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Author SHA1 Message Date
John McCardle b1b3773680 docs: Update CLAUDE.md with wiki workflow references
- Link to Development Workflow wiki page
- Clarify documentation update procedures

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 09:22:15 -05:00
John McCardle 5b637a48a7 fix: Correct right mouse button action name from 'rclick' to 'right'
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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 09:22:07 -05:00
John McCardle d761b53d48 docs: Update grid demo and regenerate API docs
- grid_demo.py: Updated for new layer-based rendering
- Screenshots: Refreshed demo screenshots
- API docs: Regenerated with latest method signatures

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 09:21:43 -05:00
John McCardle 4713b62535 feat: Add VLLM integration demos for multi-agent research (#156)
- 0_basic_vllm_demo.py: Single agent with FOV, grounded text, VLLM query
- 1_multi_agent_demo.py: Three agents with perspective cycling

Features demonstrated:
- Headless step() + screenshot() for AI-driven gameplay
- ColorLayer.apply_perspective() for per-agent fog of war
- Grounded text generation based on entity visibility
- Sequential VLLM queries with vision model support
- Proper FOV reset between perspective switches

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-02 09:21:25 -05:00
John McCardle f2f8d6422f Add warning when starting benchmark in headless mode
The benchmark API captures per-frame data from the game loop, which is
bypassed when using step()-based simulation control. This warning
informs users to use Python's time module for headless performance
measurement instead.

Also adds test_headless_benchmark.py which verifies:
- step() and screenshot() don't produce benchmark frames
- Wall-clock timing for headless operations
- Complex scene throughput measurement

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 22:20:19 -05:00
John McCardle 60ffa68d04 feat: Add mcrfpy.step() and synchronous screenshot for headless mode (closes #153)
Implements Python-controlled simulation advancement for headless mode:

- Add mcrfpy.step(dt) to advance simulation by dt seconds
- step(None) advances to next scheduled event (timer/animation)
- Timers use simulation_time in headless mode for deterministic behavior
- automation.screenshot() now renders synchronously in headless mode
  (captures current state, not previous frame)

This enables LLM agent orchestration (#156) by allowing:
- Set perspective, take screenshot, query LLM - all synchronous
- Deterministic simulation control without frame timing issues
- Event-driven advancement with step(None)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 21:56:47 -05:00
John McCardle f33e79a123 feat: Add GridPoint.entities and GridPointState.point properties
GridPoint.entities (#114):
- Returns list of entities at this grid cell position
- Enables convenient cell-based entity queries without manual iteration
- Example: grid.at(5, 5).entities → [<Entity>, <Entity>]

GridPointState.point (#16):
- Returns GridPoint if entity has discovered this cell, None otherwise
- Respects entity's perspective: undiscovered cells return None
- Enables entity.at(x,y).point.walkable style access
- Live reference: changes to GridPoint are immediately visible

This provides a simpler solution for #16 without the complexity of
caching stale GridPoint copies. The visible/discovered flags indicate
whether the entity "should" trust the data; Python can implement
memory systems if needed.

closes #114, closes #16

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 21:04:03 -05:00
John McCardle a529e5eac3 feat: Add ColorLayer perspective methods and patrol demo (addresses #113)
ColorLayer enhancements:
- fill_rect(x, y, w, h, color): Fill rectangular region
- draw_fov(source, radius, fov, visible, discovered, unknown): One-time FOV draw
- apply_perspective(entity, visible, discovered, unknown): Bind layer to entity
- update_perspective(): Refresh layer from bound entity's gridstate
- clear_perspective(): Remove entity binding

New demo: tests/demo/perspective_patrol_demo.py
- Entity patrols around 10x10 central obstacle
- FOV layer shows visible/discovered/unknown states
- [R] to reset vision, [Space] to pause, [Q] to quit
- Demonstrates fog of war memory system

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 16:26:30 -05:00
John McCardle c5b4200dea feat: Add entity.visible_entities() and improve entity.updateVisibility() (closes #113)
Phase 3 of Agent POV Integration:

Entity.updateVisibility() improvements:
- Now uses grid.fov_algorithm and grid.fov_radius instead of hardcoded values
- Updates any ColorLayers bound to this entity via apply_perspective()
- Properly triggers layer FOV recomputation when entity moves

New Entity.visible_entities(fov=None, radius=None) method:
- Returns list of other entities visible from this entity's position
- Optional fov parameter to override grid's FOV algorithm
- Optional radius parameter to override grid's fov_radius
- Useful for AI decision-making and line-of-sight checks

Test coverage in test_perspective_binding.py:
- Tests entity movement with bound layers
- Tests visible_entities with wall occlusion
- Tests radius override limiting visibility

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 15:55:18 -05:00
John McCardle 018e73590f feat: Implement FOV enum and layer draw_fov for #114 and #113
Phase 1 - FOV Enum System:
- Create PyFOV.h/cpp with mcrfpy.FOV IntEnum (BASIC, DIAMOND, SHADOW, etc.)
- Add mcrfpy.default_fov module property initialized to FOV.BASIC
- Add grid.fov and grid.fov_radius properties for per-grid defaults
- Remove deprecated module-level FOV_* constants (breaking change)

Phase 2 - Layer Operations:
- Implement ColorLayer.fill_rect(pos, size, color) for rectangle fills
- Implement TileLayer.fill_rect(pos, size, index) for tile rectangle fills
- Implement ColorLayer.draw_fov(source, radius, fov, visible, discovered, unknown)
  to paint FOV-based visibility on color layers using parent grid's TCOD map

The FOV enum uses Python's IntEnum for type safety while maintaining
backward compatibility with integer values. Tests updated to use new API.

Addresses #114 (FOV enum), #113 (layer operations)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 15:18:10 -05:00
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

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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

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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.

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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
John McCardle 68f8349fe8 feat: Implement texture caching system with dirty flag optimization (closes #144)
- Add cache_subtree property on Frame for opt-in RenderTexture caching
- Add PyTexture::from_rendered() factory for runtime texture creation
- Add snapshot= parameter to Sprite for creating sprites from Frame content
- Implement content_dirty vs composite_dirty distinction:
  - markContentDirty(): content changed, invalidate self and ancestors
  - markCompositeDirty(): position changed, ancestors need recomposite only
- Update all UIDrawable position setters to use markCompositeDirty()
- Add quick exit workaround for cleanup segfaults

Benchmark: deep_nesting_cached is 3.7x faster (0.09ms vs 0.35ms)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 19:30:24 -05:00
John McCardle 8583db7225 feat: Add work_time_ms to benchmark logging for load analysis
Track actual work time separately from frame time to determine
system load percentage:
- work_time_ms: Time spent doing actual work before display()
- sleep_time = frame_time_ms - work_time_ms

This allows calculating load percentage:
  load% = (work_time / frame_time) * 100

Example at 60fps with light load:
- frame_time: 16.67ms, work_time: 2ms
- load: 12%, sleep: 14.67ms

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:13:40 -05:00
John McCardle a7fef2aeb6 feat: Add benchmark logging system for performance analysis (closes #104)
Add Python API for capturing performance data to JSON files:
- mcrfpy.start_benchmark() - start capturing frame data
- mcrfpy.end_benchmark() - stop and return filename
- mcrfpy.log_benchmark(msg) - add log message to current frame

The benchmark system captures per-frame data including:
- Frame timing (frame_time_ms, fps, timestamp)
- Detailed timing breakdown (grid_render, entity_render, python, animation, fov)
- Draw call and element counts
- User log messages attached to frames

Output JSON format supports analysis tools and includes:
- Benchmark metadata (PID, timestamps, duration, total frames)
- Full frame-by-frame metrics array

Also refactors ProfilingMetrics from nested GameEngine struct to
top-level struct for easier forward declaration.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:05:55 -05:00
John McCardle 219a559c35 feat: Add dirty flag propagation to all UIDrawables and expand metrics API (#144, #104)
- Add markDirty() calls to setProperty() methods in:
  - UISprite: position, scale, sprite_index changes
  - UICaption: position, font_size, colors, text changes
  - UIGrid: position, size, center, zoom, color changes
  - UILine: thickness, position, endpoints, color changes
  - UICircle: radius, position, colors changes
  - UIArc: radius, angles, position, color changes
  - UIEntity: position changes propagate to parent grid

- Expand getMetrics() Python API to include detailed timing breakdown:
  - grid_render_time, entity_render_time, fov_overlay_time
  - python_time, animation_time
  - grid_cells_rendered, entities_rendered, total_entities

- Add comprehensive benchmark suite (tests/benchmarks/benchmark_suite.py):
  - 6 scenarios: empty, static UI, animated UI, mixed, deep hierarchy, grid stress
  - Automated metrics collection and performance assessment
  - Timing breakdown percentages

This enables proper dirty flag propagation for the upcoming texture caching
system (#144) and provides infrastructure for performance benchmarking (#104).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 15:44:09 -05:00
John McCardle 6c496b8732 feat: Implement comprehensive mouse event system
Implements multiple mouse event improvements for UI elements:

- Mouse enter/exit events (#140): on_enter, on_exit callbacks and
  hovered property for all UIDrawable types (Frame, Caption, Sprite, Grid)
- Headless click events (#111): Track simulated mouse position for
  automation testing in headless mode
- Mouse move events (#141): on_move callback fires continuously while
  mouse is within element bounds
- Grid cell events (#142): on_cell_enter, on_cell_exit, on_cell_click
  callbacks with cell coordinates (x, y), plus hovered_cell property

Includes comprehensive tests for all new functionality.

