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Author SHA1 Message Date
John McCardle 0545dd4861 Tests for cached rendering performance 2025-11-28 23:28:13 -05:00
John McCardle 42fcd3417e refactor: Remove layer-related GridPoint properties, fix layer z-index
- Remove color, color_overlay, tilesprite, tile_overlay, uisprite from
  UIGridPoint - these are now accessed through named layers
- Keep only walkable and transparent as protected GridPoint properties
- Update isProtectedLayerName() to only protect walkable/transparent
- Fix default layer z-index to -1 (below entities) instead of 0
- Remove dead rendering code from GridChunk (layers handle rendering)
- Update cos_level.py demo to use explicit layer definitions
- Update UITestScene.cpp to use layer API instead of GridPoint properties

Part of #150 - Grid layer system migration

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 23:21:39 -05:00
John McCardle a258613faa feat: Migrate Grid to user-driven layer rendering (closes #150)
- Add `layers` dict parameter to Grid constructor for explicit layer definitions
  - `layers={"ground": "color", "terrain": "tile"}` creates named layers
  - `layers={}` creates empty grid (entities + pathfinding only)
  - Default creates single TileLayer named "tilesprite" for backward compat

- Implement dynamic GridPoint property access via layer names
  - `grid.at(x,y).layer_name = value` routes to corresponding layer
  - Protected names (walkable, transparent, etc.) still use GridPoint

- Remove base layer rendering from UIGrid::render()
  - Layers are now the sole source of grid rendering
  - Old chunk_manager remains for GridPoint data access
  - FOV overlay unchanged

- Update test to use explicit `layers={}` parameter

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 23:04:09 -05:00
John McCardle 9469c04b01 feat: Implement chunk-based Grid rendering for large grids (closes #123)
Adds a sub-grid system where grids larger than 64x64 cells are automatically
divided into 64x64 chunks, each with its own RenderTexture for incremental
rendering. This significantly improves performance for large grids by:

- Only re-rendering dirty chunks when cells are modified
- Caching rendered chunk textures between frames
- Viewport culling at the chunk level (skip invisible chunks entirely)

Implementation details:
- GridChunk class manages individual 64x64 cell regions with dirty tracking
- ChunkManager organizes chunks and routes cell access appropriately
- UIGrid::at() method transparently routes through chunks for large grids
- UIGrid::render() uses chunk-based blitting for large grids
- Compile-time CHUNK_SIZE (64) and CHUNK_THRESHOLD (64) constants
- Small grids (<= 64x64) continue to use flat storage (no regression)

Benchmark results show ~2x improvement in base layer render time for 100x100
grids (0.45ms -> 0.22ms) due to chunk caching.

Note: Dynamic layers (#147) still use full-grid textures; extending chunk
system to layers is tracked separately as #150.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 22:33:16 -05:00
John McCardle abb3316ac1 feat: Add dirty flag and RenderTexture caching for Grid layers (closes #148)
Implement per-layer dirty tracking and RenderTexture caching for
ColorLayer and TileLayer. Each layer now maintains its own cached
texture and only re-renders when content changes.

Key changes:
- Add dirty flag, cached_texture, and cached_sprite to GridLayer base
- Implement renderToTexture() for both ColorLayer and TileLayer
- Mark layers dirty on: set(), fill(), resize(), texture change
- Viewport changes (center/zoom) just blit cached texture portion
- Fallback to direct rendering if texture creation fails
- Add regression test with performance benchmarks

Expected performance improvement: Static layers render once, then
viewport panning/zooming only requires texture blitting instead of
re-rendering all cells.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:44:33 -05:00
John McCardle 4b05a95efe feat: Add dynamic layer system for Grid (closes #147)
Implements ColorLayer and TileLayer classes with z_index ordering:
- ColorLayer: stores RGBA color per cell for overlays, fog of war, etc.
- TileLayer: stores sprite index per cell with optional texture
- z_index < 0: renders below entities
- z_index >= 0: renders above entities

Python API:
- grid.add_layer(type, z_index, texture) - create layer
- grid.remove_layer(layer) - remove layer
- grid.layers - list of layers sorted by z_index
- grid.layer(z_index) - get layer by z_index
- layer.at(x,y) / layer.set(x,y,value) - cell access
- layer.fill(value) - fill entire layer

Layers are allocated separately from UIGridPoint, reducing memory
for grids that don't need all features. Base grid retains walkable/
transparent arrays for TCOD pathfinding.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:35:38 -05:00
John McCardle f769c6c5f5 fix: Remove O(n²) list-building from compute_fov() (closes #146)
compute_fov() was iterating through the entire grid to build a Python
list of visible cells, causing O(grid_size) performance instead of
O(radius²). On a 1000×1000 grid this was 15.76ms vs 0.48ms.

The fix returns None instead - users should use is_in_fov() to query
visibility, which is the pattern already used by existing code.

Performance: 33x speedup (15.76ms → 0.48ms on 1M cell grid)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:26:32 -05:00
37 changed files with 1743629 additions and 197 deletions

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#include "GridChunk.h"
#include "UIGrid.h"
#include "PyTexture.h"
#include <algorithm>
#include <cmath>
// =============================================================================
// GridChunk implementation
// =============================================================================
GridChunk::GridChunk(int chunk_x, int chunk_y, int width, int height,
int world_x, int world_y, UIGrid* parent)
: chunk_x(chunk_x), chunk_y(chunk_y),
width(width), height(height),
world_x(world_x), world_y(world_y),
cells(width * height),
dirty(true),
parent_grid(parent)
{}
UIGridPoint& GridChunk::at(int local_x, int local_y) {
return cells[local_y * width + local_x];
}
const UIGridPoint& GridChunk::at(int local_x, int local_y) const {
return cells[local_y * width + local_x];
}
void GridChunk::markDirty() {
dirty = true;
}
// #150 - Removed ensureTexture/renderToTexture - base layer rendering removed
// GridChunk now only provides data storage for GridPoints
sf::FloatRect GridChunk::getWorldBounds(int cell_width, int cell_height) const {
return sf::FloatRect(
sf::Vector2f(world_x * cell_width, world_y * cell_height),
sf::Vector2f(width * cell_width, height * cell_height)
);
}
bool GridChunk::isVisible(float left_edge, float top_edge,
float right_edge, float bottom_edge) const {
// Check if chunk's cell range overlaps with viewport's cell range
float chunk_right = world_x + width;
float chunk_bottom = world_y + height;
return !(world_x >= right_edge || chunk_right <= left_edge ||
world_y >= bottom_edge || chunk_bottom <= top_edge);
}
// =============================================================================
// ChunkManager implementation
// =============================================================================
ChunkManager::ChunkManager(int grid_x, int grid_y, UIGrid* parent)
: grid_x(grid_x), grid_y(grid_y), parent_grid(parent)
{
// Calculate number of chunks needed
chunks_x = (grid_x + GridChunk::CHUNK_SIZE - 1) / GridChunk::CHUNK_SIZE;
chunks_y = (grid_y + GridChunk::CHUNK_SIZE - 1) / GridChunk::CHUNK_SIZE;
chunks.reserve(chunks_x * chunks_y);
// Create chunks
for (int cy = 0; cy < chunks_y; ++cy) {
for (int cx = 0; cx < chunks_x; ++cx) {
// Calculate world position
int world_x = cx * GridChunk::CHUNK_SIZE;
int world_y = cy * GridChunk::CHUNK_SIZE;
// Calculate actual size (may be smaller at edges)
int chunk_width = std::min(GridChunk::CHUNK_SIZE, grid_x - world_x);
int chunk_height = std::min(GridChunk::CHUNK_SIZE, grid_y - world_y);
chunks.push_back(std::make_unique<GridChunk>(
cx, cy, chunk_width, chunk_height, world_x, world_y, parent
));
}
}
}
GridChunk* ChunkManager::getChunkForCell(int x, int y) {
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) {
return nullptr;
}
int chunk_x = x / GridChunk::CHUNK_SIZE;
int chunk_y = y / GridChunk::CHUNK_SIZE;
return getChunk(chunk_x, chunk_y);
}
const GridChunk* ChunkManager::getChunkForCell(int x, int y) const {
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) {
return nullptr;
}
int chunk_x = x / GridChunk::CHUNK_SIZE;
int chunk_y = y / GridChunk::CHUNK_SIZE;
return getChunk(chunk_x, chunk_y);
}
GridChunk* ChunkManager::getChunk(int chunk_x, int chunk_y) {
if (chunk_x < 0 || chunk_x >= chunks_x || chunk_y < 0 || chunk_y >= chunks_y) {
return nullptr;
}
return chunks[chunk_y * chunks_x + chunk_x].get();
}
const GridChunk* ChunkManager::getChunk(int chunk_x, int chunk_y) const {
if (chunk_x < 0 || chunk_x >= chunks_x || chunk_y < 0 || chunk_y >= chunks_y) {
return nullptr;
}
return chunks[chunk_y * chunks_x + chunk_x].get();
}
UIGridPoint& ChunkManager::at(int x, int y) {
GridChunk* chunk = getChunkForCell(x, y);
if (!chunk) {
// Return a static dummy point for out-of-bounds access
// This matches the original behavior of UIGrid::at()
static UIGridPoint dummy;
return dummy;
}
// Convert to local coordinates within chunk
int local_x = x % GridChunk::CHUNK_SIZE;
int local_y = y % GridChunk::CHUNK_SIZE;
// Mark chunk dirty when accessed for modification
chunk->markDirty();
return chunk->at(local_x, local_y);
}
const UIGridPoint& ChunkManager::at(int x, int y) const {
const GridChunk* chunk = getChunkForCell(x, y);
if (!chunk) {
static UIGridPoint dummy;
return dummy;
}
int local_x = x % GridChunk::CHUNK_SIZE;
int local_y = y % GridChunk::CHUNK_SIZE;
return chunk->at(local_x, local_y);
}
void ChunkManager::markAllDirty() {
for (auto& chunk : chunks) {
chunk->markDirty();
}
}
std::vector<GridChunk*> ChunkManager::getVisibleChunks(float left_edge, float top_edge,
float right_edge, float bottom_edge) {
std::vector<GridChunk*> visible;
visible.reserve(chunks.size()); // Pre-allocate for worst case
for (auto& chunk : chunks) {
if (chunk->isVisible(left_edge, top_edge, right_edge, bottom_edge)) {
visible.push_back(chunk.get());
}
}
return visible;
}
void ChunkManager::resize(int new_grid_x, int new_grid_y) {
// For now, simple rebuild - could be optimized to preserve data
grid_x = new_grid_x;
grid_y = new_grid_y;
chunks_x = (grid_x + GridChunk::CHUNK_SIZE - 1) / GridChunk::CHUNK_SIZE;
chunks_y = (grid_y + GridChunk::CHUNK_SIZE - 1) / GridChunk::CHUNK_SIZE;
chunks.clear();
chunks.reserve(chunks_x * chunks_y);
for (int cy = 0; cy < chunks_y; ++cy) {
for (int cx = 0; cx < chunks_x; ++cx) {
int world_x = cx * GridChunk::CHUNK_SIZE;
int world_y = cy * GridChunk::CHUNK_SIZE;
int chunk_width = std::min(GridChunk::CHUNK_SIZE, grid_x - world_x);
int chunk_height = std::min(GridChunk::CHUNK_SIZE, grid_y - world_y);
chunks.push_back(std::make_unique<GridChunk>(
cx, cy, chunk_width, chunk_height, world_x, world_y, parent_grid
));
}
}
}
int ChunkManager::dirtyChunks() const {
int count = 0;
for (const auto& chunk : chunks) {
if (chunk->dirty) ++count;
}
return count;
}

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#pragma once
#include "Common.h"
#include <SFML/Graphics.hpp>
#include <vector>
#include <memory>
#include "UIGridPoint.h"
// Forward declarations
class UIGrid;
class PyTexture;
/**
* #123 - Grid chunk for sub-grid data storage
* #150 - Rendering removed; layers now handle all rendering
*
* Each chunk represents a CHUNK_SIZE x CHUNK_SIZE portion of the grid.
* Chunks store GridPoint data for pathfinding and game logic.
*/
class GridChunk {
public:
// Compile-time configurable chunk size (power of 2 recommended)
static constexpr int CHUNK_SIZE = 64;
// Position of this chunk in chunk coordinates
int chunk_x, chunk_y;
// Actual dimensions (may be less than CHUNK_SIZE at grid edges)
int width, height;
// World position (in cell coordinates)
int world_x, world_y;
// Cell data for this chunk (pathfinding properties only)
std::vector<UIGridPoint> cells;
// Dirty flag (for layer sync if needed)
bool dirty;
// Parent grid reference
UIGrid* parent_grid;
// Constructor
GridChunk(int chunk_x, int chunk_y, int width, int height,
int world_x, int world_y, UIGrid* parent);
// Access cell at local chunk coordinates
UIGridPoint& at(int local_x, int local_y);
const UIGridPoint& at(int local_x, int local_y) const;
// Mark chunk as dirty
void markDirty();
// Get pixel bounds of this chunk in world coordinates
sf::FloatRect getWorldBounds(int cell_width, int cell_height) const;
// Check if chunk overlaps with viewport
bool isVisible(float left_edge, float top_edge,
float right_edge, float bottom_edge) const;
};
/**
* Manages a 2D array of chunks for a grid
*/
class ChunkManager {
public:
// Dimensions in chunks
int chunks_x, chunks_y;
// Grid dimensions in cells
int grid_x, grid_y;
// All chunks (row-major order)
std::vector<std::unique_ptr<GridChunk>> chunks;
// Parent grid
UIGrid* parent_grid;
// Constructor - creates chunks for given grid dimensions
ChunkManager(int grid_x, int grid_y, UIGrid* parent);
// Get chunk containing cell (x, y)
GridChunk* getChunkForCell(int x, int y);
const GridChunk* getChunkForCell(int x, int y) const;
// Get chunk at chunk coordinates
GridChunk* getChunk(int chunk_x, int chunk_y);
const GridChunk* getChunk(int chunk_x, int chunk_y) const;
// Access cell at grid coordinates (routes through chunk)
UIGridPoint& at(int x, int y);
const UIGridPoint& at(int x, int y) const;
// Mark all chunks dirty (for full rebuild)
void markAllDirty();
// Get chunks that overlap with viewport
std::vector<GridChunk*> getVisibleChunks(float left_edge, float top_edge,
float right_edge, float bottom_edge);
// Resize grid (rebuilds chunks)
void resize(int new_grid_x, int new_grid_y);
// Get total number of chunks
int totalChunks() const { return chunks_x * chunks_y; }
// Get number of dirty chunks
int dirtyChunks() const;
};

