns using entity.index().
commit 6134869371
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 20:41:03 2025 -0400
Add validation to keypressScene() for non-callable arguments
Added PyCallable_Check validation to ensure keypressScene() only
accepts callable objects. Now properly raises TypeError with a
clear error message when passed non-callable arguments like
strings, numbers, None, or dicts.
commit 4715356b5e
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 20:31:36 2025 -0400
Fix Sprite texture setter 'error return without exception set'
Implemented the missing UISprite::set_texture method to properly:
- Validate the input is a Texture instance
- Update the sprite's texture using setTexture()
- Return appropriate error messages for invalid inputs
The setter now works correctly and no longer returns -1 without
setting an exception.
commit 6dd1cec600
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 20:27:32 2025 -0400
Fix Entity property setters and PyVector implementation
Fixed the 'new style getargs format' error in Entity property setters by:
- Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg
- Adding proper error checking in Entity::set_position
- Implementing PyVector get_member/set_member for x/y properties
- Fixing PyVector::from_arg to handle non-tuple arguments correctly
Now Entity.pos and Entity.sprite_number setters work correctly with
proper type validation.
commit f82b861bcd
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 19:48:33 2025 -0400
Fix Issue #74: Add missing Grid.grid_y property
Added individual grid_x and grid_y getter properties to the Grid class
to complement the existing grid_size property. This allows direct access
to grid dimensions and fixes error messages that referenced these
properties before they existed.
closes#74
commit 59e6f8d53d
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 19:42:32 2025 -0400
Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event
The bug was caused by accessing event.key.code on a mouse event without
checking the event type first. Since SFML uses a union for events, this
read garbage data. The middle mouse button value (2) coincidentally matched
the keyboard 'C' value (2), causing the spurious keyboard event.
Fixed by adding event type check before accessing key-specific fields.
Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks.
Test added to verify middle clicks no longer generate keyboard events.
Closes#78
commit 1c71d8d4f7
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 19:36:15 2025 -0400
Fix Grid to support None/null texture and fix error message bug
- Allow Grid to be created with None as texture parameter
- Use default cell dimensions (16x16) when no texture provided
- Skip sprite rendering when texture is null, but still render colors
- Fix issue #77: Corrected copy/paste error in Grid.at() error messages
- Grid now functional for color-only rendering and entity positioning
Test created to verify Grid works without texture, showing colored cells.
Closes#77
commit 18cfe93a44
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 19:25:49 2025 -0400
Fix --exec interactive prompt bug and create comprehensive test suite
Major fixes:
- Fixed --exec entering Python REPL instead of game loop
- Resolved screenshot transparency issue (requires timer callbacks)
- Added debug output to trace Python initialization
Test suite created:
- 13 comprehensive tests covering all Python-exposed methods
- Tests use timer callback pattern for proper game loop interaction
- Discovered multiple critical bugs and missing features
Critical bugs found:
- Grid class segfaults on instantiation (blocks all Grid functionality)
- Issue #78 confirmed: Middle mouse click sends 'C' keyboard event
- Entity property setters have argument parsing errors
- Sprite texture setter returns improper error
- keypressScene() segfaults on non-callable arguments
Documentation updates:
- Updated CLAUDE.md with testing guidelines and TDD practices
- Created test reports documenting all findings
- Updated ROADMAP.md with test results and new priorities
The Grid segfault is now the highest priority as it blocks all Grid-based functionality.
commit 9ad0b6850d
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 15:55:24 2025 -0400
Update ROADMAP.md to reflect Python interpreter and automation API progress
- Mark #32 (Python interpreter behavior) as 90% complete
- All major Python flags implemented: -h, -V, -c, -m, -i
- Script execution with proper sys.argv handling works
- Only stdin (-) support missing
- Note that new automation API enables:
- Automated UI testing capabilities
- Demo recording and playback
- Accessibility testing support
- Flag issues #53 and #45 as potentially aided by automation API
commit 7ec4698653
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 14:57:59 2025 -0400
Update ROADMAP.md to remove closed issues
- Remove #72 (iterator improvements - closed)
- Remove #51 (UIEntity derive from UIDrawable - closed)
- Update issue counts: 64 open issues from original 78
- Update dependencies and references to reflect closed issues
- Clarify that core iterators are complete, only grid points remain
commit 68c1a016b0
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 14:27:01 2025 -0400
Implement --exec flag and PyAutoGUI-compatible automation API
- Add --exec flag to execute multiple scripts before main program
- Scripts are executed in order and share Python interpreter state
- Implement full PyAutoGUI-compatible automation API in McRFPy_Automation
- Add screenshot, mouse control, keyboard input capabilities
- Fix Python initialization issues when multiple scripts are loaded
- Update CommandLineParser to handle --exec with proper sys.argv management
- Add comprehensive examples and documentation
This enables automation testing by allowing test scripts to run alongside
games using the same Python environment. The automation API provides
event injection into the SFML render loop for UI testing.
Closes#32 partially (Python interpreter emulation)
References automation testing requirements
commit 763fa201f0
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 10:43:17 2025 -0400
Python command emulation
commit a44b8c93e9
Author: John McCardle <mccardle.john@gmail.com>
Date: Thu Jul 3 09:42:46 2025 -0400
Prep: Cleanup for interpreter mode
directories needed:
* build - for cmake output
* deps - stuff needed to compile McRogueface (headers)
libtcod -> ../modules/libtcod/src/libtcod
sfml -> ../modules/SFML/include/SFML
python -> ../modules/cpython/Include
* lib - stuff needed to link McRogueFace (shared objects); also required at runtime
libtcod -> `../modules/libtcod/buildsys/autotools/.libs/libtcod.so.1.0.24`
sfml -> `../modules/SFML/build/lib/*`
python -> `../modules/cpython/libpython3.12.so`; standard lib at ../modules/cpython/build/lib.linux-x86_64-3.12 & ../modules/cpython/Lib
You can get dependencies by:
- Build from source (i.e. all submodules)
- Go download them from each project's website
- install packages from your distro and symlink them to deps/lib directories