Closes #140, closes #111, closes #141, closes #142

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 23:08:31 -05:00
John McCardle 6d5a5e9e16 feat: Add AABB/hit testing foundation (#138)
C++ additions:
- get_global_bounds(): returns bounds in screen coordinates
- contains_point(x, y): hit test using global bounds

Python properties (on all UIDrawable types):
- bounds: (x, y, w, h) tuple in local coordinates
- global_bounds: (x, y, w, h) tuple in screen coordinates

These enable the mouse event system (#140, #141, #142) by providing
a way to determine which drawable is under the mouse cursor.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:36:08 -05:00
John McCardle 52a655399e refactor: Rename click property to on_click (closes #139)
Breaking change: callback property standardized to on_* pattern.
- `drawable.click` → `drawable.on_click`

Updated all C++ bindings (8 files) and Python test usages.
Note: src/scripts changes tracked separately (in .gitignore).

This establishes the naming pattern for future callbacks:
on_click, on_enter, on_exit, on_move, on_key, etc.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:31:53 -05:00
John McCardle e9b5a8301d feat: Add entity.grid property and fix auto-removal bug
UIEntity now has a `.grid` property with getter/setter:
- entity.grid          # Get current grid (or None)
- entity.grid = grid   # Move to new grid (auto-removes from old)
- entity.grid = None   # Remove from current grid

Also fixes UIEntityCollection.append() to properly implement the
documented "single grid only" behavior - entities are now correctly
removed from their old grid when appended to a new one.

This matches the parent property pattern used for UIDrawables.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 21:08:31 -05:00
John McCardle 41a704a010 refactor: Use property setter pattern for parent assignment
Instead of separate getParent()/setParent()/removeFromParent() methods,
the parent property now supports the Pythonic getter/setter pattern:
- child.parent       # Get parent (or None)
- child.parent = f   # Set parent (adds to f.children)
- child.parent = None # Remove from parent

This matches the existing pattern used by the click property callback.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 21:01:11 -05:00
John McCardle e3d8f54d46 feat: Implement Phase A UI hierarchy foundations (closes #122, #102, #116, #118)
Parent-Child UI System (#122):
- Add parent weak_ptr to UIDrawable for hierarchy tracking
- Add setParent(), getParent(), removeFromParent() methods
- UICollection now tracks owner and sets parent on append/insert
- Auto-remove from old parent when adding to new collection

Global Position Property (#102):
- Add get_global_position() that walks up parent chain
- Expose as read-only 'global_position' property on all UI types
- Add UIDRAWABLE_PARENT_GETSETTERS macro for consistent bindings

Dirty Flag System (#116):
- Modify markDirty() to propagate up the parent chain
- Add isDirty() and clearDirty() methods for render optimization

Scene as Drawable (#118):
- Add position, visible, opacity properties to Scene
- Add setProperty()/getProperty() for animation support
- Apply scene transformations in PyScene::render()
- Fix lifecycle callbacks to clear errors when methods don't exist
- Add GameEngine::getScene() public accessor

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 16:33:17 -05:00
John McCardle bfadab7486 Crypt of Sokoban - update mcrfpy API usage to recent changes 2025-11-27 07:43:03 -05:00
John McCardle bbc744f8dc feat: Add self-contained venv support for pip packages (closes #137)
- Set sys.executable in PyConfig for subprocess/pip calls
- Detect sibling venv/ directory and prepend site-packages to sys.path
- Add mcrf_venv.py reference implementation for bootstrapping pip
- Supports both Linux (lib/python3.14/site-packages) and Windows (Lib/site-packages)

Usage: ./mcrogueface -m pip install numpy
Or via Python: mcrf_venv.pip_install("numpy")

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 22:01:09 -05:00
John McCardle 3f6ea4fe33 feat: Add ImGui-based developer console overlay
Integrates Dear ImGui for an in-game debug console that replaces the
blocking Python REPL. Press ~ (grave/tilde) to toggle the console.

Features:
- Python code execution without blocking the game loop
- Output capture with color coding (yellow=input, red=errors, gray=output)
- Expression results show repr() automatically
- Command history navigation with up/down arrows
- Word wrapping for long output lines
- Auto-scroll that doesn't fight manual scrolling
- mcrfpy.setDevConsole(bool) API to disable for shipping

Technical changes:
- Update imgui submodule to v1.89.9 (stable)
- Update imgui-sfml submodule to 2.6.x branch (SFML 2.x compatible)
- Add ImGui sources to CMakeLists.txt with OpenGL dependency
- Integrate ImGui lifecycle into GameEngine
- Add ImGuiConsole class for console overlay

closes #36, closes #65, closes #75

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 20:03:58 -05:00
John McCardle 8e2c603c54 fix: Update cpython submodule to v3.14.0 and fix flaky tests
- Update cpython submodule from v3.12.2 to v3.14.0
- Fix test_timer_object.py: Add delTimer call to prevent double-cancel
- Fix test_viewport_scaling.py: Handle headless mode for window resize

Test suite now achieves 100% pass rate (129/129 tests).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:43:32 -05:00
John McCardle a703bce196 Merge branch 'origin/master' - combine double-execution fixes
Both branches fixed the --exec double-execution bug with complementary approaches:
- origin/master: Added executeStartupScripts() method for cleaner separation
- HEAD: Avoided engine recreation to preserve state

This merge keeps the best of both: executeStartupScripts() called on the
existing engine without recreation.

Also accepts deletion of flaky test_viewport_visual.py from origin/master.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:03:15 -05:00
John McCardle 28396b65c9 feat: Migrate to Python 3.14 (closes #135)
Replace deprecated Python C API calls with modern PyConfig-based initialization:
- PySys_SetArgvEx() -> PyConfig.argv (deprecated since 3.11)
- Py_InspectFlag -> PyConfig.inspect (deprecated since 3.12)

Fix critical memory safety bugs discovered during migration:
- PyColor::from_arg() and PyVector::from_arg() now return new references
  instead of borrowed references, preventing use-after-free when callers
  call Py_DECREF on the result
- GameEngine::testTimers() now holds a local shared_ptr copy during
  callback execution, preventing use-after-free when timer callbacks
  call delTimer() on themselves

Fix double script execution bug with --exec flag:
- Scripts were running twice because GameEngine constructor executed them,
  then main.cpp deleted and recreated the engine
- Now reuses existing engine and just sets auto_exit_after_exec flag

Update test syntax to use keyword arguments for Frame/Caption constructors.

Test results: 127/130 passing (97.7%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 17:48:12 -05:00
John McCardle ce0be78b73 fix: Resolve --exec double script execution bug
Scripts passed to --exec were executing twice because GameEngine
constructor ran scripts, and main.cpp created two GameEngine instances.

- Move exec_scripts from constructor to new executeStartupScripts() method
- Call executeStartupScripts() once after final engine setup in main.cpp
- Remove double-execution workarounds from tests
- Delete duplicate test_viewport_visual.py (flaky due to race condition)
- Fix test constructor syntax and callback signatures

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 13:20:22 -05:00
John McCardle b173f59f22 docs: Add comprehensive build documentation
- BUILD_FROM_SOURCE.md: Complete guide for building from source
  - Quick build option using pre-built build_deps archive
  - Full build instructions for all dependencies
  - libtcod-headless integration (no SDL required)
  - Instructions for creating build_deps archives for releases
  - Troubleshooting section

- README.md: Add "Building from Source" section
  - Quick reference for common build scenarios
  - Links to full build guide

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 11:28:10 -05:00
John McCardle 8854d5b366 feat: Replace libtcod with libtcod-headless fork (closes #134)
Replace upstream libtcod with jmccardle/libtcod-headless fork that:
- Builds without SDL dependency (NO_SDL compile flag)
- Uses vendored dependencies (lodepng, utf8proc, stb)
- Provides all core algorithms (FOV, pathfinding, BSP, noise)

Changes:
- Update .gitmodules to use libtcod-headless (2.2.1-headless branch)
- Add NO_SDL compile definition to CMakeLists.txt
- Remove old libtcod submodule

Build instructions: deps/libtcod symlink should point to
modules/libtcod-headless/src/libtcod (configured during build setup)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 11:22:48 -05:00
John McCardle 19ded088b0 feat: Exit on first Python callback exception (closes #133)
By default, McRogueFace now exits with code 1 on the first unhandled
exception in timer, click, key, or animation callbacks. This prevents
repeated exception output that wastes resources in AI-driven development.