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#include "GridLayers.h"
#include "UIGrid.h"
#include "PyColor.h"
#include "PyTexture.h"
#include <sstream>
// =============================================================================
// GridLayer base class
// =============================================================================
GridLayer::GridLayer(GridLayerType type, int z_index, int grid_x, int grid_y, UIGrid* parent)
: type(type), z_index(z_index), grid_x(grid_x), grid_y(grid_y),
parent_grid(parent), visible(true),
dirty(true), texture_initialized(false),
cached_cell_width(0), cached_cell_height(0)
{}
void GridLayer::markDirty() {
dirty = true;
}
void GridLayer::ensureTextureSize(int cell_width, int cell_height) {
// Check if we need to resize/create the texture
unsigned int required_width = grid_x * cell_width;
unsigned int required_height = grid_y * cell_height;
// Maximum texture size limit (prevent excessive memory usage)
const unsigned int MAX_TEXTURE_SIZE = 4096;
if (required_width > MAX_TEXTURE_SIZE) required_width = MAX_TEXTURE_SIZE;
if (required_height > MAX_TEXTURE_SIZE) required_height = MAX_TEXTURE_SIZE;
// Skip if already properly sized
if (texture_initialized &&
cached_texture.getSize().x == required_width &&
cached_texture.getSize().y == required_height &&
cached_cell_width == cell_width &&
cached_cell_height == cell_height) {
return;
}
// Create or resize the texture (SFML uses .create() not .resize())
if (!cached_texture.create(required_width, required_height)) {
// Creation failed - texture will remain uninitialized
texture_initialized = false;
return;
}
cached_cell_width = cell_width;
cached_cell_height = cell_height;
texture_initialized = true;
dirty = true; // Force re-render after resize
// Setup the sprite to use the texture
cached_sprite.setTexture(cached_texture.getTexture());
}
// =============================================================================
// ColorLayer implementation
// =============================================================================
ColorLayer::ColorLayer(int z_index, int grid_x, int grid_y, UIGrid* parent)
: GridLayer(GridLayerType::Color, z_index, grid_x, grid_y, parent),
colors(grid_x * grid_y, sf::Color::Transparent)
{}
sf::Color& ColorLayer::at(int x, int y) {
return colors[y * grid_x + x];
}
const sf::Color& ColorLayer::at(int x, int y) const {
return colors[y * grid_x + x];
}
void ColorLayer::fill(const sf::Color& color) {
std::fill(colors.begin(), colors.end(), color);
markDirty(); // #148 - Mark for re-render
}
void ColorLayer::resize(int new_grid_x, int new_grid_y) {
std::vector<sf::Color> new_colors(new_grid_x * new_grid_y, sf::Color::Transparent);
// Copy existing data
int copy_x = std::min(grid_x, new_grid_x);
int copy_y = std::min(grid_y, new_grid_y);
for (int y = 0; y < copy_y; ++y) {
for (int x = 0; x < copy_x; ++x) {
new_colors[y * new_grid_x + x] = colors[y * grid_x + x];
}
}
colors = std::move(new_colors);
grid_x = new_grid_x;
grid_y = new_grid_y;
// #148 - Invalidate cached texture (will be resized on next render)
texture_initialized = false;
markDirty();
}
// #148 - Render all cells to cached texture (called when dirty)
void ColorLayer::renderToTexture(int cell_width, int cell_height) {
ensureTextureSize(cell_width, cell_height);
if (!texture_initialized) return;
cached_texture.clear(sf::Color::Transparent);
sf::RectangleShape rect;
rect.setSize(sf::Vector2f(cell_width, cell_height));
rect.setOutlineThickness(0);
// Render all cells to cached texture (no zoom - 1:1 pixel mapping)
for (int x = 0; x < grid_x; ++x) {
for (int y = 0; y < grid_y; ++y) {
const sf::Color& color = at(x, y);
if (color.a == 0) continue; // Skip fully transparent
rect.setPosition(sf::Vector2f(x * cell_width, y * cell_height));
rect.setFillColor(color);
cached_texture.draw(rect);
}
}
cached_texture.display();
dirty = false;
}
void ColorLayer::render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
float zoom, int cell_width, int cell_height) {
if (!visible) return;
// #148 - Use cached texture rendering
// Re-render to texture only if dirty
if (dirty || !texture_initialized) {
renderToTexture(cell_width, cell_height);
}
if (!texture_initialized) {
// Fallback to direct rendering if texture creation failed
sf::RectangleShape rect;
rect.setSize(sf::Vector2f(cell_width * zoom, cell_height * zoom));
rect.setOutlineThickness(0);
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0); x < x_limit; ++x) {
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0); y < y_limit; ++y) {
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
const sf::Color& color = at(x, y);
if (color.a == 0) continue;
auto pixel_pos = sf::Vector2f(
(x * cell_width - left_spritepixels) * zoom,
(y * cell_height - top_spritepixels) * zoom
);
rect.setPosition(pixel_pos);
rect.setFillColor(color);
target.draw(rect);
}
}
return;
}
// Blit visible portion of cached texture with zoom applied
// Calculate source rectangle (unzoomed pixel coordinates in cached texture)
int src_left = std::max(0, (int)left_spritepixels);
int src_top = std::max(0, (int)top_spritepixels);
int src_width = std::min((int)cached_texture.getSize().x - src_left,
(int)((x_limit - left_edge + 2) * cell_width));
int src_height = std::min((int)cached_texture.getSize().y - src_top,
(int)((y_limit - top_edge + 2) * cell_height));
if (src_width <= 0 || src_height <= 0) return;
// Set texture rect for visible portion
cached_sprite.setTextureRect(sf::IntRect({src_left, src_top}, {src_width, src_height}));
// Position in target (offset for partial cell visibility)
float dest_x = (src_left - left_spritepixels) * zoom;
float dest_y = (src_top - top_spritepixels) * zoom;
cached_sprite.setPosition(sf::Vector2f(dest_x, dest_y));
// Apply zoom via scale
cached_sprite.setScale(sf::Vector2f(zoom, zoom));
target.draw(cached_sprite);
}
// =============================================================================
// TileLayer implementation
// =============================================================================
TileLayer::TileLayer(int z_index, int grid_x, int grid_y, UIGrid* parent,
std::shared_ptr<PyTexture> texture)
: GridLayer(GridLayerType::Tile, z_index, grid_x, grid_y, parent),
tiles(grid_x * grid_y, -1), // -1 = no tile
texture(texture)
{}
int& TileLayer::at(int x, int y) {
return tiles[y * grid_x + x];
}
int TileLayer::at(int x, int y) const {
return tiles[y * grid_x + x];
}
void TileLayer::fill(int tile_index) {
std::fill(tiles.begin(), tiles.end(), tile_index);
markDirty(); // #148 - Mark for re-render
}
void TileLayer::resize(int new_grid_x, int new_grid_y) {
std::vector<int> new_tiles(new_grid_x * new_grid_y, -1);
// Copy existing data
int copy_x = std::min(grid_x, new_grid_x);
int copy_y = std::min(grid_y, new_grid_y);
for (int y = 0; y < copy_y; ++y) {
for (int x = 0; x < copy_x; ++x) {
new_tiles[y * new_grid_x + x] = tiles[y * grid_x + x];
}
}
tiles = std::move(new_tiles);
grid_x = new_grid_x;
grid_y = new_grid_y;
// #148 - Invalidate cached texture (will be resized on next render)
texture_initialized = false;
markDirty();
}
// #148 - Render all cells to cached texture (called when dirty)
void TileLayer::renderToTexture(int cell_width, int cell_height) {
ensureTextureSize(cell_width, cell_height);
if (!texture_initialized || !texture) return;
cached_texture.clear(sf::Color::Transparent);
// Render all tiles to cached texture (no zoom - 1:1 pixel mapping)
for (int x = 0; x < grid_x; ++x) {
for (int y = 0; y < grid_y; ++y) {
int tile_index = at(x, y);
if (tile_index < 0) continue; // No tile
auto pixel_pos = sf::Vector2f(x * cell_width, y * cell_height);
sf::Sprite sprite = texture->sprite(tile_index, pixel_pos, sf::Vector2f(1.0f, 1.0f));
cached_texture.draw(sprite);
}
}
cached_texture.display();
dirty = false;
}
void TileLayer::render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
float zoom, int cell_width, int cell_height) {
if (!visible || !texture) return;
// #148 - Use cached texture rendering
// Re-render to texture only if dirty
if (dirty || !texture_initialized) {
renderToTexture(cell_width, cell_height);
}
if (!texture_initialized) {
// Fallback to direct rendering if texture creation failed
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0); x < x_limit; ++x) {
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0); y < y_limit; ++y) {
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
int tile_index = at(x, y);
if (tile_index < 0) continue;
auto pixel_pos = sf::Vector2f(
(x * cell_width - left_spritepixels) * zoom,
(y * cell_height - top_spritepixels) * zoom
);
sf::Sprite sprite = texture->sprite(tile_index, pixel_pos, sf::Vector2f(zoom, zoom));
target.draw(sprite);
}
}
return;
}
// Blit visible portion of cached texture with zoom applied
// Calculate source rectangle (unzoomed pixel coordinates in cached texture)
int src_left = std::max(0, (int)left_spritepixels);
int src_top = std::max(0, (int)top_spritepixels);
int src_width = std::min((int)cached_texture.getSize().x - src_left,
(int)((x_limit - left_edge + 2) * cell_width));
int src_height = std::min((int)cached_texture.getSize().y - src_top,
(int)((y_limit - top_edge + 2) * cell_height));
if (src_width <= 0 || src_height <= 0) return;
// Set texture rect for visible portion
cached_sprite.setTextureRect(sf::IntRect({src_left, src_top}, {src_width, src_height}));
// Position in target (offset for partial cell visibility)
float dest_x = (src_left - left_spritepixels) * zoom;
float dest_y = (src_top - top_spritepixels) * zoom;
cached_sprite.setPosition(sf::Vector2f(dest_x, dest_y));
// Apply zoom via scale
cached_sprite.setScale(sf::Vector2f(zoom, zoom));
target.draw(cached_sprite);
}
// =============================================================================
// Python API - ColorLayer
// =============================================================================
PyMethodDef PyGridLayerAPI::ColorLayer_methods[] = {
{"at", (PyCFunction)PyGridLayerAPI::ColorLayer_at, METH_VARARGS,
"at(x, y) -> Color\n\nGet the color at cell position (x, y)."},
{"set", (PyCFunction)PyGridLayerAPI::ColorLayer_set, METH_VARARGS,
"set(x, y, color)\n\nSet the color at cell position (x, y)."},
{"fill", (PyCFunction)PyGridLayerAPI::ColorLayer_fill, METH_VARARGS,
"fill(color)\n\nFill the entire layer with the specified color."},
{NULL}
};
PyGetSetDef PyGridLayerAPI::ColorLayer_getsetters[] = {
{"z_index", (getter)PyGridLayerAPI::ColorLayer_get_z_index,
(setter)PyGridLayerAPI::ColorLayer_set_z_index,
"Layer z-order. Negative values render below entities.", NULL},
{"visible", (getter)PyGridLayerAPI::ColorLayer_get_visible,
(setter)PyGridLayerAPI::ColorLayer_set_visible,
"Whether the layer is rendered.", NULL},
{"grid_size", (getter)PyGridLayerAPI::ColorLayer_get_grid_size, NULL,
"Layer dimensions as (width, height) tuple.", NULL},
{NULL}
};
int PyGridLayerAPI::ColorLayer_init(PyColorLayerObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"z_index", "grid_size", NULL};
int z_index = -1;
PyObject* grid_size_obj = nullptr;
int grid_x = 0, grid_y = 0;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|iO", const_cast<char**>(kwlist),
&z_index, &grid_size_obj)) {
return -1;
}
// Parse grid_size if provided
if (grid_size_obj && grid_size_obj != Py_None) {
if (!PyTuple_Check(grid_size_obj) || PyTuple_Size(grid_size_obj) != 2) {
PyErr_SetString(PyExc_TypeError, "grid_size must be a (width, height) tuple");
return -1;
}
grid_x = PyLong_AsLong(PyTuple_GetItem(grid_size_obj, 0));
grid_y = PyLong_AsLong(PyTuple_GetItem(grid_size_obj, 1));
if (PyErr_Occurred()) return -1;
}
// Create the layer (will be attached to grid via add_layer)
self->data = std::make_shared<ColorLayer>(z_index, grid_x, grid_y, nullptr);
self->grid.reset();
return 0;
}
PyObject* PyGridLayerAPI::ColorLayer_at(PyColorLayerObject* self, PyObject* args) {
int x, y;
if (!PyArg_ParseTuple(args, "ii", &x, &y)) {
return NULL;
}
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
if (x < 0 || x >= self->data->grid_x || y < 0 || y >= self->data->grid_y) {
PyErr_SetString(PyExc_IndexError, "Cell coordinates out of bounds");
return NULL;
}
const sf::Color& color = self->data->at(x, y);
// Return as mcrfpy.Color
auto* color_type = (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "Color");
if (!color_type) return NULL;
PyColorObject* color_obj = (PyColorObject*)color_type->tp_alloc(color_type, 0);
Py_DECREF(color_type);
if (!color_obj) return NULL;
color_obj->data = color;
return (PyObject*)color_obj;
}
PyObject* PyGridLayerAPI::ColorLayer_set(PyColorLayerObject* self, PyObject* args) {
int x, y;
PyObject* color_obj;
if (!PyArg_ParseTuple(args, "iiO", &x, &y, &color_obj)) {
return NULL;
}
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
if (x < 0 || x >= self->data->grid_x || y < 0 || y >= self->data->grid_y) {
PyErr_SetString(PyExc_IndexError, "Cell coordinates out of bounds");
return NULL;
}
// Parse color
sf::Color color;
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return NULL;
auto* color_type = PyObject_GetAttrString(mcrfpy_module, "Color");
Py_DECREF(mcrfpy_module);
if (!color_type) return NULL;
if (PyObject_IsInstance(color_obj, color_type)) {
color = ((PyColorObject*)color_obj)->data;
} else if (PyTuple_Check(color_obj)) {
int r, g, b, a = 255;
if (!PyArg_ParseTuple(color_obj, "iii|i", &r, &g, &b, &a)) {
Py_DECREF(color_type);
return NULL;
}
color = sf::Color(r, g, b, a);
} else {
Py_DECREF(color_type);
PyErr_SetString(PyExc_TypeError, "color must be a Color object or (r, g, b[, a]) tuple");
return NULL;
}
Py_DECREF(color_type);
self->data->at(x, y) = color;
self->data->markDirty(); // #148 - Mark for re-render
Py_RETURN_NONE;
}
PyObject* PyGridLayerAPI::ColorLayer_fill(PyColorLayerObject* self, PyObject* args) {
PyObject* color_obj;
if (!PyArg_ParseTuple(args, "O", &color_obj)) {
return NULL;
}
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
// Parse color
sf::Color color;
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return NULL;
auto* color_type = PyObject_GetAttrString(mcrfpy_module, "Color");
Py_DECREF(mcrfpy_module);
if (!color_type) return NULL;
if (PyObject_IsInstance(color_obj, color_type)) {
color = ((PyColorObject*)color_obj)->data;
} else if (PyTuple_Check(color_obj)) {
int r, g, b, a = 255;
if (!PyArg_ParseTuple(color_obj, "iii|i", &r, &g, &b, &a)) {
Py_DECREF(color_type);
return NULL;
}
color = sf::Color(r, g, b, a);
} else {
Py_DECREF(color_type);
PyErr_SetString(PyExc_TypeError, "color must be a Color object or (r, g, b[, a]) tuple");
return NULL;
}
Py_DECREF(color_type);
self->data->fill(color);
Py_RETURN_NONE;
}
PyObject* PyGridLayerAPI::ColorLayer_get_z_index(PyColorLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
return PyLong_FromLong(self->data->z_index);
}
int PyGridLayerAPI::ColorLayer_set_z_index(PyColorLayerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return -1;
}
long z = PyLong_AsLong(value);
if (PyErr_Occurred()) return -1;
self->data->z_index = z;
// TODO: Trigger re-sort in parent grid
return 0;
}
PyObject* PyGridLayerAPI::ColorLayer_get_visible(PyColorLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
return PyBool_FromLong(self->data->visible);
}
int PyGridLayerAPI::ColorLayer_set_visible(PyColorLayerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return -1;
}
int v = PyObject_IsTrue(value);
if (v < 0) return -1;
self->data->visible = v;
return 0;
}
PyObject* PyGridLayerAPI::ColorLayer_get_grid_size(PyColorLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
return Py_BuildValue("(ii)", self->data->grid_x, self->data->grid_y);
}
PyObject* PyGridLayerAPI::ColorLayer_repr(PyColorLayerObject* self) {
std::ostringstream ss;
if (!self->data) {
ss << "<ColorLayer (invalid)>";
} else {
ss << "<ColorLayer z_index=" << self->data->z_index
<< " size=(" << self->data->grid_x << "x" << self->data->grid_y << ")"
<< " visible=" << (self->data->visible ? "True" : "False") << ">";
}
return PyUnicode_FromString(ss.str().c_str());
}
// =============================================================================
// Python API - TileLayer
// =============================================================================
PyMethodDef PyGridLayerAPI::TileLayer_methods[] = {
{"at", (PyCFunction)PyGridLayerAPI::TileLayer_at, METH_VARARGS,
"at(x, y) -> int\n\nGet the tile index at cell position (x, y). Returns -1 if no tile."},
{"set", (PyCFunction)PyGridLayerAPI::TileLayer_set, METH_VARARGS,
"set(x, y, index)\n\nSet the tile index at cell position (x, y). Use -1 for no tile."},
{"fill", (PyCFunction)PyGridLayerAPI::TileLayer_fill, METH_VARARGS,
"fill(index)\n\nFill the entire layer with the specified tile index."},
{NULL}
};
PyGetSetDef PyGridLayerAPI::TileLayer_getsetters[] = {
{"z_index", (getter)PyGridLayerAPI::TileLayer_get_z_index,
(setter)PyGridLayerAPI::TileLayer_set_z_index,
"Layer z-order. Negative values render below entities.", NULL},
{"visible", (getter)PyGridLayerAPI::TileLayer_get_visible,
(setter)PyGridLayerAPI::TileLayer_set_visible,
"Whether the layer is rendered.", NULL},
{"texture", (getter)PyGridLayerAPI::TileLayer_get_texture,
(setter)PyGridLayerAPI::TileLayer_set_texture,
"Texture atlas for tile sprites.", NULL},
{"grid_size", (getter)PyGridLayerAPI::TileLayer_get_grid_size, NULL,
"Layer dimensions as (width, height) tuple.", NULL},
{NULL}
};
int PyGridLayerAPI::TileLayer_init(PyTileLayerObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"z_index", "texture", "grid_size", NULL};
int z_index = -1;
PyObject* texture_obj = nullptr;
PyObject* grid_size_obj = nullptr;
int grid_x = 0, grid_y = 0;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|iOO", const_cast<char**>(kwlist),
&z_index, &texture_obj, &grid_size_obj)) {
return -1;
}
// Parse texture
std::shared_ptr<PyTexture> texture;
if (texture_obj && texture_obj != Py_None) {
// Check if it's a PyTexture
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return -1;
auto* texture_type = PyObject_GetAttrString(mcrfpy_module, "Texture");
Py_DECREF(mcrfpy_module);
if (!texture_type) return -1;
if (PyObject_IsInstance(texture_obj, texture_type)) {
texture = ((PyTextureObject*)texture_obj)->data;
} else {
Py_DECREF(texture_type);
PyErr_SetString(PyExc_TypeError, "texture must be a Texture object");
return -1;
}
Py_DECREF(texture_type);
}
// Parse grid_size if provided
if (grid_size_obj && grid_size_obj != Py_None) {
if (!PyTuple_Check(grid_size_obj) || PyTuple_Size(grid_size_obj) != 2) {
PyErr_SetString(PyExc_TypeError, "grid_size must be a (width, height) tuple");
return -1;
}
grid_x = PyLong_AsLong(PyTuple_GetItem(grid_size_obj, 0));
grid_y = PyLong_AsLong(PyTuple_GetItem(grid_size_obj, 1));
if (PyErr_Occurred()) return -1;
}
// Create the layer
self->data = std::make_shared<TileLayer>(z_index, grid_x, grid_y, nullptr, texture);
self->grid.reset();
return 0;
}
PyObject* PyGridLayerAPI::TileLayer_at(PyTileLayerObject* self, PyObject* args) {
int x, y;
if (!PyArg_ParseTuple(args, "ii", &x, &y)) {
return NULL;
}
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
if (x < 0 || x >= self->data->grid_x || y < 0 || y >= self->data->grid_y) {
PyErr_SetString(PyExc_IndexError, "Cell coordinates out of bounds");
return NULL;
}
return PyLong_FromLong(self->data->at(x, y));
}
PyObject* PyGridLayerAPI::TileLayer_set(PyTileLayerObject* self, PyObject* args) {
int x, y, index;
if (!PyArg_ParseTuple(args, "iii", &x, &y, &index)) {
return NULL;
}
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
if (x < 0 || x >= self->data->grid_x || y < 0 || y >= self->data->grid_y) {
PyErr_SetString(PyExc_IndexError, "Cell coordinates out of bounds");
return NULL;
}
self->data->at(x, y) = index;
self->data->markDirty(); // #148 - Mark for re-render
Py_RETURN_NONE;
}
PyObject* PyGridLayerAPI::TileLayer_fill(PyTileLayerObject* self, PyObject* args) {
int index;
if (!PyArg_ParseTuple(args, "i", &index)) {
return NULL;
}
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
self->data->fill(index);
Py_RETURN_NONE;
}
PyObject* PyGridLayerAPI::TileLayer_get_z_index(PyTileLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
return PyLong_FromLong(self->data->z_index);
}
int PyGridLayerAPI::TileLayer_set_z_index(PyTileLayerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return -1;
}
long z = PyLong_AsLong(value);
if (PyErr_Occurred()) return -1;
self->data->z_index = z;
// TODO: Trigger re-sort in parent grid
return 0;
}
PyObject* PyGridLayerAPI::TileLayer_get_visible(PyTileLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
return PyBool_FromLong(self->data->visible);
}
int PyGridLayerAPI::TileLayer_set_visible(PyTileLayerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return -1;
}
int v = PyObject_IsTrue(value);
if (v < 0) return -1;
self->data->visible = v;
return 0;
}
PyObject* PyGridLayerAPI::TileLayer_get_texture(PyTileLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
if (!self->data->texture) {
Py_RETURN_NONE;
}
auto* texture_type = (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "Texture");
if (!texture_type) return NULL;
PyTextureObject* tex_obj = (PyTextureObject*)texture_type->tp_alloc(texture_type, 0);
Py_DECREF(texture_type);
if (!tex_obj) return NULL;
tex_obj->data = self->data->texture;
return (PyObject*)tex_obj;
}
int PyGridLayerAPI::TileLayer_set_texture(PyTileLayerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return -1;
}
if (value == Py_None) {
self->data->texture.reset();
self->data->markDirty(); // #148 - Mark for re-render
return 0;
}
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return -1;
auto* texture_type = PyObject_GetAttrString(mcrfpy_module, "Texture");
Py_DECREF(mcrfpy_module);
if (!texture_type) return -1;
if (!PyObject_IsInstance(value, texture_type)) {
Py_DECREF(texture_type);
PyErr_SetString(PyExc_TypeError, "texture must be a Texture object or None");
return -1;
}
Py_DECREF(texture_type);
self->data->texture = ((PyTextureObject*)value)->data;
self->data->markDirty(); // #148 - Mark for re-render
return 0;
}
PyObject* PyGridLayerAPI::TileLayer_get_grid_size(PyTileLayerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Layer has no data");
return NULL;
}
return Py_BuildValue("(ii)", self->data->grid_x, self->data->grid_y);
}
PyObject* PyGridLayerAPI::TileLayer_repr(PyTileLayerObject* self) {
std::ostringstream ss;
if (!self->data) {
ss << "<TileLayer (invalid)>";
} else {
ss << "<TileLayer z_index=" << self->data->z_index
<< " size=(" << self->data->grid_x << "x" << self->data->grid_y << ")"
<< " visible=" << (self->data->visible ? "True" : "False")
<< " texture=" << (self->data->texture ? "set" : "None") << ">";
}
return PyUnicode_FromString(ss.str().c_str());
}

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#pragma once
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include <SFML/Graphics.hpp>
#include <memory>
#include <vector>
#include <string>
// Forward declarations
class UIGrid;
class PyTexture;
// Include PyTexture.h for PyTextureObject (typedef, not struct)
#include "PyTexture.h"
// Layer type enumeration
enum class GridLayerType {
Color,
Tile
};
// Abstract base class for grid layers
class GridLayer {
public:
GridLayerType type;
std::string name; // #150 - Layer name for GridPoint property access
int z_index; // Negative = below entities, >= 0 = above entities
int grid_x, grid_y; // Dimensions
UIGrid* parent_grid; // Parent grid reference
bool visible; // Visibility flag
// #148 - Dirty flag and RenderTexture caching
bool dirty; // True if layer needs re-render
sf::RenderTexture cached_texture; // Cached layer content
sf::Sprite cached_sprite; // Sprite for blitting cached texture
bool texture_initialized; // True if RenderTexture has been created
int cached_cell_width, cached_cell_height; // Cell size used for cached texture
GridLayer(GridLayerType type, int z_index, int grid_x, int grid_y, UIGrid* parent);
virtual ~GridLayer() = default;
// Mark layer as needing re-render
void markDirty();
// Ensure cached texture is properly sized for current grid dimensions
void ensureTextureSize(int cell_width, int cell_height);
// Render the layer content to the cached texture (called when dirty)
virtual void renderToTexture(int cell_width, int cell_height) = 0;
// Render the layer to a RenderTarget with the given transformation parameters
// Uses cached texture if available, only re-renders when dirty
virtual void render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
float zoom, int cell_width, int cell_height) = 0;
// Resize the layer (reallocates storage)
virtual void resize(int new_grid_x, int new_grid_y) = 0;
};
// Color layer - stores RGBA color per cell
class ColorLayer : public GridLayer {
public:
std::vector<sf::Color> colors;
ColorLayer(int z_index, int grid_x, int grid_y, UIGrid* parent);
// Access color at position
sf::Color& at(int x, int y);
const sf::Color& at(int x, int y) const;
// Fill entire layer with a color
void fill(const sf::Color& color);
// #148 - Render all content to cached texture
void renderToTexture(int cell_width, int cell_height) override;
void render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
float zoom, int cell_width, int cell_height) override;
void resize(int new_grid_x, int new_grid_y) override;
};
// Tile layer - stores sprite index per cell with texture reference
class TileLayer : public GridLayer {
public:
std::vector<int> tiles; // Sprite indices (-1 = no tile)
std::shared_ptr<PyTexture> texture;
TileLayer(int z_index, int grid_x, int grid_y, UIGrid* parent,
std::shared_ptr<PyTexture> texture = nullptr);
// Access tile index at position
int& at(int x, int y);
int at(int x, int y) const;
// Fill entire layer with a tile index
void fill(int tile_index);
// #148 - Render all content to cached texture
void renderToTexture(int cell_width, int cell_height) override;
void render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
float zoom, int cell_width, int cell_height) override;
void resize(int new_grid_x, int new_grid_y) override;
};
// Python wrapper types
typedef struct {
PyObject_HEAD
std::shared_ptr<GridLayer> data;
std::shared_ptr<UIGrid> grid; // Parent grid reference
} PyGridLayerObject;
typedef struct {
PyObject_HEAD
std::shared_ptr<ColorLayer> data;
std::shared_ptr<UIGrid> grid;
} PyColorLayerObject;
typedef struct {
PyObject_HEAD
std::shared_ptr<TileLayer> data;
std::shared_ptr<UIGrid> grid;
} PyTileLayerObject;
// Python API classes
class PyGridLayerAPI {
public:
// ColorLayer methods
static int ColorLayer_init(PyColorLayerObject* self, PyObject* args, PyObject* kwds);
static PyObject* ColorLayer_at(PyColorLayerObject* self, PyObject* args);
static PyObject* ColorLayer_set(PyColorLayerObject* self, PyObject* args);
static PyObject* ColorLayer_fill(PyColorLayerObject* self, PyObject* args);
static PyObject* ColorLayer_get_z_index(PyColorLayerObject* self, void* closure);
static int ColorLayer_set_z_index(PyColorLayerObject* self, PyObject* value, void* closure);
static PyObject* ColorLayer_get_visible(PyColorLayerObject* self, void* closure);
static int ColorLayer_set_visible(PyColorLayerObject* self, PyObject* value, void* closure);
static PyObject* ColorLayer_get_grid_size(PyColorLayerObject* self, void* closure);
static PyObject* ColorLayer_repr(PyColorLayerObject* self);
// TileLayer methods
static int TileLayer_init(PyTileLayerObject* self, PyObject* args, PyObject* kwds);
static PyObject* TileLayer_at(PyTileLayerObject* self, PyObject* args);
static PyObject* TileLayer_set(PyTileLayerObject* self, PyObject* args);
static PyObject* TileLayer_fill(PyTileLayerObject* self, PyObject* args);
static PyObject* TileLayer_get_z_index(PyTileLayerObject* self, void* closure);
static int TileLayer_set_z_index(PyTileLayerObject* self, PyObject* value, void* closure);
static PyObject* TileLayer_get_visible(PyTileLayerObject* self, void* closure);
static int TileLayer_set_visible(PyTileLayerObject* self, PyObject* value, void* closure);
static PyObject* TileLayer_get_texture(PyTileLayerObject* self, void* closure);
static int TileLayer_set_texture(PyTileLayerObject* self, PyObject* value, void* closure);
static PyObject* TileLayer_get_grid_size(PyTileLayerObject* self, void* closure);
static PyObject* TileLayer_repr(PyTileLayerObject* self);
// Method and getset arrays
static PyMethodDef ColorLayer_methods[];
static PyGetSetDef ColorLayer_getsetters[];
static PyMethodDef TileLayer_methods[];
static PyGetSetDef TileLayer_getsetters[];
};
namespace mcrfpydef {
// ColorLayer type
static PyTypeObject PyColorLayerType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.ColorLayer",
.tp_basicsize = sizeof(PyColorLayerObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
PyColorLayerObject* obj = (PyColorLayerObject*)self;
obj->data.reset();
obj->grid.reset();
Py_TYPE(self)->tp_free(self);
},
.tp_repr = (reprfunc)PyGridLayerAPI::ColorLayer_repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("ColorLayer(z_index=-1, grid_size=None)\n\n"
"A grid layer that stores RGBA colors per cell.\n\n"
"Args:\n"
" z_index (int): Render order. Negative = below entities. Default: -1\n"
" grid_size (tuple): Dimensions as (width, height). Default: parent grid size\n\n"
"Attributes:\n"
" z_index (int): Layer z-order relative to entities\n"
" visible (bool): Whether layer is rendered\n"
" grid_size (tuple): Layer dimensions (read-only)\n\n"
"Methods:\n"
" at(x, y): Get color at cell position\n"
" set(x, y, color): Set color at cell position\n"
" fill(color): Fill entire layer with color"),
.tp_methods = PyGridLayerAPI::ColorLayer_methods,
.tp_getset = PyGridLayerAPI::ColorLayer_getsetters,
.tp_init = (initproc)PyGridLayerAPI::ColorLayer_init,
.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* {
PyColorLayerObject* self = (PyColorLayerObject*)type->tp_alloc(type, 0);
return (PyObject*)self;
}
};
// TileLayer type
static PyTypeObject PyTileLayerType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.TileLayer",
.tp_basicsize = sizeof(PyTileLayerObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
PyTileLayerObject* obj = (PyTileLayerObject*)self;
obj->data.reset();
obj->grid.reset();
Py_TYPE(self)->tp_free(self);
},
.tp_repr = (reprfunc)PyGridLayerAPI::TileLayer_repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("TileLayer(z_index=-1, texture=None, grid_size=None)\n\n"
"A grid layer that stores sprite indices per cell.\n\n"
"Args:\n"
" z_index (int): Render order. Negative = below entities. Default: -1\n"
" texture (Texture): Sprite atlas for tile rendering. Default: None\n"
" grid_size (tuple): Dimensions as (width, height). Default: parent grid size\n\n"
"Attributes:\n"
" z_index (int): Layer z-order relative to entities\n"
" visible (bool): Whether layer is rendered\n"
" texture (Texture): Tile sprite atlas\n"
" grid_size (tuple): Layer dimensions (read-only)\n\n"
"Methods:\n"
" at(x, y): Get tile index at cell position\n"
" set(x, y, index): Set tile index at cell position\n"
" fill(index): Fill entire layer with tile index"),
.tp_methods = PyGridLayerAPI::TileLayer_methods,
.tp_getset = PyGridLayerAPI::TileLayer_getsetters,
.tp_init = (initproc)PyGridLayerAPI::TileLayer_init,
.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* {
PyTileLayerObject* self = (PyTileLayerObject*)type->tp_alloc(type, 0);
return (PyObject*)self;
}
};
}

View File

@ -15,6 +15,7 @@
#include "UILine.h"
#include "UICircle.h"
#include "UIArc.h"
#include "GridLayers.h"
#include "Resources.h"
#include "PyScene.h"
#include <filesystem>
@ -303,6 +304,9 @@ PyObject* PyInit_mcrfpy()
/*game map & perspective data*/
&PyUIGridPointType, &PyUIGridPointStateType,
/*grid layers (#147)*/
&PyColorLayerType, &PyTileLayerType,
/*collections & iterators*/
&PyUICollectionType, &PyUICollectionIterType,
&PyUIEntityCollectionType, &PyUIEntityCollectionIterType,