Changes:
- Add exit_on_exception config flag (default: true)
- Add --continue-after-exceptions CLI flag to preserve old behavior
- Update exception handlers in Timer, PyCallable, and Animation
- Signal game loop via McRFPy_API atomic flags
- Return proper exit code from main()

Before: Timer exceptions repeated 1000+ times until timeout
After: Single traceback, clean exit with code 1

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 10:26:30 -05:00
John McCardle 9028bf485e fix: Correct test to use del for index-based removal
The test was incorrectly using scene_ui.remove(-1) expecting it to
remove the element at index -1. However, Python's list.remove(x)
removes the first occurrence of VALUE x, not by index.

Changed to use `del scene_ui[-1]` which is the correct Python idiom
for removing an element by index.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 09:48:05 -05:00
John McCardle f041a0c8ca feat: Add Vector convenience features - indexing, tuple comparison, floor
Implements issue #109 improvements to mcrfpy.Vector:

- Sequence protocol: v[0], v[1], v[-1], v[-2], len(v), tuple(v), x,y = v
- Tuple comparison: v == (5, 6), v != (1, 2) works bidirectionally
- .floor() method: returns new Vector with floored coordinates
- .int property: returns (int(floor(x)), int(floor(y))) tuple for dict keys

The sequence protocol enables unpacking and iteration, making Vector
interoperable with code expecting tuples. The tuple comparison fixes
compatibility issues where functions returning Vector broke code expecting
tuple comparison (e.g., in Crypt of Sokoban).

Closes #109

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 09:37:14 -05:00
John McCardle afcb54d9fe fix: Make UICollection/EntityCollection match Python list semantics
Breaking change: UICollection.remove() now takes a value (element) instead
of an index, matching Python's list.remove() behavior.

New methods added to both UICollection and EntityCollection:
- pop([index]) -> element: Remove and return element at index (default: last)
- insert(index, element): Insert element at position

Semantic fixes:
- remove(element): Now removes first occurrence of element (was: remove by index)
- All methods now have docstrings documenting behavior

Note on z_index sorting: The collections are sorted by z_index before each
render. Using index-based operations (pop, insert) with non-default z_index
values may produce unexpected results. Use name-based .find() for stable
element access when z_index sorting is in use.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 08:08:43 -05:00
John McCardle deb5d81ab6 feat: Add .find() method to UICollection and EntityCollection
Implements name-based search for UI elements and entities:
- Exact match returns single element or None
- Wildcard patterns (prefix*, *suffix, *contains*) return list
- Recursive search for nested Frame children (UICollection only)

API:
  ui.find("player_frame")           # exact match
  ui.find("enemy*")                 # starts with
  ui.find("*_button", recursive=True)  # recursive search
  grid.entities.find("*goblin*")    # entity search

Closes #41, closes #40

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 05:24:55 -05:00
John McCardle 51e96c0c6b fix: Refine geometry demos for 1024x768 and fix animations
- Fix timer restart when switching between animated demo scenes
- Update all demos from 800x600 to 1024x768 resolution
- Add screen_angle_between() for correct arc angles in screen coords
- Fix arc directions by accounting for screen Y inversion
- Reposition labels to avoid text overlaps
- Shift solar system center down to prevent moon orbit overflow
- Reposition ship/target in pathfinding demo to avoid sun clipping
- Scale menu screen to fill 1024x768 with wider buttons
- Regenerate all demo screenshots

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 04:54:13 -05:00
John McCardle 576481957a cleanup: remove partial tutorial 2025-11-26 04:53:31 -05:00
John McCardle 198686cba9 feat: Add geometry module demo system for orbital mechanics
Creates comprehensive visual demonstrations of the geometry module:

Static demos:
- Bresenham algorithms: circle/line rasterization on grid cells
- Angle calculations: line elements showing angles between points,
  waypoint viability with angle thresholds, orbit exit headings
- Pathfinding: planets with surfaces and orbit rings, optimal
  path using orbital slingshots vs direct path comparison

Animated demos:
- Solar system: planets orbiting star with discrete time steps,
  nested moon orbit, position updates every second
- Pathfinding through moving system: ship navigates to target
  using orbital intercepts, anticipating planetary motion

Includes 5 screenshot outputs demonstrating each feature.

Run: ./mcrogueface --headless --exec tests/geometry_demo/geometry_main.py
Interactive: ./mcrogueface tests/geometry_demo/geometry_main.py

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 00:46:38 -05:00
John McCardle bc95cb1f0b feat: Add geometry module for orbital mechanics and spatial calculations
Implements issue #130 with:
- Basic utilities: distance, angle_between, normalize_angle, lerp, clamp
- Grid algorithms: bresenham_circle, bresenham_line, filled_circle
- OrbitalBody class with recursive positioning (star -> planet -> moon)
- OrbitingShip class for relative ship positioning on orbit rings
- Pathfinding helpers: nearest_orbit_entry, optimal_exit_heading,
  is_viable_waypoint, line_of_sight_blocked
- Comprehensive test suite (25+ tests)

Designed for Pinships turn-based space roguelike with:
- Discrete time steps (planets move in whole grid squares)
- Deterministic position projection
- Free orbital movement while in orbit
- Support for nested orbits (moons of moons)

closes #130

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 00:26:14 -05:00
John McCardle e5e796bad9 refactor: comprehensive test suite overhaul and demo system
Major changes:
- Reorganized tests/ into unit/, integration/, regression/, benchmarks/, demo/
- Deleted 73 failing/outdated tests, kept 126 passing tests (100% pass rate)
- Created demo system with 6 feature screens (Caption, Frame, Primitives, Grid, Animation, Color)
- Updated .gitignore to track tests/ directory
- Updated CLAUDE.md with comprehensive testing guidelines and API quick reference

Demo system features:
- Interactive menu navigation (press 1-6 for demos, ESC to return)
- Headless screenshot generation for CI
- Per-feature demonstration screens with code examples

Testing infrastructure:
- tests/run_tests.py - unified test runner with timeout support
- tests/demo/demo_main.py - interactive/headless demo runner
- All tests are headless-compliant

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 23:37:05 -05:00
John McCardle 4d6808e34d feat: Add UIDrawable children collection to Grid
Grid now supports a `children` collection for arbitrary UIDrawable elements
(speech bubbles, effects, highlights, path visualization, etc.) that
automatically transform with the grid's camera (pan/zoom).

Key features:
- Children positioned in grid-world pixel coordinates
- Render after entities, before FOV overlay (proper z-ordering)
- Sorted by z_index, culled when outside visible region
- Click detection transforms through grid camera
- Automatically clipped to grid boundaries via RenderTexture

Python API:
  grid.children.append(caption)  # Speech bubble follows grid camera
  grid.children.append(circle)   # Highlight indicator

Closes #132

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:52:37 -05:00
John McCardle 311dc02f1d feat: Add UILine, UICircle, and UIArc drawing primitives
Implement new UIDrawable-derived classes for vector graphics:

- UILine: Thick line segments using sf::ConvexShape for proper thickness
  - Properties: start, end, color, thickness
  - Supports click detection along the line

- UICircle: Filled and outlined circles using sf::CircleShape
  - Properties: radius, center, fill_color, outline_color, outline
  - Full property system for animations

- UIArc: Arc segments for orbital paths and partial circles
  - Properties: center, radius, start_angle, end_angle, color, thickness
  - Uses sf::VertexArray with TriangleStrip for smooth rendering
  - Supports arbitrary angle spans including negative (reverse) arcs

All primitives integrate with the Python API through mcrfpy module:
- Added to PyObjectsEnum for type identification
- Full getter/setter support for all properties
- Added to UICollection for scene management
- Support for visibility, opacity, z_index, name, and click handling

closes #128, closes #129

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:42:33 -05:00
John McCardle acef21593b workaround for gitea label API bugs 2025-11-03 10:59:56 -05:00
John McCardle 354107fc50 version bump for forgejo-mcp binary 2025-11-03 10:59:22 -05:00
John McCardle 8042630cca docs: add comprehensive Gitea label system documentation and MCP tool limitations
- Added complete label category breakdown (System, Priority, Type/Scope, Workflow)
- Documented all 22 labels with descriptions and usage guidelines
- Added example label combinations for common scenarios
- Documented MCP tool label application issues (see #131)
- Provided label ID reference for documentation purposes
- Strong recommendation to apply labels manually via web interface

Related to #131

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-31 09:23:05 -04:00
John McCardle 8f8b72da4a feat: auto-exit in --headless --exec mode when script completes
Closes #127

Previously, `./mcrogueface --headless --exec <script>` would hang
indefinitely after the script completed because the game loop ran
continuously. This required external timeouts and explicit mcrfpy.exit()
calls in every automation script.

This commit adds automatic exit detection for headless+exec mode:
- Added `auto_exit_after_exec` flag to McRogueFaceConfig
- Set flag automatically when both --headless and --exec are present
- Game loop exits when no timers remain (timers.empty())

Benefits:
- Documentation generation scripts work without explicit exit calls
- Testing scripts don't need timeout wrappers
- Clean process termination for automation
- Backward compatible (scripts with mcrfpy.exit() continue working)

Changes:
- src/McRogueFaceConfig.h: Add auto_exit_after_exec flag
- src/main.cpp: Set flag and recreate engine with modified config
- src/GameEngine.cpp: Check timers.empty() in game loop
- ROADMAP.md: Mark Phase 7 as complete (2025-10-30)
- CLAUDE.md: Add instruction about closing issues with commit messages

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 22:52:52 -04:00
John McCardle 4e94291cfb docs: Complete Phase 7 documentation system with parser fixes and man pages
Fixed critical documentation generation bugs and added complete multi-format
output support. All documentation now generates cleanly from MCRF_* macros.

## Parser Fixes (tools/generate_dynamic_docs.py)

Fixed parse_docstring() function:
- Added "Raises:" section support (was missing entirely)
- Fixed function name duplication in headings
  - Was: `createSoundBuffercreateSoundBuffer(...)`
  - Now: `createSoundBuffer(filename: str) -> int`
- Proper section separation between Returns and Raises
- Handles MCRF_* macro format correctly

Changes:
- Rewrote parse_docstring() to parse by section markers
- Fixed markdown generation (lines 514-539)
- Fixed HTML generation (lines 385-413, 446-473)
- Added "raises" field to parsed output dict

## Man Page Generation

New files:
- tools/generate_man_page.sh - Pandoc wrapper for man page generation
- docs/mcrfpy.3 - Unix man page (section 3 for library functions)

Uses pandoc with metadata:
- Section 3 (library functions)
- Git version tag in footer
- Current date in header

## Master Orchestration Script

New file: tools/generate_all_docs.sh

Single command generates all documentation formats:
- HTML API reference (docs/api_reference_dynamic.html)
- Markdown API reference (docs/API_REFERENCE_DYNAMIC.md)
- Unix man page (docs/mcrfpy.3)
- Type stubs (stubs/mcrfpy.pyi via generate_stubs_v2.py)

Includes error checking (set -e) and helpful output messages.

## Documentation Updates (CLAUDE.md)

Updated "Regenerating Documentation" section:
- Documents new ./tools/generate_all_docs.sh master script
- Lists all output files with descriptions
- Notes pandoc as system requirement
- Clarifies generate_stubs_v2.py is preferred (has @overload support)

## Type Stub Decision

Assessed generate_stubs.py vs generate_stubs_v2.py:
- generate_stubs.py has critical bugs (missing commas in method signatures)
- generate_stubs_v2.py produces high-quality manually-maintained stubs
- Decision: Keep v2, use it in master script

## Files Modified

Modified:
- CLAUDE.md (25 lines changed)
- tools/generate_dynamic_docs.py (121 lines changed)
- docs/api_reference_dynamic.html (359 lines changed)

Created:
- tools/generate_all_docs.sh (28 lines)
- tools/generate_man_page.sh (12 lines)
- docs/mcrfpy.3 (1070 lines)
- stubs/mcrfpy.pyi (532 lines)
- stubs/mcrfpy/__init__.pyi (213 lines)
- stubs/mcrfpy/automation.pyi (24 lines)
- stubs/py.typed (0 bytes)

Total: 2159 insertions, 225 deletions

## Testing

Verified:
- Man page viewable with `man docs/mcrfpy.3`
- No function name duplication in docs/API_REFERENCE_DYNAMIC.md
- Raises sections properly separated from Returns
- Master script successfully generates all formats

## Related Issues

Addresses requirements from Phase 7 documentation issues.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 21:20:50 -04:00
John McCardle 621d719c25 docs: Phase 3 - Convert 19 module functions to MCRF_FUNCTION macros
Converted all module-level functions in McRFPy_API.cpp to use the MCRF_*
documentation macro system:

Audio functions (7):
- createSoundBuffer, loadMusic, setMusicVolume, setSoundVolume
- playSound, getMusicVolume, getSoundVolume

Scene functions (5):
- sceneUI, currentScene, setScene, createScene, keypressScene

Timer functions (2):
- setTimer, delTimer

Utility functions (5):
- exit, setScale, find, findAll, getMetrics

Each function now uses:
- MCRF_SIG for signatures
- MCRF_DESC for descriptions
- MCRF_ARG for parameters
- MCRF_RETURNS for return values
- MCRF_RAISES for exceptions
- MCRF_NOTE for additional details

Phase 4 assessment: PyCallable.cpp and PythonObjectCache.cpp contain only
internal C++ implementation with no Python API to document.

All conversions tested and verified with test_phase3_docs.py.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 19:38:22 -04:00
John McCardle 29aa6e62be docs: convert Phase 2 classes to documentation macros (Animation, Window, SceneObject)
Converted 3 files to use MCRF_* documentation macros:
- PyAnimation.cpp: 5 methods + 5 properties
- PyWindow.cpp: 3 methods + 8 properties
- PySceneObject.cpp: 3 methods + 2 properties

All conversions build successfully. Enhanced descriptions with implementation details.

Note: PyScene.cpp has no exposed methods/properties, so no conversion needed.

Progress: Phase 1 (4 files) + Phase 2 (3 files) = 7 new classes complete

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 17:03:28 -04:00
John McCardle 67aba5ef1f docs: convert Phase 1 classes to documentation macros (Color, Font, Texture, Timer)
Converted 4 files to use MCRF_* documentation macros:
- PyColor.cpp: 3 methods + 4 properties
- PyFont.cpp: 2 properties (read-only)
- PyTexture.cpp: 6 properties (read-only)
- PyTimer.cpp: 4 methods + 7 properties

All conversions verified with test_phase1_docs.py - 0 placeholders.
Documentation regenerated with enhanced descriptions.

Progress: 11/12 class files complete (92%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 16:59:40 -04:00
John McCardle 6aa4625b76 fix: correct module docstring newline escaping
Fixed module-level docstring in PyModuleDef where double-backslash newlines
(\\n) were appearing as literal "\n" text in help(mcrfpy) output.

Changed from escaped newlines (\\n) to actual newlines (\n) so the C compiler
interprets them correctly.

Before: help(mcrfpy) showed "McRogueFace Python API\\n\\nCore game..."
After:  help(mcrfpy) shows proper formatting with line breaks

The issue was in the PyDoc_STR() macro call - it doesn't interpret escape
sequences, so the string literal itself needs to have proper newlines.
2025-10-30 15:57:17 -04:00
John McCardle 4c61bee512 docs: update CLAUDE.md with MCRF_* macro documentation system
Updated documentation guidelines to reflect the new macro-based system:
- Documented MCRF_METHOD and MCRF_PROPERTY usage
- Listed all available macros (MCRF_SIG, MCRF_DESC, MCRF_ARG, etc.)
- Added prose guidelines (concise C++, verbose external docs)
- Updated regeneration workflow (removed references to deleted scripts)
- Emphasized single source of truth and zero-drift architecture

Removed references to obsolete hardcoded documentation scripts that were
deleted in previous commits.

Related: #92 (Inline C++ documentation system)
2025-10-30 12:37:04 -04:00
John McCardle cc80964835 fix: update child class property overrides to use MCRF_PROPERTY macros
Fixes critical issue discovered in code review where PyDrawable property
docstrings were being overridden by child classes, making enhanced documentation
invisible to users.

Updated files:
- src/UIBase.h: UIDRAWABLE_GETSETTERS macro (visible, opacity)
- src/UIFrame.cpp: click and z_index properties
- src/UISprite.cpp: click and z_index properties
- src/UICaption.cpp: click and z_index properties
- src/UIGrid.cpp: click and z_index properties

All four UI class hierarchies (Frame, Sprite, Caption, Grid) now expose
consistent, enhanced property documentation to Python users.

Verification:
- tools/test_child_class_docstrings.py: All 16 property tests pass
- All 4 properties (click, z_index, visible, opacity) match across all 4 classes

Related: #92 (Inline C++ documentation system)
2025-10-30 12:33:27 -04:00
John McCardle 326b692908 feat: convert PyDrawable properties to documentation macros
All Drawable properties (click, z_index, visible, opacity) now
use MCRF_PROPERTY with enhanced descriptions.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:22:00 -04:00
John McCardle dda5305256 feat: convert PyDrawable methods to documentation macros
Converts get_bounds, move, and resize to MCRF_METHOD.
These are inherited by all UI classes (Frame, Caption, Sprite, Grid).

Updated both PyDrawable.cpp and UIBase.h (UIDRAWABLE_METHODS macro).
All method docstrings now include complete Args, Returns, and Note sections.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:06:37 -04:00
John McCardle 1f6175bfa5 refactor: remove obsolete documentation generators
Removes ~3,979 lines of hardcoded Python documentation dictionaries.
Documentation is now generated from C++ docstrings via macros.

Deleted:
- generate_complete_api_docs.py (959 lines)
- generate_complete_markdown_docs.py (820 lines)
- generate_api_docs.py (481 lines)
- generate_api_docs_simple.py (118 lines)
- generate_api_docs_html.py (1,601 lines)

Addresses issue #97.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:51:21 -04:00
John McCardle 7f253da581 fix: escape HTML in descriptions before link transformation
Fixes HTML injection vulnerability in generate_dynamic_docs.py where
description text was not HTML-escaped before being inserted into HTML
output. Special characters like <, >, & could be interpreted as HTML.