View File

@ -5,13 +5,14 @@
#include "UIEntity.h"
#include "Profiler.h"
#include <algorithm>
#include <cmath> // #142 - for std::floor
#include <cmath> // #142 - for std::floor
#include <cstring> // #150 - for strcmp
// UIDrawable methods now in UIBase.h
UIGrid::UIGrid()
: grid_x(0), grid_y(0), zoom(1.0f), center_x(0.0f), center_y(0.0f), ptex(nullptr),
fill_color(8, 8, 8, 255), tcod_map(nullptr), tcod_dijkstra(nullptr), tcod_path(nullptr),
perspective_enabled(false) // Default to omniscient view
perspective_enabled(false), use_chunks(false) // Default to omniscient view
{
// Initialize entities list
entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
@ -40,9 +41,10 @@ UIGrid::UIGrid()
UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _xy, sf::Vector2f _wh)
: grid_x(gx), grid_y(gy),
zoom(1.0f),
ptex(_ptex), points(gx * gy),
ptex(_ptex),
fill_color(8, 8, 8, 255), tcod_map(nullptr), tcod_dijkstra(nullptr), tcod_path(nullptr),
perspective_enabled(false) // Default to omniscient view
perspective_enabled(false),
use_chunks(gx > CHUNK_THRESHOLD || gy > CHUNK_THRESHOLD) // #123 - Use chunks for large grids
{
// Use texture dimensions if available, otherwise use defaults
int cell_width = _ptex ? _ptex->sprite_width : DEFAULT_CELL_WIDTH;
@ -84,13 +86,37 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
// Create TCOD A* pathfinder
tcod_path = new TCODPath(tcod_map);
// Initialize grid points with parent reference
for (int y = 0; y < gy; y++) {
for (int x = 0; x < gx; x++) {
int idx = y * gx + x;
points[idx].grid_x = x;
points[idx].grid_y = y;
points[idx].parent_grid = this;
// #123 - Initialize storage based on grid size
if (use_chunks) {
// Large grid: use chunk-based storage
chunk_manager = std::make_unique<ChunkManager>(gx, gy, this);
// Initialize all cells with parent reference
for (int cy = 0; cy < chunk_manager->chunks_y; ++cy) {
for (int cx = 0; cx < chunk_manager->chunks_x; ++cx) {
GridChunk* chunk = chunk_manager->getChunk(cx, cy);
if (!chunk) continue;
for (int ly = 0; ly < chunk->height; ++ly) {
for (int lx = 0; lx < chunk->width; ++lx) {
auto& cell = chunk->at(lx, ly);
cell.grid_x = chunk->world_x + lx;
cell.grid_y = chunk->world_y + ly;
cell.parent_grid = this;
}
}
}
}
} else {
// Small grid: use flat storage (original behavior)
points.resize(gx * gy);
for (int y = 0; y < gy; y++) {
for (int x = 0; x < gx; x++) {
int idx = y * gx + x;
points[idx].grid_x = x;
points[idx].grid_y = y;
points[idx].parent_grid = this;
}
}
}
@ -134,55 +160,21 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom);
int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom);
//sprite.setScale(sf::Vector2f(zoom, zoom));
sf::RectangleShape r; // for colors and overlays
r.setSize(sf::Vector2f(cell_width * zoom, cell_height * zoom));
r.setOutlineThickness(0);
int x_limit = left_edge + width_sq + 2;
if (x_limit > grid_x) x_limit = grid_x;
int y_limit = top_edge + height_sq + 2;
if (y_limit > grid_y) y_limit = grid_y;
// base layer - bottom color, tile sprite ("ground")
int cellsRendered = 0;
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
x < x_limit; //x < view_width;
x+=1)
{
//for (float y = (top_edge >= 0 ? top_edge : 0);
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
y < y_limit; //y < view_height;
y+=1)
{
auto pixel_pos = sf::Vector2f(
(x*cell_width - left_spritepixels) * zoom,
(y*cell_height - top_spritepixels) * zoom );
auto gridpoint = at(std::floor(x), std::floor(y));
//sprite.setPosition(pixel_pos);
r.setPosition(pixel_pos);
r.setFillColor(gridpoint.color);
renderTexture.draw(r);
// tilesprite - only draw if texture is available
// if discovered but not visible, set opacity to 90%
// if not discovered... just don't draw it?
if (ptex && gridpoint.tilesprite != -1) {
sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
renderTexture.draw(sprite);
}
cellsRendered++;
}
// #150 - Layers are now the sole source of grid rendering (base layer removed)
// Render layers with z_index < 0 (below entities)
sortLayers();
for (auto& layer : layers) {
if (layer->z_index >= 0) break; // Stop at layers that go above entities
layer->render(renderTexture, left_spritepixels, top_spritepixels,
left_edge, top_edge, x_limit, y_limit, zoom, cell_width, cell_height);
}
// Record how many cells were rendered
Resources::game->metrics.gridCellsRendered += cellsRendered;
// middle layer - entities
// disabling entity rendering until I can render their UISprite inside the rendertexture (not directly to window)
{
@ -217,6 +209,13 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
Resources::game->metrics.totalEntities += totalEntities;
}
// #147 - Render dynamic layers with z_index >= 0 (above entities)
for (auto& layer : layers) {
if (layer->z_index < 0) continue; // Skip layers below entities
layer->render(renderTexture, left_spritepixels, top_spritepixels,
left_edge, top_edge, x_limit, y_limit, zoom, cell_width, cell_height);
}
// Children layer - UIDrawables in grid-world pixel coordinates
// Positioned between entities and FOV overlay for proper z-ordering
if (children && !children->empty()) {
@ -353,6 +352,10 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
UIGridPoint& UIGrid::at(int x, int y)
{
// #123 - Route through chunk manager for large grids
if (use_chunks && chunk_manager) {
return chunk_manager->at(x, y);
}
return points[y * grid_x + x];
}
@ -377,6 +380,58 @@ PyObjectsEnum UIGrid::derived_type()
return PyObjectsEnum::UIGRID;
}
// #147 - Layer management methods
std::shared_ptr<ColorLayer> UIGrid::addColorLayer(int z_index, const std::string& name) {
auto layer = std::make_shared<ColorLayer>(z_index, grid_x, grid_y, this);
layer->name = name;
layers.push_back(layer);
layers_need_sort = true;
return layer;
}
std::shared_ptr<TileLayer> UIGrid::addTileLayer(int z_index, std::shared_ptr<PyTexture> texture, const std::string& name) {
auto layer = std::make_shared<TileLayer>(z_index, grid_x, grid_y, this, texture);
layer->name = name;
layers.push_back(layer);
layers_need_sort = true;
return layer;
}
std::shared_ptr<GridLayer> UIGrid::getLayerByName(const std::string& name) {
for (auto& layer : layers) {
if (layer->name == name) {
return layer;
}
}
return nullptr;
}
bool UIGrid::isProtectedLayerName(const std::string& name) {
// #150 - These names are reserved for GridPoint pathfinding properties
static const std::vector<std::string> protected_names = {
"walkable", "transparent"
};
for (const auto& pn : protected_names) {
if (name == pn) return true;
}
return false;
}
void UIGrid::removeLayer(std::shared_ptr<GridLayer> layer) {
auto it = std::find(layers.begin(), layers.end(), layer);
if (it != layers.end()) {
layers.erase(it);
}
}
void UIGrid::sortLayers() {
if (layers_need_sort) {
std::sort(layers.begin(), layers.end(),
[](const auto& a, const auto& b) { return a->z_index < b->z_index; });
layers_need_sort = false;
}
}
// TCOD integration methods
void UIGrid::syncTCODMap()
{
@ -677,6 +732,7 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
PyObject* textureObj = nullptr;
PyObject* fill_color = nullptr;
PyObject* click_handler = nullptr;
PyObject* layers_obj = nullptr; // #150 - layers dict
float center_x = 0.0f, center_y = 0.0f;
float zoom = 1.0f;
// perspective is now handled via properties, not init args
@ -693,14 +749,16 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
// Keyword-only args
"fill_color", "click", "center_x", "center_y", "zoom",
"visible", "opacity", "z_index", "name", "x", "y", "w", "h", "grid_x", "grid_y",
"layers", // #150 - layers dict parameter
nullptr
};
// Parse arguments with | for optional positional args
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOOOOfffifizffffii", const_cast<char**>(kwlist),
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOOOOfffifizffffiiO", const_cast<char**>(kwlist),
&pos_obj, &size_obj, &grid_size_obj, &textureObj, // Positional
&fill_color, &click_handler, &center_x, &center_y, &zoom,
&visible, &opacity, &z_index, &name, &x, &y, &w, &h, &grid_x, &grid_y)) {
&visible, &opacity, &z_index, &name, &x, &y, &w, &h, &grid_x, &grid_y,
&layers_obj)) {
return -1;
}
@ -834,6 +892,54 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
self->data->click_register(click_handler);
}
// #150 - Handle layers dict
// Default: {"tilesprite": "tile"} when layers not provided
// Empty dict: no rendering layers (entity storage + pathfinding only)
if (layers_obj == nullptr) {
// Default layer: single TileLayer named "tilesprite" (z_index -1 = below entities)
self->data->addTileLayer(-1, texture_ptr, "tilesprite");
} else if (layers_obj != Py_None) {
if (!PyDict_Check(layers_obj)) {
PyErr_SetString(PyExc_TypeError, "layers must be a dict mapping names to types ('color' or 'tile')");
return -1;
}
PyObject* key;
PyObject* value;
Py_ssize_t pos = 0;
int layer_z = -1; // Start at -1 (below entities), decrement for each layer
while (PyDict_Next(layers_obj, &pos, &key, &value)) {
if (!PyUnicode_Check(key)) {
PyErr_SetString(PyExc_TypeError, "Layer names must be strings");
return -1;
}
if (!PyUnicode_Check(value)) {
PyErr_SetString(PyExc_TypeError, "Layer types must be strings ('color' or 'tile')");
return -1;
}
const char* layer_name = PyUnicode_AsUTF8(key);
const char* layer_type = PyUnicode_AsUTF8(value);
// Check for protected names
if (UIGrid::isProtectedLayerName(layer_name)) {
PyErr_Format(PyExc_ValueError, "Layer name '%s' is reserved", layer_name);
return -1;
}
if (strcmp(layer_type, "color") == 0) {
self->data->addColorLayer(layer_z--, layer_name);
} else if (strcmp(layer_type, "tile") == 0) {
self->data->addTileLayer(layer_z--, texture_ptr, layer_name);
} else {
PyErr_Format(PyExc_ValueError, "Unknown layer type '%s' (expected 'color' or 'tile')", layer_type);
return -1;
}
}
}
// else: layers_obj is Py_None - explicit empty, no layers created
// Initialize weak reference list
self->weakreflist = NULL;
@ -1064,7 +1170,8 @@ PyObject* UIGrid::py_at(PyUIGridObject* self, PyObject* args, PyObject* kwds)
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "GridPoint");
auto obj = (PyUIGridPointObject*)type->tp_alloc(type, 0);
//auto target = std::static_pointer_cast<UIEntity>(target);
obj->data = &(self->data->points[x + self->data->grid_x * y]);
// #123 - Use at() method to route through chunks for large grids
obj->data = &(self->data->at(x, y));
obj->grid = self->data;
return (PyObject*)obj;
}
@ -1184,40 +1291,9 @@ PyObject* UIGrid::py_compute_fov(PyUIGridObject* self, PyObject* args, PyObject*
// Compute FOV
self->data->computeFOV(x, y, radius, light_walls, (TCOD_fov_algorithm_t)algorithm);
// Build list of visible cells as tuples (x, y, visible, discovered)
PyObject* result_list = PyList_New(0);
if (!result_list) return NULL;
// Iterate through grid and collect visible cells
for (int gy = 0; gy < self->data->grid_y; gy++) {
for (int gx = 0; gx < self->data->grid_x; gx++) {
if (self->data->isInFOV(gx, gy)) {
// Create tuple (x, y, visible, discovered)
PyObject* cell_tuple = PyTuple_New(4);
if (!cell_tuple) {
Py_DECREF(result_list);
return NULL;
}
PyTuple_SET_ITEM(cell_tuple, 0, PyLong_FromLong(gx));
PyTuple_SET_ITEM(cell_tuple, 1, PyLong_FromLong(gy));
PyTuple_SET_ITEM(cell_tuple, 2, Py_True); // visible
PyTuple_SET_ITEM(cell_tuple, 3, Py_True); // discovered
Py_INCREF(Py_True); // Need to increment ref count for True
Py_INCREF(Py_True);
// Append to list
if (PyList_Append(result_list, cell_tuple) < 0) {
Py_DECREF(cell_tuple);
Py_DECREF(result_list);
return NULL;
}
Py_DECREF(cell_tuple); // List now owns the reference
}
}
}
return result_list;
// Return None - use is_in_fov() to query visibility
// See issue #146: returning a list had O(grid_size) performance
Py_RETURN_NONE;
}
PyObject* UIGrid::py_is_in_fov(PyUIGridObject* self, PyObject* args)
@ -1332,23 +1408,225 @@ PyObject* UIGrid::py_compute_astar_path(PyUIGridObject* self, PyObject* args, Py
return path_list;
}
// #147 - Layer system Python API
PyObject* UIGrid::py_add_layer(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"type", "z_index", "texture", NULL};
const char* type_str = nullptr;
int z_index = -1;
PyObject* texture_obj = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "s|iO", const_cast<char**>(kwlist),
&type_str, &z_index, &texture_obj)) {
return NULL;
}
std::string type(type_str);
if (type == "color") {
auto layer = self->data->addColorLayer(z_index);
// Create Python ColorLayer object
auto* color_layer_type = (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "ColorLayer");
if (!color_layer_type) return NULL;
PyColorLayerObject* py_layer = (PyColorLayerObject*)color_layer_type->tp_alloc(color_layer_type, 0);
Py_DECREF(color_layer_type);
if (!py_layer) return NULL;
py_layer->data = layer;
py_layer->grid = self->data;
return (PyObject*)py_layer;
} else if (type == "tile") {
// Parse texture
std::shared_ptr<PyTexture> texture;
if (texture_obj && texture_obj != Py_None) {
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return NULL;
auto* texture_type = PyObject_GetAttrString(mcrfpy_module, "Texture");
Py_DECREF(mcrfpy_module);
if (!texture_type) return NULL;
if (!PyObject_IsInstance(texture_obj, texture_type)) {
Py_DECREF(texture_type);
PyErr_SetString(PyExc_TypeError, "texture must be a Texture object");
return NULL;
}
Py_DECREF(texture_type);
texture = ((PyTextureObject*)texture_obj)->data;
}
auto layer = self->data->addTileLayer(z_index, texture);
// Create Python TileLayer object
auto* tile_layer_type = (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "TileLayer");
if (!tile_layer_type) return NULL;
PyTileLayerObject* py_layer = (PyTileLayerObject*)tile_layer_type->tp_alloc(tile_layer_type, 0);
Py_DECREF(tile_layer_type);
if (!py_layer) return NULL;
py_layer->data = layer;
py_layer->grid = self->data;
return (PyObject*)py_layer;
} else {
PyErr_SetString(PyExc_ValueError, "type must be 'color' or 'tile'");
return NULL;
}
}
PyObject* UIGrid::py_remove_layer(PyUIGridObject* self, PyObject* args) {
PyObject* layer_obj;
if (!PyArg_ParseTuple(args, "O", &layer_obj)) {
return NULL;
}
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return NULL;
// Check if ColorLayer
auto* color_layer_type = PyObject_GetAttrString(mcrfpy_module, "ColorLayer");
if (color_layer_type && PyObject_IsInstance(layer_obj, color_layer_type)) {
Py_DECREF(color_layer_type);
Py_DECREF(mcrfpy_module);
auto* py_layer = (PyColorLayerObject*)layer_obj;
self->data->removeLayer(py_layer->data);
Py_RETURN_NONE;
}
if (color_layer_type) Py_DECREF(color_layer_type);
// Check if TileLayer
auto* tile_layer_type = PyObject_GetAttrString(mcrfpy_module, "TileLayer");
if (tile_layer_type && PyObject_IsInstance(layer_obj, tile_layer_type)) {
Py_DECREF(tile_layer_type);
Py_DECREF(mcrfpy_module);
auto* py_layer = (PyTileLayerObject*)layer_obj;
self->data->removeLayer(py_layer->data);
Py_RETURN_NONE;
}
if (tile_layer_type) Py_DECREF(tile_layer_type);
Py_DECREF(mcrfpy_module);
PyErr_SetString(PyExc_TypeError, "layer must be a ColorLayer or TileLayer");
return NULL;
}
PyObject* UIGrid::get_layers(PyUIGridObject* self, void* closure) {
self->data->sortLayers();
PyObject* list = PyList_New(self->data->layers.size());
if (!list) return NULL;
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) {
Py_DECREF(list);
return NULL;
}
auto* color_layer_type = (PyTypeObject*)PyObject_GetAttrString(mcrfpy_module, "ColorLayer");
auto* tile_layer_type = (PyTypeObject*)PyObject_GetAttrString(mcrfpy_module, "TileLayer");
Py_DECREF(mcrfpy_module);
if (!color_layer_type || !tile_layer_type) {
if (color_layer_type) Py_DECREF(color_layer_type);
if (tile_layer_type) Py_DECREF(tile_layer_type);
Py_DECREF(list);
return NULL;
}
for (size_t i = 0; i < self->data->layers.size(); ++i) {
auto& layer = self->data->layers[i];
PyObject* py_layer = nullptr;
if (layer->type == GridLayerType::Color) {
PyColorLayerObject* obj = (PyColorLayerObject*)color_layer_type->tp_alloc(color_layer_type, 0);
if (obj) {
obj->data = std::static_pointer_cast<ColorLayer>(layer);
obj->grid = self->data;
py_layer = (PyObject*)obj;
}
} else {
PyTileLayerObject* obj = (PyTileLayerObject*)tile_layer_type->tp_alloc(tile_layer_type, 0);
if (obj) {
obj->data = std::static_pointer_cast<TileLayer>(layer);
obj->grid = self->data;
py_layer = (PyObject*)obj;
}
}
if (!py_layer) {
Py_DECREF(color_layer_type);
Py_DECREF(tile_layer_type);
Py_DECREF(list);
return NULL;
}
PyList_SET_ITEM(list, i, py_layer); // Steals reference
}
Py_DECREF(color_layer_type);
Py_DECREF(tile_layer_type);
return list;
}
PyObject* UIGrid::py_layer(PyUIGridObject* self, PyObject* args) {
int z_index;
if (!PyArg_ParseTuple(args, "i", &z_index)) {
return NULL;
}
for (auto& layer : self->data->layers) {
if (layer->z_index == z_index) {
auto* mcrfpy_module = PyImport_ImportModule("mcrfpy");
if (!mcrfpy_module) return NULL;
if (layer->type == GridLayerType::Color) {
auto* type = (PyTypeObject*)PyObject_GetAttrString(mcrfpy_module, "ColorLayer");
Py_DECREF(mcrfpy_module);
if (!type) return NULL;
PyColorLayerObject* obj = (PyColorLayerObject*)type->tp_alloc(type, 0);
Py_DECREF(type);
if (!obj) return NULL;
obj->data = std::static_pointer_cast<ColorLayer>(layer);
obj->grid = self->data;
return (PyObject*)obj;
} else {
auto* type = (PyTypeObject*)PyObject_GetAttrString(mcrfpy_module, "TileLayer");
Py_DECREF(mcrfpy_module);
if (!type) return NULL;
PyTileLayerObject* obj = (PyTileLayerObject*)type->tp_alloc(type, 0);
Py_DECREF(type);
if (!obj) return NULL;
obj->data = std::static_pointer_cast<TileLayer>(layer);
obj->grid = self->data;
return (PyObject*)obj;
}
}
}
Py_RETURN_NONE;
}
PyMethodDef UIGrid::methods[] = {
{"at", (PyCFunction)UIGrid::py_at, METH_VARARGS | METH_KEYWORDS},
{"compute_fov", (PyCFunction)UIGrid::py_compute_fov, METH_VARARGS | METH_KEYWORDS,
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> List[Tuple[int, int, bool, bool]]\n\n"
"Compute field of view from a position and return visible cells.\n\n"
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None\n\n"
"Compute field of view from a position.\n\n"
"Args:\n"
" x: X coordinate of the viewer\n"
" y: Y coordinate of the viewer\n"
" radius: Maximum view distance (0 = unlimited)\n"
" light_walls: Whether walls are lit when visible\n"
" algorithm: FOV algorithm to use (FOV_BASIC, FOV_DIAMOND, FOV_SHADOW, FOV_PERMISSIVE_0-8)\n\n"
"Returns:\n"
" List of tuples (x, y, visible, discovered) for all visible cells:\n"
" - x, y: Grid coordinates\n"
" - visible: True (all returned cells are visible)\n"
" - discovered: True (FOV implies discovery)\n\n"
"Also updates the internal FOV state for use with is_in_fov()."},
"Updates the internal FOV state. Use is_in_fov(x, y) to query visibility."},
{"is_in_fov", (PyCFunction)UIGrid::py_is_in_fov, METH_VARARGS,
"is_in_fov(x: int, y: int) -> bool\n\n"
"Check if a cell is in the field of view.\n\n"
@ -1410,6 +1688,12 @@ PyMethodDef UIGrid::methods[] = {
"Returns:\n"
" List of (x, y) tuples representing the path, empty list if no path exists\n\n"
"Alternative A* implementation. Prefer find_path() for consistency."},
{"add_layer", (PyCFunction)UIGrid::py_add_layer, METH_VARARGS | METH_KEYWORDS,
"add_layer(type: str, z_index: int = -1, texture: Texture = None) -> ColorLayer | TileLayer"},
{"remove_layer", (PyCFunction)UIGrid::py_remove_layer, METH_VARARGS,
"remove_layer(layer: ColorLayer | TileLayer) -> None"},
{"layer", (PyCFunction)UIGrid::py_layer, METH_VARARGS,
"layer(z_index: int) -> ColorLayer | TileLayer | None"},
{NULL, NULL, 0, NULL}
};
@ -1421,20 +1705,15 @@ PyMethodDef UIGrid_all_methods[] = {
UIDRAWABLE_METHODS,
{"at", (PyCFunction)UIGrid::py_at, METH_VARARGS | METH_KEYWORDS},
{"compute_fov", (PyCFunction)UIGrid::py_compute_fov, METH_VARARGS | METH_KEYWORDS,
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> List[Tuple[int, int, bool, bool]]\n\n"
"Compute field of view from a position and return visible cells.\n\n"
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None\n\n"
"Compute field of view from a position.\n\n"
"Args:\n"
" x: X coordinate of the viewer\n"
" y: Y coordinate of the viewer\n"
" radius: Maximum view distance (0 = unlimited)\n"
" light_walls: Whether walls are lit when visible\n"
" algorithm: FOV algorithm to use (FOV_BASIC, FOV_DIAMOND, FOV_SHADOW, FOV_PERMISSIVE_0-8)\n\n"
"Returns:\n"
" List of tuples (x, y, visible, discovered) for all visible cells:\n"
" - x, y: Grid coordinates\n"
" - visible: True (all returned cells are visible)\n"
" - discovered: True (FOV implies discovery)\n\n"
"Also updates the internal FOV state for use with is_in_fov()."},
"Updates the internal FOV state. Use is_in_fov(x, y) to query visibility."},
{"is_in_fov", (PyCFunction)UIGrid::py_is_in_fov, METH_VARARGS,
"is_in_fov(x: int, y: int) -> bool\n\n"
"Check if a cell is in the field of view.\n\n"
@ -1496,6 +1775,27 @@ PyMethodDef UIGrid_all_methods[] = {
"Returns:\n"
" List of (x, y) tuples representing the path, empty list if no path exists\n\n"
"Alternative A* implementation. Prefer find_path() for consistency."},
{"add_layer", (PyCFunction)UIGrid::py_add_layer, METH_VARARGS | METH_KEYWORDS,
"add_layer(type: str, z_index: int = -1, texture: Texture = None) -> ColorLayer | TileLayer\n\n"
"Add a new layer to the grid.\n\n"
"Args:\n"
" type: Layer type ('color' or 'tile')\n"
" z_index: Render order. Negative = below entities, >= 0 = above entities. Default: -1\n"
" texture: Texture for tile layers. Required for 'tile' type.\n\n"
"Returns:\n"
" The created ColorLayer or TileLayer object."},
{"remove_layer", (PyCFunction)UIGrid::py_remove_layer, METH_VARARGS,
"remove_layer(layer: ColorLayer | TileLayer) -> None\n\n"
"Remove a layer from the grid.\n\n"
"Args:\n"
" layer: The layer to remove."},
{"layer", (PyCFunction)UIGrid::py_layer, METH_VARARGS,
"layer(z_index: int) -> ColorLayer | TileLayer | None\n\n"
"Get a layer by its z_index.\n\n"
"Args:\n"
" z_index: The z_index of the layer to find.\n\n"
"Returns:\n"
" The layer with the specified z_index, or None if not found."},
{NULL} // Sentinel
};
@ -1512,6 +1812,7 @@ PyGetSetDef UIGrid::getsetters[] = {
{"entities", (getter)UIGrid::get_entities, NULL, "EntityCollection of entities on this grid", NULL},
{"children", (getter)UIGrid::get_children, NULL, "UICollection of UIDrawable children (speech bubbles, effects, overlays)", NULL},
{"layers", (getter)UIGrid::get_layers, NULL, "List of grid layers (ColorLayer, TileLayer) sorted by z_index", NULL},
{"x", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "top-left corner X-coordinate", (void*)((intptr_t)PyObjectsEnum::UIGRID << 8 | 0)},
{"y", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "top-left corner Y-coordinate", (void*)((intptr_t)PyObjectsEnum::UIGRID << 8 | 1)},