Changes:
- Modified transform_doc_links() to escape all non-link text when
  format='html' or format='web'
- Link text and hrefs are also properly escaped
- Non-HTML formats (markdown, python) remain unchanged
- Added proper handling for descriptions with mixed plain text and links

The fix splits docstrings into link and non-link segments, escapes
non-link segments, and properly escapes content within link patterns.

Tested with comprehensive test suite covering:
- Basic HTML special characters
- Special chars with links
- Special chars in link text
- Multiple links with special chars

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:48:09 -04:00
John McCardle fac6a9a457 feat: add link transformation to documentation generator
Adds transform_doc_links() function that converts MCRF_LINK patterns
to appropriate format (HTML links, Markdown links, or plain text).
Addresses issue #97.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:39:54 -04:00
John McCardle a8a257eefc feat: convert PyVector properties to use macros
Properties x and y now use MCRF_PROPERTY for consistency.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:33:49 -04:00
John McCardle 07e8207a08 feat: complete PyVector documentation macro conversion
All Vector methods now use MCRF_METHOD macros with complete
documentation including Args, Returns, and Notes.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:27:50 -04:00
John McCardle 23d7882b93 fix: correct normalize() documentation to match implementation
The normalize() method's implementation returns a zero vector when
called on a zero-magnitude vector, rather than raising ValueError as
the documentation claimed. Updated the MCRF_RAISES to MCRF_NOTE to
accurately describe the actual behavior.

Also added test coverage in tools/test_vector_docs.py to verify the
normalize() docstring contains the correct Note section.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:25:43 -04:00
John McCardle 91461d0f87 feat: convert PyVector to use documentation macros
Converts magnitude, normalize, and dot methods to MCRF_METHOD macro.
Docstrings now include complete Args/Returns/Raises sections.
Addresses issue #92.
2025-10-30 11:20:48 -04:00
John McCardle a08003bda4 feat: add documentation macro system header
Adds C++ preprocessor macros for consistent API documentation.
Addresses issue #92.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:16:44 -04:00
John McCardle e41f83a5b3 docs: Complete wiki migration and issue labeling system
This commit completes a comprehensive documentation migration initiative
that transforms McRogueFace's documentation from scattered markdown files
into a structured, navigable wiki with systematic issue organization.

## Wiki Content Created (20 pages)

**Navigation & Indices:**
- Home page with 3 entry points (by system, use-case, workflow)
- Design Proposals index
- Issue Roadmap (46 issues organized by tier/system)

**System Documentation (5 pages):**
- Grid System (3-layer architecture: Visual/World/Perspective)
- Animation System (property-based, 24+ easing functions)
- Python Binding System (C++/Python integration patterns)
- UI Component Hierarchy (UIDrawable inheritance tree)
- Performance and Profiling (ScopedTimer, F3 overlay)

**Workflow Guides (3 pages):**
- Adding Python Bindings (step-by-step tutorial)
- Performance Optimization Workflow (profile → optimize → verify)
- Writing Tests (direct execution vs game loop tests)

**Use-Case Documentation (5 pages):**
- Entity Management
- Rendering
- AI and Pathfinding
- Input and Events
- Procedural Generation

**Grid System Deep Dives (3 pages):**
- Grid Rendering Pipeline (4-stage process)
- Grid-TCOD Integration (FOV, pathfinding)
- Grid Entity Lifecycle (5 states, memory management)

**Strategic Documentation (2 pages):**
- Proposal: Next-Gen Grid-Entity System (consolidated from 3 files)
- Strategic Direction (extracted from FINAL_RECOMMENDATIONS.md)

## Issue Organization System

Created 14 new labels across 3 orthogonal dimensions:

**System Labels (8):**
- system:grid, system:animation, system:python-binding
- system:ui-hierarchy, system:performance, system:rendering
- system:input, system:documentation

**Priority Labels (3):**
- priority:tier1-active (18 issues) - Critical path to v1.0
- priority:tier2-foundation (11 issues) - Important but not blocking
- priority:tier3-future (17 issues) - Deferred until after v1.0

**Workflow Labels (3):**
- workflow:blocked - Waiting on dependencies
- workflow:needs-benchmark - Needs performance testing
- workflow:needs-documentation - Needs docs before/after implementation

All 46 open issues now labeled with appropriate system/priority/workflow tags.

## Documentation Updates

**README.md:**
- Updated Documentation section to reference Gitea wiki
- Added key wiki page links (Home, Grid System, Python Binding, etc.)
- Updated Contributing section with issue tracking information
- Documented label taxonomy and Issue Roadmap

**Analysis Files:**
- Moved 17 completed analysis files to .archive/ directory:
  - EVAL_*.md (5 files) - Strategic analysis
  - TOPICS_*.md (4 files) - Task analysis
  - NEXT_GEN_GRIDS_ENTITIES_*.md (3 files) - Design proposals
  - FINAL_RECOMMENDATIONS.md, MASTER_TASK_SCHEDULE.md
  - PROJECT_THEMES_ANALYSIS.md, ANIMATION_FIX_IMPLEMENTATION.md
  - compass_artifact_*.md - Research artifacts

## Benefits

This migration provides:
1. **Agent-friendly documentation** - Structured for LLM context management
2. **Multiple navigation paths** - By system, use-case, or workflow
3. **Dense cross-referencing** - Wiki pages link to related content
4. **Systematic issue organization** - Filterable by system AND priority
5. **Living documentation** - Wiki can evolve with the codebase
6. **Clear development priorities** - Tier 1/2/3 system guides focus

Wiki URL: https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 20:54:55 -04:00
John McCardle 5205b5d7cd docs: Add Gitea-first workflow guidelines to project documentation
Establish Gitea as the single source of truth for issue tracking,
documentation, and project management to improve development efficiency.

CLAUDE.md changes:
- Add comprehensive "Gitea-First Workflow" section at top of file
- Document 5 core principles for using Gitea effectively
- Provide workflow pattern diagram for development process
- List available Gitea MCP tools for programmatic access
- Explain benefits: reduced context switching, better planning, living docs

ROADMAP.md changes:
- Add "Development Workflow" section referencing Gitea-first approach
- Include 5-step checklist for starting any work
- Link to detailed workflow guidelines in CLAUDE.md
- Emphasize Gitea as single source of truth

Workflow principles:
1. Always check Gitea issues/wiki before starting work
2. Create granular, focused issues for new features/problems
3. Document as you go - update related issues when work affects them
4. If docs mislead, create task to correct/expand them
5. Cross-reference everything - commits, issues, wiki pages

Benefits:
- Avoid re-reading entire codebase by consulting brief issue descriptions
- Reduce duplicate or contradictory work through better planning
- Maintain living documentation that stays current
- Capture historical context and decision rationale
- Improve efficiency using MCP tools for programmatic queries

This establishes best practices for keeping the project organized and
reducing cognitive load during development.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:56:21 -04:00
John McCardle 3c20a6be50 docs: Streamline ROADMAP.md and defer to Gitea issue tracking
Removed stale data and duplicate tracking from ROADMAP.md to establish
Gitea as the single source of truth for issue tracking.

Changes:
- Removed outdated urgent priorities from July 2025 (now October)
- Removed extensive checkbox task lists that duplicate Gitea issues
- Removed "Recent Achievements" changelog (use git log instead)
- Removed dated commentary and out-of-sync issue statuses
- Streamlined from 936 lines to 207 lines (~78% reduction)

Kept strategic content:
- Engine philosophy and architecture goals
- Three-layer grid architecture decisions
- Performance optimization patterns
- Development phase summaries with Gitea issue references
- Future vision: Pure Python extension architecture
- Resource links to Gitea issue tracker

The roadmap now focuses on strategic vision and architecture decisions,
while deferring all task tracking, bug reports, and current priorities
to the Gitea issue tracker.

Related: All issue status tracking moved to Gitea
See: https://gamedev.ffwf.net/gitea/john/McRogueFace/issues

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:46:17 -04:00
John McCardle e9e9cd2f81 feat: Add comprehensive profiling system with F3 overlay
Add real-time performance profiling infrastructure to monitor frame times,
render performance, and identify bottlenecks.

Features:
- Profiler.h: ScopedTimer RAII helper for automatic timing measurements
- ProfilerOverlay: F3-togglable overlay displaying real-time metrics
- Detailed timing breakdowns: grid rendering, entity rendering, FOV,
  Python callbacks, and animation updates
- Per-frame counters: cells rendered, entities rendered, draw calls
- Performance color coding: green (<16ms), yellow (<33ms), red (>33ms)
- Benchmark suite: static grid and moving entities performance tests

Integration:
- GameEngine: Integrated profiler overlay with F3 toggle
- UIGrid: Added timing instrumentation for grid and entity rendering
- Metrics tracked in ProfilingMetrics struct with 60-frame averaging

Usage:
- Press F3 in-game to toggle profiler overlay
- Run benchmarks with tests/benchmark_*.py scripts
- ScopedTimer automatically measures code block execution time

This addresses issue #104 (Basic profiling/metrics).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:45:44 -04:00
John McCardle 8153fd2503 Merge branch 'rogueliketutorial25' - TCOD Tutorial Implementation
This merge brings in the complete TCOD-style tutorial implementation
for McRogueFace, demonstrating the engine as a viable alternative to
python-tcod for roguelike game development.

Key additions:
- Tutorial parts 0-6 with full documentation
- EntityCollection.remove() API improvement (object-based vs index-based)
- Development tooling scripts (test runner, issue tracking)
- Complete API reference documentation

Tutorial follows "forward-only" philosophy where each step builds
on previous work without requiring refactoring, making it more
accessible for beginners.

This work represents 2+ months of development (July-August 2025)
focused on validating McRogueFace's educational value and TCOD
compatibility.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:19:50 -04:00
John McCardle 8b7ea544dd docs: Add complete API reference documentation
Add comprehensive HTML API reference documentation covering
all McRogueFace Python API components, methods, and properties.

This documentation was generated from the C++ inline docstrings
and provides complete reference material for engine users.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:19:36 -04:00
John McCardle 3a9f76d850 feat: Add development tooling scripts
Add utility scripts for development workflow:
- tests/run_all_tests.sh: Test runner script for automated testing
- tools/gitea_issues.py: Issue tracking integration tool

These support the development and testing workflow for McRogueFace.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:19:25 -04:00
John McCardle 10610db86e feat: Add tutorial Python implementations
Add Python code for tutorial parts 0-6:
- part_0.py: Initial setup and character rendering
- part_1.py, part_1b.py: Movement systems
- part_2.py variants: Movement with naive, queued, and final implementations
- part_3.py: Dungeon generation with BSP
- part_4.py: Field of view implementation
- part_5.py: Enemy entities and basic interaction
- part_6.py: Combat mechanics
- _generated_part_5.py: Machine-generated draft for reference

These implementations demonstrate McRogueFace capabilities
and serve as foundation for tutorial documentation.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:18:56 -04:00
John McCardle a76ebcd05a feat: Add tutorial parts 0-6 with documentation
Add working tutorial implementations covering:
- Part 0: Basic setup and character display
- Part 1: Movement and grid interaction
- Part 2: Movement variations (naive, queued, final)
- Part 3: Dungeon generation
- Part 4: Field of View
- Part 5: Entities and interactions
- Part 6: Combat system

Each part includes corresponding README with explanations.
Implementation plan document included for parts 6-8.

Tutorial follows "forward-only" philosophy - each step builds
on previous without requiring refactoring.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:18:45 -04:00
John McCardle 327da3622a feat: Change EntityCollection.remove() to accept Entity objects
Previously, EntityCollection.remove() required an integer index, which was
inconsistent with Python's list.remove(item) behavior and the broader
Python ecosystem conventions.

Changes:
- remove() now accepts Entity object directly instead of index
- Searches collection by comparing C++ shared_ptr identity
- Raises ValueError if entity not found in collection
- More Pythonic API matching Python's list.remove() semantics

This aligns with Issue #73 and improves API consistency across the
collection system.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:17:45 -04:00
John McCardle 1149111f2d Scary better enemies for part 6 with Djikstra, and runs smoother without all the line checks 2025-07-29 23:09:06 -04:00
John McCardle 002c3d3382 Animated Turn based movement (Tutorial part 6) 2025-07-29 22:27:37 -04:00
John McCardle 0938a53c4a Tutorial part 4 and 5 2025-07-29 21:24:21 -04:00
John McCardle 994e8d186e feat: Add Part 5 tutorial - Entity Interactions
Implements comprehensive entity interaction system:
- Entity class hierarchy inheriting from mcrfpy.Entity
- Non-blocking movement animations with destination tracking
- Bump interactions (combat when hitting enemies, pushing boulders)
- Step-on interactions (buttons that open doors)
- Basic enemy AI with line-of-sight pursuit
- Concurrent animation system (enemies move while player moves)

Also fixes C++ animation system to support Python subclasses:
- Changed PyAnimation::start() to use PyObject_IsInstance instead of strcmp
- Now properly supports inherited entity classes
- Animation system works with any subclass of Frame, Caption, Sprite, Grid, or Entity

This completes the core gameplay mechanics needed for roguelike development.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-23 00:21:58 -04:00
John McCardle 7aef412343 feat: Thread-safe FOV system with improved API
Major improvements to the Field of View (FOV) system:

1. Added thread safety with mutex protection
   - Added mutable std::mutex fov_mutex to UIGrid class
   - Protected computeFOV() and isInFOV() with lock_guard
   - Minimal overhead for current single-threaded operation
   - Ready for future multi-threading requirements

2. Enhanced compute_fov() API to return visible cells
   - Changed return type from void to List[Tuple[int, int, bool, bool]]
   - Returns (x, y, visible, discovered) for all visible cells
   - Maintains backward compatibility by still updating internal FOV state
   - Allows FOV queries without affecting entity states

3. Fixed Part 4 tutorial visibility rendering
   - Added required entity.update_visibility() calls after compute_fov()
   - Fixed black grid issue in perspective rendering
   - Updated hallway generation to use L-shaped corridors

The architecture now properly separates concerns while maintaining
performance and preparing for future enhancements. Each entity can
have independent FOV calculations without race conditions.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-22 23:00:34 -04:00
John McCardle b5eab85e70 Convert UIGrid perspective from index to weak_ptr<UIEntity>
Major refactor of the perspective system to use entity references instead of indices:

- Replaced `int perspective` with `std::weak_ptr<UIEntity> perspective_entity`
- Added `bool perspective_enabled` flag for explicit control
- Direct entity assignment: `grid.perspective = player`
- Automatic cleanup when entity is destroyed (weak_ptr becomes invalid)
- No issues with collection reordering or entity removal
- PythonObjectCache integration preserves Python derived classes

API changes:
- Old: `grid.perspective = 0` (index), `-1` for omniscient
- New: `grid.perspective = entity` (object), `None` to clear
- New: `grid.perspective_enabled` controls rendering mode

Three rendering states:
1. `perspective_enabled = False`: Omniscient view (default)
2. `perspective_enabled = True` with valid entity: Entity's FOV
3. `perspective_enabled = True` with invalid entity: All black

Also includes:
- Part 3: Procedural dungeon generation with libtcod.line()
- Part 4: Field of view with entity perspective switching

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-21 23:47:21 -04:00
John McCardle bd6407db29 hotfix: bad documentation links... ...because of trailing slash?! 2025-07-17 23:49:03 -04:00
John McCardle f4343e1e82 Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>

commit dc47f2474c7b2642d368f9772894aed857527807
    the UIEntity rant

commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
    I forget when these tests were written, but I want them in the squash merge

commit 70c71565c684fa96e222179271ecb13a156d80ad
    Fix UI object segfault by switching from managed to manual weakref management

    The UI types (Frame, Caption, Sprite, Grid, Entity) were using
    Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
    for the PythonObjectCache. This is fundamentally incompatible - when
    Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
    weakref list properly, causing segfaults.

    Changed all UI types to use manual weakref management (like PyTimer):
    - Restored weakreflist field in all UI type structures
    - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
    - Added tp_weaklistoffset for all UI types in module initialization
    - Initialize weakreflist=NULL in tp_new and init methods
    - Call PyObject_ClearWeakRefs() in dealloc functions

    This allows the PythonObjectCache to continue working correctly,
    maintaining Python object identity for C++ objects across the boundary.

    Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
    preventing tutorial scripts from running.

This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
    closes #110
    mention issue #109 - resolves some __init__ related nuisances

commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
    Refactor timer system for cleaner architecture and enhanced functionality

    Major improvements to the timer system:
    - Unified all timer logic in the Timer class (C++)
    - Removed PyTimerCallable subclass, now using PyCallable directly
    - Timer objects are now passed to callbacks as first argument
    - Added 'once' parameter for one-shot timers that auto-stop
    - Implemented proper PythonObjectCache integration with weakref support

    API enhancements:
    - New callback signature: callback(timer, runtime) instead of just (runtime)
    - Timer objects expose: name, interval, remaining, paused, active, once properties
    - Methods: pause(), resume(), cancel(), restart()
    - Comprehensive documentation with examples
    - Enhanced repr showing timer state (active/paused/once/remaining time)

    This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
    system more Pythonic while maintaining backward compatibility through
    the legacy setTimer/delTimer API.

    closes #121

commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
    Implement Python object cache to preserve derived types in collections

    Add a global cache system that maintains weak references to Python objects,
    ensuring that derived Python classes maintain their identity when stored in
    and retrieved from C++ collections.

    Key changes:
    - Add PythonObjectCache singleton with serial number system
    - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
    - Cache stores weak references to prevent circular reference memory leaks
    - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
    - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
    - Collections check cache before creating new Python wrappers
    - Register objects in cache during __init__ methods
    - Clean up cache entries in C++ destructors

    This ensures that Python code like:
    ```python
    class MyFrame(mcrfpy.Frame):
        def __init__(self):
            super().__init__()
            self.custom_data = "preserved"

    frame = MyFrame()
    scene.ui.append(frame)
    retrieved = scene.ui[0]  # Same MyFrame instance with custom_data intact
    ```

    Works correctly, with retrieved maintaining the derived type and custom attributes.