View File

@ -20,6 +20,8 @@
#include "UIEntity.h"
#include "UIDrawable.h"
#include "UIBase.h"
#include "GridLayers.h"
#include "GridChunk.h"
class UIGrid: public UIDrawable
{
@ -74,13 +76,35 @@ public:
std::shared_ptr<PyTexture> getTexture();
sf::Sprite sprite, output;
sf::RenderTexture renderTexture;
// #123 - Chunk-based storage for large grid support
std::unique_ptr<ChunkManager> chunk_manager;
// Legacy flat storage (kept for small grids or compatibility)
std::vector<UIGridPoint> points;
// Use chunks for grids larger than this threshold
static constexpr int CHUNK_THRESHOLD = 64;
bool use_chunks;
std::shared_ptr<std::list<std::shared_ptr<UIEntity>>> entities;
// UIDrawable children collection (speech bubbles, effects, overlays, etc.)
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> children;
bool children_need_sort = true; // Dirty flag for z_index sorting
// Dynamic layer system (#147)
std::vector<std::shared_ptr<GridLayer>> layers;
bool layers_need_sort = true; // Dirty flag for z_index sorting
// Layer management (#150 - extended with names)
std::shared_ptr<ColorLayer> addColorLayer(int z_index, const std::string& name = "");
std::shared_ptr<TileLayer> addTileLayer(int z_index, std::shared_ptr<PyTexture> texture = nullptr, const std::string& name = "");
void removeLayer(std::shared_ptr<GridLayer> layer);
void sortLayers();
std::shared_ptr<GridLayer> getLayerByName(const std::string& name);
// #150 - Protected layer names (reserved for GridPoint properties)
static bool isProtectedLayerName(const std::string& name);
// Background rendering
sf::Color fill_color;
@ -148,6 +172,11 @@ public:
static int set_on_cell_click(PyUIGridObject* self, PyObject* value, void* closure);
static PyObject* get_hovered_cell(PyUIGridObject* self, void* closure);
// #147 - Layer system Python API
static PyObject* py_add_layer(PyUIGridObject* self, PyObject* args, PyObject* kwds);
static PyObject* py_remove_layer(PyUIGridObject* self, PyObject* args);
static PyObject* get_layers(PyUIGridObject* self, void* closure);
static PyObject* py_layer(PyUIGridObject* self, PyObject* args);
};
typedef struct {

View File

@ -1,9 +1,10 @@
#include "UIGridPoint.h"
#include "UIGrid.h"
#include "GridLayers.h" // #150 - for GridLayerType, ColorLayer, TileLayer
#include <cstring> // #150 - for strcmp
UIGridPoint::UIGridPoint()
: color(1.0f, 1.0f, 1.0f), color_overlay(0.0f, 0.0f, 0.0f), walkable(false), transparent(false),
tilesprite(-1), tile_overlay(-1), uisprite(-1), grid_x(-1), grid_y(-1), parent_grid(nullptr)
: walkable(false), transparent(false), grid_x(-1), grid_y(-1), parent_grid(nullptr)
{}
// Utility function to convert sf::Color to PyObject*
@ -51,28 +52,7 @@ sf::Color PyObject_to_sfColor(PyObject* obj) {
return sf::Color(r, g, b, a);
}
PyObject* UIGridPoint::get_color(PyUIGridPointObject* self, void* closure) {
if (reinterpret_cast<long>(closure) == 0) { // color
return sfColor_to_PyObject(self->data->color);
} else { // color_overlay
return sfColor_to_PyObject(self->data->color_overlay);
}
}
int UIGridPoint::set_color(PyUIGridPointObject* self, PyObject* value, void* closure) {
sf::Color color = PyObject_to_sfColor(value);
// Check if an error occurred during conversion
if (PyErr_Occurred()) {
return -1;
}
if (reinterpret_cast<long>(closure) == 0) { // color
self->data->color = color;
} else { // color_overlay
self->data->color_overlay = color;
}
return 0;
}
// #150 - Removed get_color/set_color - now handled by layers
PyObject* UIGridPoint::get_bool_member(PyUIGridPointObject* self, void* closure) {
if (reinterpret_cast<long>(closure) == 0) { // walkable
@ -108,36 +88,11 @@ int UIGridPoint::set_bool_member(PyUIGridPointObject* self, PyObject* value, voi
return 0;
}
PyObject* UIGridPoint::get_int_member(PyUIGridPointObject* self, void* closure) {
switch(reinterpret_cast<long>(closure)) {
case 0: return PyLong_FromLong(self->data->tilesprite);
case 1: return PyLong_FromLong(self->data->tile_overlay);
case 2: return PyLong_FromLong(self->data->uisprite);
default: PyErr_SetString(PyExc_RuntimeError, "Invalid closure"); return nullptr;
}
}
int UIGridPoint::set_int_member(PyUIGridPointObject* self, PyObject* value, void* closure) {
long val = PyLong_AsLong(value);
if (PyErr_Occurred()) return -1;
switch(reinterpret_cast<long>(closure)) {
case 0: self->data->tilesprite = val; break;
case 1: self->data->tile_overlay = val; break;
case 2: self->data->uisprite = val; break;
default: PyErr_SetString(PyExc_RuntimeError, "Invalid closure"); return -1;
}
return 0;
}
// #150 - Removed get_int_member/set_int_member - now handled by layers
PyGetSetDef UIGridPoint::getsetters[] = {
{"color", (getter)UIGridPoint::get_color, (setter)UIGridPoint::set_color, "GridPoint color", (void*)0},
{"color_overlay", (getter)UIGridPoint::get_color, (setter)UIGridPoint::set_color, "GridPoint color overlay", (void*)1},
{"walkable", (getter)UIGridPoint::get_bool_member, (setter)UIGridPoint::set_bool_member, "Is the GridPoint walkable", (void*)0},
{"transparent", (getter)UIGridPoint::get_bool_member, (setter)UIGridPoint::set_bool_member, "Is the GridPoint transparent", (void*)1},
{"tilesprite", (getter)UIGridPoint::get_int_member, (setter)UIGridPoint::set_int_member, "Tile sprite index", (void*)0},
{"tile_overlay", (getter)UIGridPoint::get_int_member, (setter)UIGridPoint::set_int_member, "Tile overlay sprite index", (void*)1},
{"uisprite", (getter)UIGridPoint::get_int_member, (setter)UIGridPoint::set_int_member, "UI sprite index", (void*)2},
{NULL} /* Sentinel */
};
@ -146,9 +101,9 @@ PyObject* UIGridPoint::repr(PyUIGridPointObject* self) {
if (!self->data) ss << "<GridPoint (invalid internal object)>";
else {
auto gp = self->data;
ss << "<GridPoint (walkable=" << (gp->walkable ? "True" : "False") << ", transparent=" << (gp->transparent ? "True" : "False") <<
", tilesprite=" << gp->tilesprite << ", tile_overlay=" << gp->tile_overlay << ", uisprite=" << gp->uisprite <<
")>";
ss << "<GridPoint (walkable=" << (gp->walkable ? "True" : "False")
<< ", transparent=" << (gp->transparent ? "True" : "False")
<< ") at (" << gp->grid_x << ", " << gp->grid_y << ")>";
}
std::string repr_str = ss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
@ -199,3 +154,97 @@ PyObject* UIGridPointState::repr(PyUIGridPointStateObject* self) {
std::string repr_str = ss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
}
// #150 - Dynamic attribute access for named layers
PyObject* UIGridPoint::getattro(PyUIGridPointObject* self, PyObject* name) {
// First try standard attribute lookup (built-in properties)
PyObject* result = PyObject_GenericGetAttr((PyObject*)self, name);
if (result != nullptr || !PyErr_ExceptionMatches(PyExc_AttributeError)) {
return result;
}
// Clear the AttributeError and check for layer name
PyErr_Clear();
if (!self->grid) {
PyErr_SetString(PyExc_RuntimeError, "GridPoint has no parent grid");
return nullptr;
}
const char* attr_name = PyUnicode_AsUTF8(name);
if (!attr_name) return nullptr;
// Look up layer by name
auto layer = self->grid->getLayerByName(attr_name);
if (!layer) {
PyErr_Format(PyExc_AttributeError, "'GridPoint' object has no attribute '%s'", attr_name);
return nullptr;
}
int x = self->data->grid_x;
int y = self->data->grid_y;
// Get value based on layer type
if (layer->type == GridLayerType::Color) {
auto color_layer = std::static_pointer_cast<ColorLayer>(layer);
return sfColor_to_PyObject(color_layer->at(x, y));
} else if (layer->type == GridLayerType::Tile) {
auto tile_layer = std::static_pointer_cast<TileLayer>(layer);
return PyLong_FromLong(tile_layer->at(x, y));
}
PyErr_SetString(PyExc_RuntimeError, "Unknown layer type");
return nullptr;
}
int UIGridPoint::setattro(PyUIGridPointObject* self, PyObject* name, PyObject* value) {
// First try standard attribute setting (built-in properties)
// We need to check if this is a known attribute first
const char* attr_name = PyUnicode_AsUTF8(name);
if (!attr_name) return -1;
// Check if it's a built-in property (defined in getsetters)
for (PyGetSetDef* gsd = UIGridPoint::getsetters; gsd->name != nullptr; gsd++) {
if (strcmp(gsd->name, attr_name) == 0) {
// It's a built-in property, use standard setter
return PyObject_GenericSetAttr((PyObject*)self, name, value);
}
}
// Not a built-in property - try layer lookup
if (!self->grid) {
PyErr_SetString(PyExc_RuntimeError, "GridPoint has no parent grid");
return -1;
}
auto layer = self->grid->getLayerByName(attr_name);
if (!layer) {
PyErr_Format(PyExc_AttributeError, "'GridPoint' object has no attribute '%s'", attr_name);
return -1;
}
int x = self->data->grid_x;
int y = self->data->grid_y;
// Set value based on layer type
if (layer->type == GridLayerType::Color) {
auto color_layer = std::static_pointer_cast<ColorLayer>(layer);
sf::Color color = PyObject_to_sfColor(value);
if (PyErr_Occurred()) return -1;
color_layer->at(x, y) = color;
color_layer->markDirty();
return 0;
} else if (layer->type == GridLayerType::Tile) {
auto tile_layer = std::static_pointer_cast<TileLayer>(layer);
if (!PyLong_Check(value)) {
PyErr_SetString(PyExc_TypeError, "Tile layer values must be integers");
return -1;
}
tile_layer->at(x, y) = PyLong_AsLong(value);
tile_layer->markDirty();
return 0;
}
PyErr_SetString(PyExc_RuntimeError, "Unknown layer type");
return -1;
}

View File

@ -33,25 +33,25 @@ typedef struct {
std::shared_ptr<UIEntity> entity;
} PyUIGridPointStateObject;
// UIGridPoint - revised grid data for each point
// UIGridPoint - grid cell data for pathfinding and layer access
// #150 - Layer-related properties (color, tilesprite, etc.) removed; now handled by layers
class UIGridPoint
{
public:
sf::Color color, color_overlay;
bool walkable, transparent;
int tilesprite, tile_overlay, uisprite;
int grid_x, grid_y; // Position in parent grid
UIGrid* parent_grid; // Parent grid reference for TCOD sync
bool walkable, transparent; // Pathfinding/FOV properties
int grid_x, grid_y; // Position in parent grid
UIGrid* parent_grid; // Parent grid reference for TCOD sync
UIGridPoint();
static int set_int_member(PyUIGridPointObject* self, PyObject* value, void* closure);
// Built-in property accessors (walkable, transparent only)
static PyGetSetDef getsetters[];
static PyObject* get_color(PyUIGridPointObject* self, void* closure);
static PyObject* get_int_member(PyUIGridPointObject* self, void* closure);
static int set_bool_member(PyUIGridPointObject* self, PyObject* value, void* closure);
static PyObject* get_bool_member(PyUIGridPointObject* self, void* closure);
static int set_color(PyUIGridPointObject* self, PyObject* value, void* closure);
static PyObject* repr(PyUIGridPointObject* self);
// #150 - Dynamic property access for named layers
static PyObject* getattro(PyUIGridPointObject* self, PyObject* name);
static int setattro(PyUIGridPointObject* self, PyObject* name, PyObject* value);
};
// UIGridPointState - entity-specific info for each cell
@ -73,6 +73,9 @@ namespace mcrfpydef {
.tp_basicsize = sizeof(PyUIGridPointObject),
.tp_itemsize = 0,
.tp_repr = (reprfunc)UIGridPoint::repr,
// #150 - Dynamic attribute access for named layers
.tp_getattro = (getattrofunc)UIGridPoint::getattro,
.tp_setattro = (setattrofunc)UIGridPoint::setattro,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = "UIGridPoint object",
.tp_getset = UIGridPoint::getsetters,

View File

@ -108,13 +108,13 @@ UITestScene::UITestScene(GameEngine* g) : Scene(g)
// constructor args: w h texture x y w h
auto e5 = std::make_shared<UIGrid>(4, 4, ptex, sf::Vector2f(550, 150), sf::Vector2f(200, 200));
e5->zoom=2.0;
e5->points[0].color = sf::Color(255, 0, 0);
e5->points[1].tilesprite = 1;
e5->points[5].color = sf::Color(0, 255, 0);
e5->points[6].tilesprite = 2;
e5->points[10].color = sf::Color(0, 0, 255);
e5->points[11].tilesprite = 3;
e5->points[15].color = sf::Color(255, 255, 255);
// #150 - GridPoint no longer has color/tilesprite properties
// Use layers for visual rendering; GridPoint only has walkable/transparent
// The default "tilesprite" TileLayer is created automatically
// Example: e5->layers[0]->at(x, y) = tile_index for TileLayer
e5->points[0].walkable = true;
e5->points[0].transparent = true;
ui_elements->push_back(e5);

View File

@ -105,7 +105,9 @@ class Level:
self.height = height
#self.graph = [(0, 0, width, height)]
self.graph = RoomGraph( (0, 0, width, height) )
self.grid = mcrfpy.Grid(grid_size=(width, height), texture=t, pos=(10, 5), size=(1014, 700))
# #150 - Create grid with explicit layers for color and tilesprite
self.grid = mcrfpy.Grid(grid_size=(width, height), texture=t, pos=(10, 5), size=(1014, 700),
layers={"color": "color", "tilesprite": "tile"})
self.highlighted = -1 #debug view feature
self.walled_rooms = [] # for tracking "hallway rooms" vs "walled rooms"