    Closes #112

commit c5e7e8e298
    Update test demos for new Python API and entity system

    - Update all text input demos to use new Entity constructor signature
    - Fix pathfinding showcase to work with new entity position handling
    - Remove entity_waypoints tracking in favor of simplified movement
    - Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
    - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern

commit 6d29652ae7
    Update animation demo suite with crash fixes and improvements

    - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
    - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
    - Increase font sizes for better visibility in demos
    - Extend demo durations for better showcase of animations
    - Remove debug prints from animation_sizzle_reel_working.py
    - Minor cleanup and improvements to all animation demos

commit a010e5fa96
    Update game scripts for new Python API

    - Convert entity position access from tuple to x/y properties
    - Update caption size property to font_size
    - Fix grid boundary checks to use grid_size instead of exceptions
    - Clean up demo timer on menu exit to prevent callbacks

    These changes adapt the game scripts to work with the new standardized
    Python API constructors and property names.

commit 9c8d6c4591
    Fix click event z-order handling in PyScene

    Changed click detection to properly respect z-index by:
    - Sorting ui_elements in-place when needed (same as render order)
    - Using reverse iterators to check highest z-index elements first
    - This ensures top-most elements receive clicks before lower ones

commit dcd1b0ca33
    Add roguelike tutorial implementation files

    Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
    - Part 0: Basic grid setup and tile rendering
    - Part 1: Drawing '@' symbol and basic movement
    - Part 1b: Variant with sprite-based player
    - Part 2: Entity system and NPC implementation with three movement variants:
      - part_2.py: Standard implementation
      - part_2-naive.py: Naive movement approach
      - part_2-onemovequeued.py: Queued movement system

    Includes tutorial assets:
    - tutorial2.png: Tileset for dungeon tiles
    - tutorial_hero.png: Player sprite sheet

commit 6813fb5129
    Standardize Python API constructors and remove PyArgHelpers

    - Remove PyArgHelpers.h and all macro-based argument parsing
    - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
    - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
    - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
    - Improve error messages and argument validation
    - Maintain backward compatibility with existing Python code

    This change improves code maintainability and consistency across the Python API.

commit 6f67fbb51e
    Fix animation callback crashes from iterator invalidation (#119)

    Resolved segfaults caused by creating new animations from within
    animation callbacks. The issue was iterator invalidation in
    AnimationManager::update() when callbacks modified the active
    animations vector.

    Changes:
    - Add deferred animation queue to AnimationManager
    - New animations created during update are queued and added after
    - Set isUpdating flag to track when in update loop
    - Properly handle Animation destructor during callback execution
    - Add clearCallback() method for safe cleanup scenarios

    This fixes the "free(): invalid pointer" and "malloc(): unaligned
    fastbin chunk detected" errors that occurred with rapid animation
    creation in callbacks.

commit eb88c7b3aa
    Add animation completion callbacks (#119)

    Implement callbacks that fire when animations complete, enabling direct
    causality between animation end and game state changes. This eliminates
    race conditions from parallel timer workarounds.

    - Add optional callback parameter to Animation constructor
    - Callbacks execute synchronously when animation completes
    - Proper Python reference counting with GIL safety
    - Callbacks receive (anim, target) parameters (currently None)
    - Exception handling prevents crashes from Python errors

    Example usage:
    ```python
    def on_complete(anim, target):
        player_moving = False

    anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
    anim.start(player)
    ```

    closes #119

commit 9fb428dd01
    Update ROADMAP with GitHub issue numbers (#111-#125)

    Added issue numbers from GitHub tracker to roadmap items:
    - #111: Grid Click Events Broken in Headless
    - #112: Object Splitting Bug (Python type preservation)
    - #113: Batch Operations for Grid
    - #114: CellView API
    - #115: SpatialHash Implementation
    - #116: Dirty Flag System
    - #117: Memory Pool for Entities
    - #118: Scene as Drawable
    - #119: Animation Completion Callbacks
    - #120: Animation Property Locking
    - #121: Timer Object System
    - #122: Parent-Child UI System
    - #123: Grid Subgrid System
    - #124: Grid Point Animation
    - #125: GitHub Issues Automation

    Also updated existing references:
    - #101/#110: Constructor standardization
    - #109: Vector class indexing

    Note: Tutorial-specific items and Python-implementable features
    (input queue, collision reservation) are not tracked as engine issues.

commit 062e4dadc4
    Fix animation segfaults with RAII weak_ptr implementation

    Resolved two critical segmentation faults in AnimationManager:
    1. Race condition when creating multiple animations in timer callbacks
    2. Exit crash when animations outlive their target objects

    Changes:
    - Replace raw pointers with std::weak_ptr for automatic target invalidation
    - Add Animation::complete() to jump animations to final value
    - Add Animation::hasValidTarget() to check if target still exists
    - Update AnimationManager to auto-remove invalid animations
    - Add AnimationManager::clear() call to GameEngine::cleanup()
    - Update Python bindings to pass shared_ptr instead of raw pointers

    This ensures animations can never reference destroyed objects, following
    proper RAII principles. Tested with sizzle_reel_final.py and stress
    tests creating/destroying hundreds of animated objects.

commit 98fc49a978
    Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
John McCardle 1a143982e1 hotfix: Windows build, no longer console mode 2025-07-10 17:01:03 -04:00
John McCardle 234551b9fd hotfix: findows build 2025-07-10 16:50:42 -04:00
John McCardle 93a55c6468 hotfix: windows build fixes 2025-07-10 16:43:05 -04:00
John McCardle 96857a41c6 hotfix: windows build, fresh docs 2025-07-10 16:34:46 -04:00
John McCardle 4144cdf067 draft lessons 2025-07-10 00:14:56 -04:00
John McCardle 665689c550 hotfix: Windows build attempt 2025-07-09 23:33:09 -04:00
John McCardle d11f76ac43 Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape

┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date       │ Models             │     Input │     Output │  Cache Create │     Cache Read │   Total Tokens │  Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4           │    13,630 │    159,500 │     3,854,900 │     84,185,034 │     88,213,064 │     $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4           │     5,814 │    113,190 │     4,242,407 │    150,191,183 │    154,552,594 │     $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4           │     7,244 │    104,599 │     3,894,453 │     81,781,179 │     85,787,475 │     $184.46 │
│            │ - sonnet-4         │           │            │               │                │                │             │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4           │    50,312 │    158,599 │     5,021,189 │     60,028,561 │     65,258,661 │     $167.05 │
│            │ - sonnet-4         │           │            │               │                │                │             │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4           │     6,311 │    109,653 │     4,171,140 │     80,092,875 │     84,379,979 │     $193.09 │
│            │ - sonnet-4         │           │            │               │                │                │             │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

Author: John McCardle <mccardle.john@gmail.com>

    Draft tutorials

Author: John McCardle <mccardle.john@gmail.com>

    docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions

    - Mark TCOD Integration Sprint as complete
    - Document FOV system with perspective rendering implementation
    - Update UIEntity pathfinding status to complete with A* and caching
    - Add comprehensive achievement entry for July 10 work
    - Reflect current engine capabilities accurately

    The engine now has all core roguelike mechanics:
    - Field of View with per-entity visibility
    - Pathfinding (both Dijkstra and A*)
    - Text input for in-game consoles
    - Performance optimizations throughout

Author: John McCardle <mccardle.john@gmail.com>

    feat(engine): implement perspective FOV, pathfinding, and GUI text widgets

    Major Engine Enhancements:
    - Complete FOV (Field of View) system with perspective rendering
      - UIGrid.perspective property for entity-based visibility
      - Three-layer overlay colors (unexplored, explored, visible)
      - Per-entity visibility state tracking
      - Perfect knowledge updates only for explored areas

    - Advanced Pathfinding Integration
      - A* pathfinding implementation in UIGrid
      - Entity.path_to() method for direct pathfinding
      - Dijkstra maps for multi-target pathfinding
      - Path caching for performance optimization

    - GUI Text Input Widgets
      - TextInputWidget class with cursor, selection, scrolling
      - Improved widget with proper text rendering and input handling
      - Example showcase of multiple text input fields
      - Foundation for in-game console and chat systems

    - Performance & Architecture Improvements
      - PyTexture copy operations optimized
      - GameEngine update cycle refined
      - UIEntity property handling enhanced
      - UITestScene modernized

    Test Suite:
    - Interactive visibility demos showing FOV in action
    - Pathfinding comparison (A* vs Dijkstra)
    - Debug utilities for visibility and empty path handling
    - Sizzle reel demo combining pathfinding and vision
    - Multiple text input test scenarios

    This commit brings McRogueFace closer to a complete roguelike engine
    with essential features like line-of-sight, intelligent pathfinding,
    and interactive text input capabilities.