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@ -0,0 +1,51 @@
{
"timestamp": "2025-11-28T19:22:01.900442",
"mode": "headless",
"results": {
"many_frames": {
"avg_work_ms": 0.5644053203661328,
"max_work_ms": 1.78,
"frame_count": 3496
},
"many_sprites": {
"avg_work_ms": 0.14705301494330555,
"max_work_ms": 11.814,
"frame_count": 13317
},
"many_captions": {
"avg_work_ms": 0.49336296106557376,
"max_work_ms": 2.202,
"frame_count": 3904
},
"deep_nesting": {
"avg_work_ms": 0.3517734925606891,
"max_work_ms": 145.75,
"frame_count": 10216
},
"deep_nesting_cached": {
"avg_work_ms": 0.0942947468905298,
"max_work_ms": 100.242,
"frame_count": 35617
},
"large_grid": {
"avg_work_ms": 2.2851537544696066,
"max_work_ms": 11.534,
"frame_count": 839
},
"animation_stress": {
"avg_work_ms": 0.0924456547145996,
"max_work_ms": 11.933,
"frame_count": 21391
},
"static_scene": {
"avg_work_ms": 2.022726128016789,
"max_work_ms": 17.275,
"frame_count": 953
},
"static_scene_cached": {
"avg_work_ms": 2.694431129476584,
"max_work_ms": 22.059,
"frame_count": 726
}
}
}

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@ -0,0 +1,41 @@
{
"timestamp": "2025-11-28T16:53:30.850948",
"mode": "windowed",
"results": {
"many_frames": {
"avg_work_ms": 1.5756444444444444,
"max_work_ms": 3.257,
"frame_count": 90
},
"many_sprites": {
"avg_work_ms": 0.6889555555555555,
"max_work_ms": 1.533,
"frame_count": 90
},
"many_captions": {
"avg_work_ms": 1.2975777777777777,
"max_work_ms": 3.386,
"frame_count": 90
},
"deep_nesting": {
"avg_work_ms": 0.6173444444444445,
"max_work_ms": 1.4,
"frame_count": 90
},
"large_grid": {
"avg_work_ms": 3.6094,
"max_work_ms": 6.631,
"frame_count": 90
},
"animation_stress": {
"avg_work_ms": 0.5419333333333334,
"max_work_ms": 1.081,
"frame_count": 90
},
"static_scene": {
"avg_work_ms": 3.321588888888889,
"max_work_ms": 11.905,
"frame_count": 90
}
}
}

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@ -0,0 +1,385 @@
#!/usr/bin/env python3
"""
Layer Performance Benchmark for McRogueFace (#147, #148, #123)
Uses C++ benchmark logger (start_benchmark/end_benchmark) for accurate timing.
Results written to JSON files for analysis.
Compares rendering performance between:
1. Traditional grid.at(x,y).color API (no caching)
2. New layer system with dirty flag caching
3. Various layer configurations
Usage:
./mcrogueface --exec tests/benchmarks/layer_performance_test.py
# Results in benchmark_*.json files
"""
import mcrfpy
import sys
import os
import json
# Test configuration
GRID_SIZE = 100 # 100x100 = 10,000 cells
MEASURE_FRAMES = 120
WARMUP_FRAMES = 30
current_test = None
frame_count = 0
test_results = {} # Store filenames for each test
def run_test_phase(runtime):
"""Run through warmup and measurement phases."""
global frame_count
frame_count += 1
if frame_count == WARMUP_FRAMES:
# Start benchmark after warmup
mcrfpy.start_benchmark()
mcrfpy.log_benchmark(f"Test: {current_test}")
elif frame_count == WARMUP_FRAMES + MEASURE_FRAMES:
# End benchmark and store filename
filename = mcrfpy.end_benchmark()
test_results[current_test] = filename
print(f" {current_test}: saved to {filename}")
mcrfpy.delTimer("test_phase")
run_next_test()
def run_next_test():
"""Run next test in sequence."""
global current_test, frame_count
tests = [
('1_base_static', setup_base_layer_static),
('2_base_modified', setup_base_layer_modified),
('3_layer_static', setup_color_layer_static),
('4_layer_modified', setup_color_layer_modified),
('5_tile_static', setup_tile_layer_static),
('6_tile_modified', setup_tile_layer_modified),
('7_multi_layer', setup_multi_layer_static),
('8_comparison', setup_base_vs_layer_comparison),
]
# Find current
current_idx = -1
if current_test:
for i, (name, _) in enumerate(tests):
if name == current_test:
current_idx = i
break
next_idx = current_idx + 1
if next_idx >= len(tests):
analyze_results()
return
current_test = tests[next_idx][0]
frame_count = 0
print(f"\n[{next_idx + 1}/{len(tests)}] Running: {current_test}")
tests[next_idx][1]()
mcrfpy.setTimer("test_phase", run_test_phase, 1)
# ============================================================================
# Test Scenarios
# ============================================================================
def setup_base_layer_static():
"""Traditional grid.at(x,y).color API - no modifications during render."""
mcrfpy.createScene("test_base_static")
ui = mcrfpy.sceneUI("test_base_static")
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600))
ui.append(grid)
# Fill base layer using traditional API
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
cell = grid.at(x, y)
cell.color = mcrfpy.Color((x * 2) % 256, (y * 2) % 256, 128, 255)
mcrfpy.setScene("test_base_static")
def setup_base_layer_modified():
"""Traditional API with single cell modified each frame."""
mcrfpy.createScene("test_base_mod")
ui = mcrfpy.sceneUI("test_base_mod")
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600))
ui.append(grid)
# Fill base layer
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
cell = grid.at(x, y)
cell.color = mcrfpy.Color(100, 100, 100, 255)
# Timer to modify one cell per frame
mod_counter = [0]
def modify_cell(runtime):
x = mod_counter[0] % GRID_SIZE
y = (mod_counter[0] // GRID_SIZE) % GRID_SIZE
cell = grid.at(x, y)
cell.color = mcrfpy.Color(255, 0, 0, 255)
mod_counter[0] += 1
mcrfpy.setScene("test_base_mod")
mcrfpy.setTimer("modify", modify_cell, 1)
def setup_color_layer_static():
"""New ColorLayer with dirty flag caching - static after fill."""
mcrfpy.createScene("test_color_static")
ui = mcrfpy.sceneUI("test_color_static")
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600))
ui.append(grid)
# Add color layer and fill once
layer = grid.add_layer("color", z_index=-1)
layer.fill(mcrfpy.Color(100, 150, 200, 128))
mcrfpy.setScene("test_color_static")
def setup_color_layer_modified():
"""ColorLayer with single cell modified each frame - tests dirty flag."""
mcrfpy.createScene("test_color_mod")
ui = mcrfpy.sceneUI("test_color_mod")
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600))
ui.append(grid)
layer = grid.add_layer("color", z_index=-1)
layer.fill(mcrfpy.Color(100, 100, 100, 128))
# Timer to modify one cell per frame - triggers re-render
mod_counter = [0]
def modify_cell(runtime):
x = mod_counter[0] % GRID_SIZE
y = (mod_counter[0] // GRID_SIZE) % GRID_SIZE
layer.set(x, y, mcrfpy.Color(255, 0, 0, 255))
mod_counter[0] += 1
mcrfpy.setScene("test_color_mod")
mcrfpy.setTimer("modify", modify_cell, 1)
def setup_tile_layer_static():
"""TileLayer with caching - static after fill."""
mcrfpy.createScene("test_tile_static")
ui = mcrfpy.sceneUI("test_tile_static")
try:
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
except:
texture = None
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600), texture=texture)
ui.append(grid)
if texture:
layer = grid.add_layer("tile", z_index=-1, texture=texture)
layer.fill(5)
mcrfpy.setScene("test_tile_static")
def setup_tile_layer_modified():
"""TileLayer with single cell modified each frame."""
mcrfpy.createScene("test_tile_mod")
ui = mcrfpy.sceneUI("test_tile_mod")
try:
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
except:
texture = None
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600), texture=texture)
ui.append(grid)
layer = None
if texture:
layer = grid.add_layer("tile", z_index=-1, texture=texture)
layer.fill(5)
# Timer to modify one cell per frame
mod_counter = [0]
def modify_cell(runtime):
if layer:
x = mod_counter[0] % GRID_SIZE
y = (mod_counter[0] // GRID_SIZE) % GRID_SIZE
layer.set(x, y, (mod_counter[0] % 20))
mod_counter[0] += 1
mcrfpy.setScene("test_tile_mod")
mcrfpy.setTimer("modify", modify_cell, 1)
def setup_multi_layer_static():
"""Multiple layers (5 color, 5 tile) - all static."""
mcrfpy.createScene("test_multi_static")
ui = mcrfpy.sceneUI("test_multi_static")
try:
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
except:
texture = None
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600), texture=texture)
ui.append(grid)
# Add 5 color layers with different z_indices and colors
for i in range(5):
layer = grid.add_layer("color", z_index=-(i+1)*2)
layer.fill(mcrfpy.Color(50 + i*30, 100 + i*20, 150 - i*20, 50))
# Add 5 tile layers
if texture:
for i in range(5):
layer = grid.add_layer("tile", z_index=-(i+1)*2 - 1, texture=texture)
layer.fill(i * 4)
print(f" Created {len(grid.layers)} layers")
mcrfpy.setScene("test_multi_static")
def setup_base_vs_layer_comparison():
"""Direct comparison: same visual using base API vs layer API."""
mcrfpy.createScene("test_comparison")
ui = mcrfpy.sceneUI("test_comparison")
# Grid using ONLY the new layer system (no base layer colors)
grid = mcrfpy.Grid(grid_size=(GRID_SIZE, GRID_SIZE),
pos=(10, 10), size=(600, 600))
ui.append(grid)
# Single color layer that covers everything
layer = grid.add_layer("color", z_index=-1)
# Fill with pattern (same as base_layer_static but via layer)
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
layer.set(x, y, mcrfpy.Color((x * 2) % 256, (y * 2) % 256, 128, 255))
mcrfpy.setScene("test_comparison")
# ============================================================================
# Results Analysis
# ============================================================================
def analyze_results():
"""Read JSON files and print comparison."""
print("\n" + "=" * 70)
print("LAYER PERFORMANCE BENCHMARK RESULTS")
print("=" * 70)
print(f"Grid size: {GRID_SIZE}x{GRID_SIZE} = {GRID_SIZE*GRID_SIZE:,} cells")
print(f"Samples per test: {MEASURE_FRAMES} frames")
results = {}
for test_name, filename in test_results.items():
if not os.path.exists(filename):
print(f" WARNING: {filename} not found")
continue
with open(filename, 'r') as f:
data = json.load(f)
frames = data.get('frames', [])
if not frames:
continue
# Calculate averages
avg_grid = sum(f['grid_render_ms'] for f in frames) / len(frames)
avg_frame = sum(f['frame_time_ms'] for f in frames) / len(frames)
avg_cells = sum(f['grid_cells_rendered'] for f in frames) / len(frames)
avg_work = sum(f.get('work_time_ms', 0) for f in frames) / len(frames)
results[test_name] = {
'avg_grid_ms': avg_grid,
'avg_frame_ms': avg_frame,
'avg_work_ms': avg_work,
'avg_cells': avg_cells,
'samples': len(frames),
}
print(f"\n{'Test':<20} {'Grid (ms)':>10} {'Work (ms)':>10} {'Cells':>10}")
print("-" * 70)
for name in sorted(results.keys()):
r = results[name]
print(f"{name:<20} {r['avg_grid_ms']:>10.3f} {r['avg_work_ms']:>10.3f} {r['avg_cells']:>10.0f}")
print("\n" + "-" * 70)
print("ANALYSIS:")
# Compare base static vs layer static
if '1_base_static' in results and '3_layer_static' in results:
base = results['1_base_static']['avg_grid_ms']
layer = results['3_layer_static']['avg_grid_ms']
if base > 0.001:
improvement = ((base - layer) / base) * 100
print(f" Static ColorLayer vs Base: {improvement:+.1f}% "
f"({'FASTER' if improvement > 0 else 'slower'})")
print(f" Base: {base:.3f}ms, Layer: {layer:.3f}ms")
# Compare base modified vs layer modified
if '2_base_modified' in results and '4_layer_modified' in results:
base = results['2_base_modified']['avg_grid_ms']
layer = results['4_layer_modified']['avg_grid_ms']
if base > 0.001:
improvement = ((base - layer) / base) * 100
print(f" Modified ColorLayer vs Base: {improvement:+.1f}% "
f"({'FASTER' if improvement > 0 else 'slower'})")
print(f" Base: {base:.3f}ms, Layer: {layer:.3f}ms")
# Cache benefit (static vs modified for layers)
if '3_layer_static' in results and '4_layer_modified' in results:
static = results['3_layer_static']['avg_grid_ms']
modified = results['4_layer_modified']['avg_grid_ms']
if static > 0.001:
overhead = ((modified - static) / static) * 100
print(f" Layer cache hit vs miss: {overhead:+.1f}% "
f"({'overhead when dirty' if overhead > 0 else 'benefit'})")
print(f" Static: {static:.3f}ms, Modified: {modified:.3f}ms")
print("\n" + "=" * 70)
print("Benchmark JSON files saved for detailed analysis.")
print("Key insight: Base layer has NO caching; layers require opt-in.")
sys.exit(0)
# ============================================================================
# Main
# ============================================================================
if __name__ == "__main__":
print("=" * 70)
print("Layer Performance Benchmark (C++ timing)")
print("=" * 70)
print("\nThis benchmark compares:")
print(" - Traditional grid.at(x,y).color API (renders every frame)")
print(" - New layer system with dirty flag caching (#147, #148)")
print(f"\nEach test: {WARMUP_FRAMES} warmup + {MEASURE_FRAMES} measured frames")
run_next_test()

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#!/usr/bin/env python3
"""
Stress Test Suite for McRogueFace Performance Analysis
Establishes baseline performance data before implementing texture caching (#144).
Uses a single repeating timer pattern to avoid callback chain issues.
Usage:
./mcrogueface --headless --exec tests/benchmarks/stress_test_suite.py
"""
import mcrfpy
import sys
import os
import json
from datetime import datetime
# Configuration
TEST_DURATION_MS = 2000
TIMER_INTERVAL_MS = 50
OUTPUT_DIR = "../tests/benchmarks/baseline"
IS_HEADLESS = True # Assume headless for automated testing
class StressTestRunner:
def __init__(self):
self.tests = []
self.current_test = -1
self.results = {}
self.frames_counted = 0
self.mode = "headless" if IS_HEADLESS else "windowed"
def add_test(self, name, setup_fn, description=""):
self.tests.append({'name': name, 'setup': setup_fn, 'description': description})
def tick(self, runtime):
"""Single timer callback that manages all test flow"""
self.frames_counted += 1
# Check if current test should end
if self.current_test >= 0 and self.frames_counted * TIMER_INTERVAL_MS >= TEST_DURATION_MS:
self.end_current_test()
self.start_next_test()
elif self.current_test < 0:
self.start_next_test()
def start_next_test(self):
self.current_test += 1
if self.current_test >= len(self.tests):
self.finish_suite()
return
test = self.tests[self.current_test]
print(f"\n[{self.current_test + 1}/{len(self.tests)}] {test['name']}")
print(f" {test['description']}")
# Setup scene
scene_name = f"stress_{self.current_test}"
mcrfpy.createScene(scene_name)
# Start benchmark
mcrfpy.start_benchmark()
mcrfpy.log_benchmark(f"TEST: {test['name']}")
# Run setup
try:
test['setup'](scene_name)
except Exception as e:
print(f" SETUP ERROR: {e}")
mcrfpy.setScene(scene_name)
self.frames_counted = 0
def end_current_test(self):
if self.current_test < 0:
return
test = self.tests[self.current_test]
try:
filename = mcrfpy.end_benchmark()
with open(filename, 'r') as f:
data = json.load(f)
frames = data['frames'][30:] # Skip warmup
if frames:
avg_work = sum(f['work_time_ms'] for f in frames) / len(frames)
avg_frame = sum(f['frame_time_ms'] for f in frames) / len(frames)
max_work = max(f['work_time_ms'] for f in frames)
self.results[test['name']] = {
'avg_work_ms': avg_work,
'max_work_ms': max_work,
'frame_count': len(frames),
}
print(f" Work: {avg_work:.2f}ms avg, {max_work:.2f}ms max ({len(frames)} frames)")
os.makedirs(OUTPUT_DIR, exist_ok=True)
new_name = f"{OUTPUT_DIR}/{self.mode}_{test['name']}.json"
os.rename(filename, new_name)
except Exception as e:
print(f" ERROR: {e}")
self.results[test['name']] = {'error': str(e)}
def finish_suite(self):
mcrfpy.delTimer("tick")
print("\n" + "="*50)
print("STRESS TEST COMPLETE")
print("="*50)
for name, r in self.results.items():
if 'error' in r:
print(f" {name}: ERROR")
else:
print(f" {name}: {r['avg_work_ms']:.2f}ms avg")
# Save summary
os.makedirs(OUTPUT_DIR, exist_ok=True)
with open(f"{OUTPUT_DIR}/{self.mode}_summary.json", 'w') as f:
json.dump({
'timestamp': datetime.now().isoformat(),
'mode': self.mode,
'results': self.results
}, f, indent=2)
print(f"\nResults saved to {OUTPUT_DIR}/")
sys.exit(0)
def start(self):
print("="*50)
print("McRogueFace Stress Test Suite")
print("="*50)
print(f"Tests: {len(self.tests)}, Duration: {TEST_DURATION_MS}ms each")
mcrfpy.createScene("init")
ui = mcrfpy.sceneUI("init")
ui.append(mcrfpy.Frame(pos=(0,0), size=(10,10))) # Required for timer to fire
mcrfpy.setScene("init")
mcrfpy.setTimer("tick", self.tick, TIMER_INTERVAL_MS)
# =============================================================================
# TEST SETUP FUNCTIONS
# =============================================================================
def test_many_frames(scene_name):
"""1000 Frame elements"""
ui = mcrfpy.sceneUI(scene_name)
for i in range(1000):
frame = mcrfpy.Frame(
pos=((i % 32) * 32, (i // 32) * 24),
size=(30, 22),
fill_color=mcrfpy.Color((i*7)%256, (i*13)%256, (i*17)%256)
)
ui.append(frame)
mcrfpy.log_benchmark("1000 frames created")
def test_many_sprites(scene_name):
"""500 Sprite elements"""
ui = mcrfpy.sceneUI(scene_name)
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
for i in range(500):
sprite = mcrfpy.Sprite(
pos=((i % 20) * 48 + 10, (i // 20) * 28 + 10),
texture=texture,
sprite_index=i % 128
)
sprite.scale_x = 2.0
sprite.scale_y = 2.0
ui.append(sprite)
mcrfpy.log_benchmark("500 sprites created")
def test_many_captions(scene_name):
"""500 Caption elements"""
ui = mcrfpy.sceneUI(scene_name)
for i in range(500):
caption = mcrfpy.Caption(
text=f"Text #{i}",
pos=((i % 20) * 50 + 5, (i // 20) * 28 + 5)
)
ui.append(caption)
mcrfpy.log_benchmark("500 captions created")
def test_deep_nesting(scene_name):
"""15-level nested frames"""
ui = mcrfpy.sceneUI(scene_name)
current = ui
for level in range(15):
frame = mcrfpy.Frame(
pos=(20, 20),
size=(1024 - level * 60, 768 - level * 45),
fill_color=mcrfpy.Color((level * 17) % 256, 100, (255 - level * 17) % 256, 200)
)
current.append(frame)
# Add children at each level
for j in range(3):
child = mcrfpy.Frame(pos=(50 + j * 80, 50), size=(60, 30))
frame.children.append(child)
current = frame.children
mcrfpy.log_benchmark("15-level nesting created")
def test_large_grid(scene_name):
"""100x100 grid with 500 entities"""
ui = mcrfpy.sceneUI(scene_name)
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(pos=(50, 50), size=(900, 650), grid_size=(100, 100), texture=texture)
ui.append(grid)
for y in range(100):
for x in range(100):
cell = grid.at(x, y)
cell.tilesprite = (x + y) % 64
for i in range(500):
entity = mcrfpy.Entity(
grid_pos=((i * 7) % 100, (i * 11) % 100),
texture=texture,
sprite_index=(i * 3) % 128,
grid=grid
)
mcrfpy.log_benchmark("100x100 grid with 500 entities created")
def test_animation_stress(scene_name):
"""100 frames with 200 animations"""
ui = mcrfpy.sceneUI(scene_name)
for i in range(100):
frame = mcrfpy.Frame(
pos=((i % 10) * 100 + 10, (i // 10) * 70 + 10),
size=(80, 50),
fill_color=mcrfpy.Color(100, 150, 200)
)
ui.append(frame)
# Two animations per frame
anim_x = mcrfpy.Animation("x", float((i % 10) * 100 + 50), 1.5, "easeInOut")
anim_x.start(frame)
anim_o = mcrfpy.Animation("fill_color.a", 128 + (i % 128), 2.0, "linear")
anim_o.start(frame)
mcrfpy.log_benchmark("100 frames with 200 animations")
def test_static_scene(scene_name):
"""Static game scene (ideal for caching)"""
ui = mcrfpy.sceneUI(scene_name)
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
# Background
bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768), fill_color=mcrfpy.Color(30, 30, 50))
ui.append(bg)
# UI panel
panel = mcrfpy.Frame(pos=(10, 10), size=(200, 300), fill_color=mcrfpy.Color(50, 50, 70))
ui.append(panel)
for i in range(10):
caption = mcrfpy.Caption(text=f"Status {i}", pos=(10, 10 + i * 25))
panel.children.append(caption)
# Grid
grid = mcrfpy.Grid(pos=(220, 10), size=(790, 600), grid_size=(40, 30), texture=texture)
ui.append(grid)
for y in range(30):
for x in range(40):
grid.at(x, y).tilesprite = ((x + y) % 4) + 1
for i in range(20):
entity = mcrfpy.Entity(grid_pos=((i*2) % 40, (i*3) % 30),
texture=texture, sprite_index=64 + i % 16, grid=grid)
mcrfpy.log_benchmark("Static game scene created")
def test_static_scene_cached(scene_name):
"""Static game scene with cache_subtree enabled (#144)"""
ui = mcrfpy.sceneUI(scene_name)
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
# Background with caching enabled
bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768), fill_color=mcrfpy.Color(30, 30, 50), cache_subtree=True)
ui.append(bg)
# UI panel with caching enabled
panel = mcrfpy.Frame(pos=(10, 10), size=(200, 300), fill_color=mcrfpy.Color(50, 50, 70), cache_subtree=True)
ui.append(panel)
for i in range(10):
caption = mcrfpy.Caption(text=f"Status {i}", pos=(10, 10 + i * 25))
panel.children.append(caption)
# Grid (not cached - grids handle their own optimization)
grid = mcrfpy.Grid(pos=(220, 10), size=(790, 600), grid_size=(40, 30), texture=texture)
ui.append(grid)
for y in range(30):
for x in range(40):
grid.at(x, y).tilesprite = ((x + y) % 4) + 1
for i in range(20):
entity = mcrfpy.Entity(grid_pos=((i*2) % 40, (i*3) % 30),
texture=texture, sprite_index=64 + i % 16, grid=grid)
mcrfpy.log_benchmark("Static game scene with cache_subtree created")
def test_deep_nesting_cached(scene_name):
"""15-level nested frames with cache_subtree on outer frame (#144)"""
ui = mcrfpy.sceneUI(scene_name)
# Outer frame with caching - entire subtree cached
outer = mcrfpy.Frame(
pos=(0, 0),
size=(1024, 768),
fill_color=mcrfpy.Color(0, 100, 255, 200),
cache_subtree=True # Cache entire nested hierarchy
)
ui.append(outer)
current = outer.children
for level in range(15):
frame = mcrfpy.Frame(
pos=(20, 20),
size=(1024 - level * 60, 768 - level * 45),
fill_color=mcrfpy.Color((level * 17) % 256, 100, (255 - level * 17) % 256, 200)
)
current.append(frame)
# Add children at each level
for j in range(3):
child = mcrfpy.Frame(pos=(50 + j * 80, 50), size=(60, 30))
frame.children.append(child)
current = frame.children
mcrfpy.log_benchmark("15-level nesting with cache_subtree created")
# =============================================================================
# MAIN
# =============================================================================
runner = StressTestRunner()
runner.add_test("many_frames", test_many_frames, "1000 Frame elements")
runner.add_test("many_sprites", test_many_sprites, "500 Sprite elements")
runner.add_test("many_captions", test_many_captions, "500 Caption elements")
runner.add_test("deep_nesting", test_deep_nesting, "15-level nested hierarchy")
runner.add_test("deep_nesting_cached", test_deep_nesting_cached, "15-level nested (cache_subtree)")
runner.add_test("large_grid", test_large_grid, "100x100 grid, 500 entities")
runner.add_test("animation_stress", test_animation_stress, "100 frames, 200 animations")
runner.add_test("static_scene", test_static_scene, "Static game scene (no caching)")
runner.add_test("static_scene_cached", test_static_scene_cached, "Static game scene (cache_subtree)")
runner.start()

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#!/usr/bin/env python3
"""
Isolated FOV benchmark - test if the slowdown is TCOD or Python wrapper
"""
import mcrfpy
import sys
import time
def run_test(runtime):
print("=" * 60)
print("FOV Isolation Test - Is TCOD slow, or is it the Python wrapper?")
print("=" * 60)
# Create a 1000x1000 grid
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
print("\nCreating 1000x1000 grid...")
t0 = time.perf_counter()
grid = mcrfpy.Grid(pos=(0,0), size=(800,600), grid_size=(1000, 1000), texture=texture)
ui.append(grid)
print(f" Grid creation: {(time.perf_counter() - t0)*1000:.1f}ms")
# Set walkability
print("Setting walkability (this takes a while)...")
t0 = time.perf_counter()
for y in range(0, 1000, 10): # Sample every 10th row for speed
for x in range(1000):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
print(f" Partial walkability: {(time.perf_counter() - t0)*1000:.1f}ms")
# Test 1: compute_fov (now returns None - fast path after #146 fix)
print("\n--- Test 1: grid.compute_fov() [returns None after #146 fix] ---")
times = []
for i in range(5):
t0 = time.perf_counter()
result = grid.compute_fov(500, 500, radius=15)
elapsed = (time.perf_counter() - t0) * 1000
times.append(elapsed)
# Count visible cells using is_in_fov (the correct pattern)
visible = sum(1 for dy in range(-15, 16) for dx in range(-15, 16)
if 0 <= 500+dx < 1000 and 0 <= 500+dy < 1000
and grid.is_in_fov(500+dx, 500+dy))
print(f" Run {i+1}: {elapsed:.3f}ms, result={result}, ~{visible} visible cells")
print(f" Average: {sum(times)/len(times):.3f}ms")
# Test 2: Just check is_in_fov for cells in radius (what rendering would do)
print("\n--- Test 2: Simulated render check (only radius cells) ---")
times = []
for i in range(5):
# First compute FOV (we need to do this)
grid.compute_fov(500, 500, radius=15)
# Now simulate what rendering would do - check only nearby cells
t0 = time.perf_counter()
visible_count = 0
for dy in range(-15, 16):
for dx in range(-15, 16):
x, y = 500 + dx, 500 + dy
if 0 <= x < 1000 and 0 <= y < 1000:
if grid.is_in_fov(x, y):
visible_count += 1
elapsed = (time.perf_counter() - t0) * 1000
times.append(elapsed)
print(f" Run {i+1}: {elapsed:.2f}ms checking ~961 cells, {visible_count} visible")
print(f" Average: {sum(times)/len(times):.2f}ms")
# Test 3: Time just the iteration overhead (no FOV, just grid access)
print("\n--- Test 3: Grid iteration baseline (no FOV) ---")
times = []
for i in range(5):
t0 = time.perf_counter()
count = 0
for dy in range(-15, 16):
for dx in range(-15, 16):
x, y = 500 + dx, 500 + dy
if 0 <= x < 1000 and 0 <= y < 1000:
cell = grid.at(x, y)
if cell.walkable:
count += 1
elapsed = (time.perf_counter() - t0) * 1000
times.append(elapsed)
print(f" Average: {sum(times)/len(times):.2f}ms for ~961 grid.at() calls")
print("\n" + "=" * 60)
print("CONCLUSION:")
print("After #146 fix, compute_fov() returns None instead of building")
print("a list. Test 1 and Test 2 should now have similar performance.")
print("The TCOD FOV algorithm is O(radius²) and fast.")
print("=" * 60)
sys.exit(0)
mcrfpy.createScene("init")
mcrfpy.setScene("init")
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
TCOD Scaling Benchmark - Test pathfinding/FOV on large grids
Tests whether TCOD operations scale acceptably on 1000x1000 grids,
to determine if TCOD data needs chunking or can stay as single logical grid.
"""
import mcrfpy
import sys
import time
# Grid sizes to test
SIZES = [(100, 100), (250, 250), (500, 500), (1000, 1000)]
ITERATIONS = 10
def benchmark_grid_size(grid_x, grid_y):
"""Benchmark TCOD operations for a given grid size"""
results = {}
# Create scene and grid
scene_name = f"bench_{grid_x}x{grid_y}"
mcrfpy.createScene(scene_name)
ui = mcrfpy.sceneUI(scene_name)
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
# Time grid creation
t0 = time.perf_counter()
grid = mcrfpy.Grid(
pos=(0, 0),
size=(800, 600),
grid_size=(grid_x, grid_y),
texture=texture
)
ui.append(grid)
results['create_ms'] = (time.perf_counter() - t0) * 1000
# Set up some walkability (maze-like pattern)
t0 = time.perf_counter()
for y in range(grid_y):
for x in range(grid_x):
cell = grid.at(x, y)
# Create a simple maze: every 3rd cell is a wall
cell.walkable = not ((x % 3 == 0) and (y % 3 == 0))
cell.transparent = cell.walkable
results['setup_walkability_ms'] = (time.perf_counter() - t0) * 1000
# Add an entity for FOV perspective
entity = mcrfpy.Entity(
grid_pos=(grid_x // 2, grid_y // 2),
texture=texture,
sprite_index=64,
grid=grid
)
# Benchmark FOV computation
fov_times = []
for i in range(ITERATIONS):
# Move entity to different positions
ex, ey = (i * 7) % (grid_x - 20) + 10, (i * 11) % (grid_y - 20) + 10
t0 = time.perf_counter()
grid.compute_fov(ex, ey, radius=15)
fov_times.append((time.perf_counter() - t0) * 1000)
results['fov_avg_ms'] = sum(fov_times) / len(fov_times)
results['fov_max_ms'] = max(fov_times)
# Benchmark A* pathfinding (corner to corner)
path_times = []
for i in range(ITERATIONS):
# Path from near origin to near opposite corner
x1, y1 = 1, 1
x2, y2 = grid_x - 2, grid_y - 2
t0 = time.perf_counter()
path = grid.compute_astar_path(x1, y1, x2, y2)
path_times.append((time.perf_counter() - t0) * 1000)
results['astar_avg_ms'] = sum(path_times) / len(path_times)
results['astar_max_ms'] = max(path_times)
results['astar_path_len'] = len(path) if path else 0
# Benchmark Dijkstra (full map distance calculation)
dijkstra_times = []
for i in range(ITERATIONS):
cx, cy = grid_x // 2, grid_y // 2
t0 = time.perf_counter()
grid.compute_dijkstra(cx, cy)
dijkstra_times.append((time.perf_counter() - t0) * 1000)
results['dijkstra_avg_ms'] = sum(dijkstra_times) / len(dijkstra_times)
results['dijkstra_max_ms'] = max(dijkstra_times)
return results
def main():
print("=" * 60)
print("TCOD Scaling Benchmark")
print("=" * 60)
print(f"Testing grid sizes: {SIZES}")
print(f"Iterations per test: {ITERATIONS}")
print()
all_results = {}
for grid_x, grid_y in SIZES:
print(f"\n--- Grid {grid_x}x{grid_y} ({grid_x * grid_y:,} cells) ---")
try:
results = benchmark_grid_size(grid_x, grid_y)
all_results[f"{grid_x}x{grid_y}"] = results
print(f" Creation: {results['create_ms']:.2f}ms")
print(f" Walkability: {results['setup_walkability_ms']:.2f}ms")
print(f" FOV (r=15): {results['fov_avg_ms']:.3f}ms avg, {results['fov_max_ms']:.3f}ms max")
print(f" A* path: {results['astar_avg_ms']:.2f}ms avg, {results['astar_max_ms']:.2f}ms max (len={results['astar_path_len']})")
print(f" Dijkstra: {results['dijkstra_avg_ms']:.2f}ms avg, {results['dijkstra_max_ms']:.2f}ms max")
except Exception as e:
print(f" ERROR: {e}")
all_results[f"{grid_x}x{grid_y}"] = {'error': str(e)}
print("\n" + "=" * 60)
print("SUMMARY - Per-frame budget analysis (targeting 16ms for 60fps)")
print("=" * 60)
for size, results in all_results.items():
if 'error' in results:
print(f" {size}: ERROR")
else:
total_logic = results['fov_avg_ms'] + results['astar_avg_ms']
print(f" {size}: FOV+A* = {total_logic:.2f}ms ({total_logic/16*100:.0f}% of frame budget)")
print("\nDone.")
sys.exit(0)
# Run immediately (no timer needed for this test)
mcrfpy.createScene("init")
mcrfpy.setScene("init")
# Use a timer to let the engine initialize
def run_benchmark(runtime):
main()
mcrfpy.setTimer("bench", run_benchmark, 100)

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#!/usr/bin/env python3
"""
Issue #123 Regression Test: Grid Sub-grid Chunk System
Tests that large grids (>64 cells) use chunk-based storage and rendering,
while small grids use the original flat storage. Verifies that:
1. Small grids work as before (no regression)
2. Large grids work correctly with chunks
3. Cell access (read/write) works for both modes
4. Rendering displays correctly for both modes
"""
import mcrfpy
import sys
def test_small_grid():
"""Test that small grids work (original flat storage)"""
print("Testing small grid (50x50 < 64 threshold)...")
# Small grid should use flat storage
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(10, 10), size=(400, 400))
# Set some cells
for y in range(50):
for x in range(50):
cell = grid.at(x, y)
cell.color = mcrfpy.Color((x * 5) % 256, (y * 5) % 256, 128, 255)
cell.tilesprite = -1
# Verify cells
cell = grid.at(25, 25)
expected_r = (25 * 5) % 256
expected_g = (25 * 5) % 256
color = cell.color
r, g = color[0], color[1]
if r != expected_r or g != expected_g:
print(f"FAIL: Small grid cell color mismatch. Expected ({expected_r}, {expected_g}), got ({r}, {g})")
return False
print(" Small grid: PASS")
return True
def test_large_grid():
"""Test that large grids work (chunk-based storage)"""
print("Testing large grid (100x100 > 64 threshold)...")
# Large grid should use chunk storage (100 > 64)
grid = mcrfpy.Grid(grid_size=(100, 100), pos=(10, 10), size=(400, 400))
# Set cells across multiple chunks
# Chunks are 64x64, so a 100x100 grid has 2x2 = 4 chunks
test_points = [
(0, 0), # Chunk (0,0)
(63, 63), # Chunk (0,0) - edge
(64, 0), # Chunk (1,0) - start
(64, 64), # Chunk (1,1) - start
(99, 99), # Chunk (1,1) - edge
(50, 50), # Chunk (0,0)
(70, 80), # Chunk (1,1)
]
for x, y in test_points:
cell = grid.at(x, y)
cell.color = mcrfpy.Color(x, y, 100, 255)
cell.tilesprite = -1
# Verify cells
for x, y in test_points:
cell = grid.at(x, y)
color = cell.color
if color[0] != x or color[1] != y:
print(f"FAIL: Large grid cell ({x},{y}) color mismatch. Expected ({x}, {y}), got ({color[0]}, {color[1]})")
return False
print(" Large grid cell access: PASS")
return True
def test_very_large_grid():
"""Test very large grid (500x500)"""
print("Testing very large grid (500x500)...")
# 500x500 = 250,000 cells, should use ~64 chunks (8x8)
grid = mcrfpy.Grid(grid_size=(500, 500), pos=(10, 10), size=(400, 400))
# Set some cells at various positions
test_points = [
(0, 0),
(127, 127),
(128, 128),
(255, 255),
(256, 256),
(400, 400),
(499, 499),
]
for x, y in test_points:
cell = grid.at(x, y)
cell.color = mcrfpy.Color(x % 256, y % 256, 200, 255)
# Verify
for x, y in test_points:
cell = grid.at(x, y)
color = cell.color
if color[0] != (x % 256) or color[1] != (y % 256):
print(f"FAIL: Very large grid cell ({x},{y}) color mismatch")
return False
print(" Very large grid: PASS")
return True
def test_boundary_case():
"""Test the exact boundary (64x64 should NOT use chunks, 65x65 should)"""
print("Testing boundary cases...")
# 64x64 should use flat storage (not exceeding threshold)
grid_64 = mcrfpy.Grid(grid_size=(64, 64), pos=(10, 10), size=(400, 400))
cell = grid_64.at(63, 63)
cell.color = mcrfpy.Color(255, 0, 0, 255)
color = grid_64.at(63, 63).color
if color[0] != 255:
print(f"FAIL: 64x64 grid boundary cell not set correctly, got r={color[0]}")
return False
# 65x65 should use chunk storage (exceeding threshold)
grid_65 = mcrfpy.Grid(grid_size=(65, 65), pos=(10, 10), size=(400, 400))
cell = grid_65.at(64, 64)
cell.color = mcrfpy.Color(0, 255, 0, 255)
color = grid_65.at(64, 64).color
if color[1] != 255:
print(f"FAIL: 65x65 grid cell not set correctly, got g={color[1]}")
return False
print(" Boundary cases: PASS")
return True
def test_edge_cases():
"""Test edge cell access in chunked grid"""
print("Testing edge cases...")
# Create 100x100 grid
grid = mcrfpy.Grid(grid_size=(100, 100), pos=(10, 10), size=(400, 400))
# Test all corners
corners = [(0, 0), (99, 0), (0, 99), (99, 99)]
for i, (x, y) in enumerate(corners):
cell = grid.at(x, y)
cell.color = mcrfpy.Color(i * 60, i * 60, i * 60, 255)
for i, (x, y) in enumerate(corners):
cell = grid.at(x, y)
expected = i * 60
color = cell.color
if color[0] != expected:
print(f"FAIL: Corner ({x},{y}) color mismatch, expected {expected}, got {color[0]}")
return False
print(" Edge cases: PASS")
return True
def run_test(runtime):
"""Timer callback to run tests after scene is active"""
results = []
results.append(test_small_grid())
results.append(test_large_grid())
results.append(test_very_large_grid())
results.append(test_boundary_case())
results.append(test_edge_cases())
if all(results):
print("\n=== ALL TESTS PASSED ===")
sys.exit(0)
else:
print("\n=== SOME TESTS FAILED ===")
sys.exit(1)
# Main
if __name__ == "__main__":
print("=" * 60)
print("Issue #123: Grid Sub-grid Chunk System Test")
print("=" * 60)
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Run tests after scene is active
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Regression test for issue #146: compute_fov() returns None
The compute_fov() method had O() performance because it built a Python list
of all visible cells by iterating the entire grid. The fix removes this
list-building and returns None instead. Users should use is_in_fov() to query
visibility.
Bug: 15.76ms for compute_fov() on 1000x1000 grid (iterating 1M cells)
Fix: Return None, actual FOV check via is_in_fov() takes 0.21ms
"""
import mcrfpy
import sys
import time
def run_test(runtime):
print("=" * 60)
print("Issue #146 Regression Test: compute_fov() returns None")
print("=" * 60)
# Create a test grid
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(pos=(0,0), size=(400,300), grid_size=(50, 50), texture=texture)
ui.append(grid)
# Set walkability for center area
for y in range(50):
for x in range(50):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
# Add some walls to test blocking
for i in range(10, 20):
grid.at(i, 25).transparent = False
grid.at(i, 25).walkable = False
print("\n--- Test 1: compute_fov() returns None ---")
result = grid.compute_fov(25, 25, radius=10)
if result is None:
print(" PASS: compute_fov() returned None")
else:
print(f" FAIL: compute_fov() returned {type(result).__name__} instead of None")
sys.exit(1)
print("\n--- Test 2: is_in_fov() works after compute_fov() ---")
# Center should be visible
if grid.is_in_fov(25, 25):
print(" PASS: Center (25,25) is in FOV")
else:
print(" FAIL: Center should be in FOV")
sys.exit(1)
# Cell within radius should be visible
if grid.is_in_fov(20, 25):
print(" PASS: Cell (20,25) within radius is in FOV")
else:
print(" FAIL: Cell (20,25) should be in FOV")
sys.exit(1)
# Cell behind wall should NOT be visible
if not grid.is_in_fov(15, 30):
print(" PASS: Cell (15,30) behind wall is NOT in FOV")
else:
print(" FAIL: Cell behind wall should not be in FOV")
sys.exit(1)
# Cell outside radius should NOT be visible
if not grid.is_in_fov(0, 0):
print(" PASS: Cell (0,0) outside radius is NOT in FOV")
else:
print(" FAIL: Cell outside radius should not be in FOV")
sys.exit(1)
print("\n--- Test 3: Performance sanity check ---")
# Create larger grid for timing
grid_large = mcrfpy.Grid(pos=(0,0), size=(400,300), grid_size=(200, 200), texture=texture)
for y in range(0, 200, 5): # Sample for speed
for x in range(200):
cell = grid_large.at(x, y)
cell.walkable = True
cell.transparent = True
# Time compute_fov (should be fast now - no list building)
times = []
for i in range(5):
t0 = time.perf_counter()
grid_large.compute_fov(100, 100, radius=15)
elapsed = (time.perf_counter() - t0) * 1000
times.append(elapsed)
avg_time = sum(times) / len(times)
print(f" compute_fov() on 200x200 grid: {avg_time:.3f}ms avg")
# Should be under 1ms without list building (was ~4ms with list on 200x200)
if avg_time < 2.0:
print(f" PASS: compute_fov() is fast (<2ms)")
else:
print(f" WARNING: compute_fov() took {avg_time:.3f}ms (expected <2ms)")
# Not a hard failure, just a warning
print("\n" + "=" * 60)
print("All tests PASSED")
print("=" * 60)
sys.exit(0)
# Initialize and run
mcrfpy.createScene("init")
mcrfpy.setScene("init")
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Regression test for issue #147: Dynamic Layer System for Grid
Tests:
1. ColorLayer creation and manipulation
2. TileLayer creation and manipulation
3. Layer z_index ordering relative to entities
4. Layer management (add_layer, remove_layer, layers property)
"""
import mcrfpy
import sys
def run_test(runtime):
print("=" * 60)
print("Issue #147 Regression Test: Dynamic Layer System for Grid")
print("=" * 60)
# Create test scene
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
# Create grid with explicit empty layers (#150 migration)
grid = mcrfpy.Grid(pos=(50, 50), size=(400, 300), grid_size=(20, 15), texture=texture, layers={})
ui.append(grid)
print("\n--- Test 1: Initial state (no layers) ---")
if len(grid.layers) == 0:
print(" PASS: Grid starts with no layers (layers={})")
else:
print(f" FAIL: Expected 0 layers, got {len(grid.layers)}")
sys.exit(1)
print("\n--- Test 2: Add ColorLayer ---")
color_layer = grid.add_layer("color", z_index=-1)
print(f" Created: {color_layer}")
if color_layer is not None:
print(" PASS: ColorLayer created")
else:
print(" FAIL: ColorLayer creation returned None")
sys.exit(1)
# Test ColorLayer properties
if color_layer.z_index == -1:
print(" PASS: ColorLayer z_index is -1")
else:
print(f" FAIL: Expected z_index -1, got {color_layer.z_index}")
sys.exit(1)
if color_layer.visible:
print(" PASS: ColorLayer is visible by default")
else:
print(" FAIL: ColorLayer should be visible by default")
sys.exit(1)
grid_size = color_layer.grid_size
if grid_size == (20, 15):
print(f" PASS: ColorLayer grid_size is {grid_size}")
else:
print(f" FAIL: Expected (20, 15), got {grid_size}")
sys.exit(1)
print("\n--- Test 3: ColorLayer cell access ---")
# Set a color
color_layer.set(5, 5, mcrfpy.Color(255, 0, 0, 128))
color = color_layer.at(5, 5)
if color.r == 255 and color.g == 0 and color.b == 0 and color.a == 128:
print(f" PASS: Color at (5,5) is {color.r}, {color.g}, {color.b}, {color.a}")
else:
print(f" FAIL: Color mismatch")
sys.exit(1)
# Fill entire layer
color_layer.fill(mcrfpy.Color(0, 0, 255, 64))
color = color_layer.at(0, 0)
if color.b == 255 and color.a == 64:
print(" PASS: ColorLayer fill works")
else:
print(" FAIL: ColorLayer fill did not work")
sys.exit(1)
print("\n--- Test 4: Add TileLayer ---")
tile_layer = grid.add_layer("tile", z_index=-2, texture=texture)
print(f" Created: {tile_layer}")
if tile_layer is not None:
print(" PASS: TileLayer created")
else:
print(" FAIL: TileLayer creation returned None")
sys.exit(1)
if tile_layer.z_index == -2:
print(" PASS: TileLayer z_index is -2")
else:
print(f" FAIL: Expected z_index -2, got {tile_layer.z_index}")
sys.exit(1)
print("\n--- Test 5: TileLayer cell access ---")
# Set a tile
tile_layer.set(3, 3, 42)
tile = tile_layer.at(3, 3)
if tile == 42:
print(f" PASS: Tile at (3,3) is {tile}")
else:
print(f" FAIL: Expected 42, got {tile}")
sys.exit(1)
# Fill entire layer
tile_layer.fill(10)
tile = tile_layer.at(0, 0)
if tile == 10:
print(" PASS: TileLayer fill works")
else:
print(" FAIL: TileLayer fill did not work")
sys.exit(1)
print("\n--- Test 6: Layer ordering ---")
layers = grid.layers
if len(layers) == 2:
print(f" PASS: Grid has 2 layers")
else:
print(f" FAIL: Expected 2 layers, got {len(layers)}")
sys.exit(1)
# Layers should be sorted by z_index
if layers[0].z_index <= layers[1].z_index:
print(f" PASS: Layers sorted by z_index ({layers[0].z_index}, {layers[1].z_index})")
else:
print(f" FAIL: Layers not sorted")
sys.exit(1)
print("\n--- Test 7: Get layer by z_index ---")
layer = grid.layer(-1)
if layer is not None and layer.z_index == -1:
print(" PASS: grid.layer(-1) returns ColorLayer")
else:
print(" FAIL: Could not get layer by z_index")
sys.exit(1)
layer = grid.layer(-2)
if layer is not None and layer.z_index == -2:
print(" PASS: grid.layer(-2) returns TileLayer")
else:
print(" FAIL: Could not get layer by z_index")
sys.exit(1)
layer = grid.layer(999)
if layer is None:
print(" PASS: grid.layer(999) returns None for non-existent layer")
else:
print(" FAIL: Should return None for non-existent layer")
sys.exit(1)
print("\n--- Test 8: Layer above entities (z_index >= 0) ---")
fog_layer = grid.add_layer("color", z_index=1)
if fog_layer.z_index == 1:
print(" PASS: Created layer with z_index=1 (above entities)")
else:
print(" FAIL: Layer z_index incorrect")
sys.exit(1)
# Set fog
fog_layer.fill(mcrfpy.Color(0, 0, 0, 128))
print(" PASS: Fog layer filled")
print("\n--- Test 9: Remove layer ---")
initial_count = len(grid.layers)
grid.remove_layer(fog_layer)
final_count = len(grid.layers)
if final_count == initial_count - 1:
print(f" PASS: Layer removed ({initial_count} -> {final_count})")
else:
print(f" FAIL: Layer count didn't decrease ({initial_count} -> {final_count})")
sys.exit(1)
print("\n--- Test 10: Layer visibility toggle ---")
color_layer.visible = False
if not color_layer.visible:
print(" PASS: Layer visibility can be toggled")
else:
print(" FAIL: Layer visibility toggle failed")
sys.exit(1)
color_layer.visible = True
print("\n" + "=" * 60)
print("All tests PASSED")
print("=" * 60)
sys.exit(0)
# Initialize and run
mcrfpy.createScene("init")
mcrfpy.setScene("init")
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Regression test for issue #148: Grid Layer Dirty Flags and RenderTexture Caching
Tests:
1. Dirty flag is initially set (layers start dirty)
2. Setting cell values marks layer dirty
3. Fill operation marks layer dirty
4. Texture change marks TileLayer dirty
5. Viewport changes (center/zoom) don't trigger re-render (static benchmark)
6. Performance improvement for static layers
"""
import mcrfpy
import sys
import time
def run_test(runtime):
print("=" * 60)
print("Issue #148 Regression Test: Layer Dirty Flags and Caching")
print("=" * 60)
# Create test scene
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
# Create grid with larger size for performance testing
grid = mcrfpy.Grid(pos=(50, 50), size=(500, 400), grid_size=(50, 40), texture=texture)
ui.append(grid)
mcrfpy.setScene("test")
print("\n--- Test 1: Layer creation (starts dirty) ---")
color_layer = grid.add_layer("color", z_index=-1)
# The layer should be dirty initially
# We can't directly check dirty flag from Python, but we verify the system works
print(" ColorLayer created successfully")
tile_layer = grid.add_layer("tile", z_index=-2, texture=texture)
print(" TileLayer created successfully")
print(" PASS: Layers created")
print("\n--- Test 2: Fill operations work ---")
# Fill with some data
color_layer.fill(mcrfpy.Color(128, 0, 128, 64))
print(" ColorLayer filled with purple overlay")
tile_layer.fill(5) # Fill with tile index 5
print(" TileLayer filled with tile index 5")
print(" PASS: Fill operations completed")
print("\n--- Test 3: Cell set operations work ---")
# Set individual cells
color_layer.set(10, 10, mcrfpy.Color(255, 255, 0, 128))
color_layer.set(11, 10, mcrfpy.Color(255, 255, 0, 128))
color_layer.set(10, 11, mcrfpy.Color(255, 255, 0, 128))
color_layer.set(11, 11, mcrfpy.Color(255, 255, 0, 128))
print(" Set 4 cells in ColorLayer to yellow")
tile_layer.set(15, 15, 10)
tile_layer.set(16, 15, 11)
tile_layer.set(15, 16, 10)
tile_layer.set(16, 16, 11)
print(" Set 4 cells in TileLayer to different tiles")
print(" PASS: Cell set operations completed")
print("\n--- Test 4: Texture change on TileLayer ---")
# Create a second texture and assign it
texture2 = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
tile_layer.texture = texture2
print(" Changed TileLayer texture")
# Set back to original
tile_layer.texture = texture
print(" Restored original texture")
print(" PASS: Texture changes work")
print("\n--- Test 5: Viewport changes (should use cached texture) ---")
# Pan around - these should NOT cause layer re-renders (just blit different region)
original_center = grid.center
print(f" Original center: {original_center}")
# Perform multiple viewport changes
for i in range(10):
grid.center = (100 + i * 20, 80 + i * 10)
print(" Performed 10 center changes")
# Zoom changes
original_zoom = grid.zoom
for z in [1.0, 0.8, 1.2, 0.5, 1.5, 1.0]:
grid.zoom = z
print(" Performed 6 zoom changes")
# Restore
grid.center = original_center
grid.zoom = original_zoom
print(" PASS: Viewport changes completed without crashing")
print("\n--- Test 6: Performance benchmark ---")
# Create a large layer for performance testing
perf_grid = mcrfpy.Grid(pos=(50, 50), size=(600, 500), grid_size=(100, 80), texture=texture)
ui.append(perf_grid)
perf_layer = perf_grid.add_layer("tile", z_index=-1, texture=texture)
# Fill with data
perf_layer.fill(1)
# First render will be slow (cache miss)
start = time.time()
mcrfpy.setScene("test") # Force render
first_render = time.time() - start
print(f" First render (cache build): {first_render*1000:.2f}ms")
# Subsequent viewport changes should be fast (cache hit)
# We simulate by changing center multiple times
start = time.time()
for i in range(5):
perf_grid.center = (200 + i * 10, 160 + i * 8)
viewport_changes = time.time() - start
print(f" 5 viewport changes: {viewport_changes*1000:.2f}ms")
print(" PASS: Performance benchmark completed")
print("\n--- Test 7: Layer visibility toggle ---")
color_layer.visible = False
print(" ColorLayer hidden")
color_layer.visible = True
print(" ColorLayer shown")
print(" PASS: Visibility toggle works")
print("\n--- Test 8: Large grid stress test ---")
# Test with maximum size grid to ensure texture caching works
stress_grid = mcrfpy.Grid(pos=(10, 10), size=(200, 150), grid_size=(200, 150), texture=texture)
ui.append(stress_grid)
stress_layer = stress_grid.add_layer("color", z_index=-1)
# This would be 30,000 cells - should handle via caching
stress_layer.fill(mcrfpy.Color(0, 100, 200, 100))
# Set a few specific cells
for x in range(10):
for y in range(10):
stress_layer.set(x, y, mcrfpy.Color(255, 0, 0, 200))
print(" Created 200x150 grid with 30,000 cells")
print(" PASS: Large grid handled successfully")
print("\n" + "=" * 60)
print("All tests PASSED")
print("=" * 60)
print("\nNote: Dirty flag behavior is internal - tests verify API works")
print("Actual caching benefits are measured by render performance.")
sys.exit(0)
# Initialize and run
mcrfpy.createScene("init")
mcrfpy.setScene("init")
mcrfpy.setTimer("test", run_test, 100)