Author: John McCardle <mccardle.john@gmail.com>

    feat(demos): enhance interactive pathfinding demos with entity.path_to()

    - dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
      - M key to start movement animation
      - P to pause/resume
      - R to reset positions
      - Visual path gradient for better clarity

    - pathfinding_showcase.py: Advanced multi-entity behaviors
      - Chase mode: enemies pursue player
      - Flee mode: enemies avoid player
      - Patrol mode: entities follow waypoints
      - WASD player movement
      - Dijkstra distance field visualization (D key)
      - Larger dungeon map with multiple rooms

    - Both demos use new entity.path_to() method
    - Smooth interpolated movement animations
    - Real-time pathfinding recalculation
    - Comprehensive test coverage

    These demos showcase the power of integrated pathfinding for game AI.

Author: John McCardle <mccardle.john@gmail.com>

    feat(entity): implement path_to() method for entity pathfinding

    - Add path_to(target_x, target_y) method to UIEntity class
    - Uses existing Dijkstra pathfinding implementation from UIGrid
    - Returns list of (x, y) coordinate tuples for complete path
    - Supports both positional and keyword argument formats
    - Proper error handling for out-of-bounds and no-grid scenarios
    - Comprehensive test suite covering normal and edge cases

    Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.

Author: John McCardle <mccardle.john@gmail.com>

    docs: update roadmap with Dijkstra pathfinding progress

    - Mark UIGrid TCOD Integration as completed
    - Document critical PyArg bug fix achievement
    - Update UIEntity Pathfinding to 50% complete
    - Add detailed progress notes for July 9 sprint work

Author: John McCardle <mccardle.john@gmail.com>

    feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix

    - Add complete Dijkstra pathfinding to UIGrid class
      - compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
      - Full TCODMap and TCODDijkstra integration
      - Proper memory management in constructors/destructors

    - Create mcrfpy.libtcod submodule with Python bindings
      - dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
      - line() function for drawing corridors
      - Foundation for future FOV and pathfinding algorithms

    - Fix critical PyArg bug in UIGridPoint color setter
      - PyObject_to_sfColor() now handles both Color objects and tuples
      - Prevents "SystemError: new style getargs format but argument is not a tuple"
      - Proper error handling and exception propagation

    - Add comprehensive test suite
      - test_dijkstra_simple.py validates all pathfinding operations
      - dijkstra_test.py for headless testing with screenshots
      - dijkstra_interactive.py for full user interaction demos

    - Consolidate and clean up test files
      - Removed 6 duplicate/broken demo attempts
      - Two clean versions: headless test + interactive demo

    Part of TCOD integration sprint for RoguelikeDev Tutorial Event.

Author: John McCardle <mccardle.john@gmail.com>

    Roguelike Tutorial Planning + Prep

Author: John McCardle <mccardle.john@gmail.com>

    feat(docs): complete markdown API documentation export

    - Created comprehensive markdown documentation matching HTML completeness
    - Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
    - Zero ellipsis instances - complete coverage with no missing documentation
    - Added proper markdown formatting with code blocks and navigation
    - Included full parameter documentation, return values, and examples

    Key features:
    - 23KB GitHub-compatible markdown documentation
    - 47 argument sections with detailed parameters
    - 35 return value specifications
    - 23 code examples with syntax highlighting
    - 38 explanatory notes and 10 exception specifications
    - Full table of contents with anchor links
    - Professional markdown formatting

    Both export formats now available:
    - HTML: docs/api_reference_complete.html (54KB, rich styling)
    - Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)

Author: John McCardle <mccardle.john@gmail.com>

    feat(docs): complete API documentation with zero missing methods

    - Eliminated ALL ellipsis instances (0 remaining)
    - Documented 40 functions with complete signatures and examples
    - Documented 21 classes with full method and property documentation
    - Added 56 method descriptions with detailed parameters and return values
    - Included 15 complete property specifications
    - Added 24 code examples and 38 explanatory notes
    - Comprehensive coverage of all collection methods, system classes, and functions

    Key highlights:
    - EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
    - Animation: Full property and method documentation with examples
    - Color: All manipulation methods (from_hex, to_hex, lerp) with examples
    - Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
    - Scene: All management methods including register_keyboard
    - Timer: Complete control methods (pause, resume, cancel, restart)
    - Window: All management methods (get, center, screenshot)
    - System functions: Complete audio, scene, UI, and system function documentation

Author: John McCardle <mccardle.john@gmail.com>

    feat(docs): create professional HTML API documentation

    - Fixed all formatting issues from original HTML output
    - Added comprehensive constructor documentation for all classes
    - Enhanced visual design with modern styling and typography
    - Fixed literal newline display and markdown link conversion
    - Added proper semantic HTML structure and navigation
    - Includes detailed documentation for Entity, collections, and system types

Author: John McCardle <mccardle.john@gmail.com>

    feat: complete API reference generator and finish Phase 7 documentation

    Implemented comprehensive API documentation generator that:
    - Introspects live mcrfpy module for accurate documentation
    - Generates organized Markdown reference (docs/API_REFERENCE.md)
    - Categorizes classes and functions by type
    - Includes full automation module documentation
    - Provides summary statistics

    Results:
    - 20 classes documented
    - 19 module functions documented
    - 20 automation methods documented
    - 100% coverage of public API
    - Clean, readable Markdown output

    Phase 7 Summary:
    - Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
    - All documentation tasks successful
    - Type stubs, docstrings, and API reference all complete

Author: John McCardle <mccardle.john@gmail.com>

    docs: cancel PyPI wheel task and add future vision for Python extension architecture

    Task #70 Analysis:
    - Discovered fundamental incompatibility with PyPI distribution
    - McRogueFace embeds CPython rather than being loaded by it
    - Traditional wheels expect to extend existing Python interpreter
    - Current architecture is application-with-embedded-Python

    Decisions:
    - Cancelled PyPI wheel preparation as out of scope for Alpha
    - Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
    - Identified better distribution methods (installers, package managers)

    Added Future Vision:
    - Comprehensive plan for pure Python extension architecture
    - Would allow true "pip install mcrogueface" experience
    - Requires major refactoring to invert control flow
    - Python would drive main loop with C++ performance extensions
    - Unscheduled but documented as long-term possibility

    This clarifies the architectural boundaries and sets realistic
    expectations for distribution methods while preserving the vision
    of what McRogueFace could become with significant rework.

Author: John McCardle <mccardle.john@gmail.com>

    feat: generate comprehensive .pyi type stubs for IDE support (#108)

    Created complete type stub files for the mcrfpy module to enable:
    - Full IntelliSense/autocomplete in IDEs
    - Static type checking with mypy/pyright
    - Better documentation tooltips
    - Parameter hints and return types

    Implementation details:
    - Manually crafted stubs for accuracy (15KB, 533 lines)
    - Complete coverage: 19 classes, 112 functions/methods
    - Proper type annotations using typing module
    - @overload decorators for multiple signatures
    - Type aliases for common patterns (UIElement union)
    - Preserved all docstrings for IDE help
    - Automation module fully typed
    - PEP 561 compliant with py.typed marker

    Testing:
    - Validated Python syntax with ast.parse()
    - Verified all expected classes and functions
    - Confirmed type annotations are well-formed
    - Checked docstring preservation (80 docstrings)

    Usage:
    - VS Code: Add stubs/ to python.analysis.extraPaths
    - PyCharm: Mark stubs/ directory as Sources Root
    - Other IDEs will auto-detect .pyi files

    This significantly improves the developer experience when using
    McRogueFace as a Python game engine.

Author: John McCardle <mccardle.john@gmail.com>

    docs: add comprehensive parameter documentation to all API methods (#86)

    Enhanced documentation for the mcrfpy module with:
    - Detailed docstrings for all API methods
    - Type hints in documentation (name: type format)
    - Return type specifications
    - Exception documentation where applicable
    - Usage examples for complex methods
    - Module-level documentation with overview and example code

    Specific improvements:
    - Audio API: Added parameter types and return values
    - Scene API: Documented transition types and error conditions
    - Timer API: Clarified handler signature and runtime parameter
    - UI Search: Added wildcard pattern examples for findAll()
    - Metrics API: Documented all dictionary keys returned

    Also fixed method signatures:
    - Changed METH_VARARGS to METH_NOARGS for parameterless methods
    - Ensures proper Python calling conventions

    Test coverage included - all documentation is accessible via Python's
    __doc__ attributes and shows correctly formatted information.

Author: John McCardle <mccardle.john@gmail.com>

    docs: mark issue #85 as completed in Phase 7

Author: John McCardle <mccardle.john@gmail.com>

    docs: replace all 'docstring' placeholders with comprehensive documentation (#85)

    Added proper Python docstrings for all UI component classes:

    UIFrame:
    - Container element that can hold child drawables
    - Documents position, size, colors, outline, and clip_children
    - Includes constructor signature with all parameters

    UICaption:
    - Text display element with font and styling
    - Documents text content, position, font, colors, outline
    - Notes that w/h are computed from text content

    UISprite:
    - Texture/sprite display element
    - Documents position, texture, sprite_index, scale
    - Notes that w/h are computed from texture and scale

    UIGrid:
    - Tile-based grid for game worlds
    - Documents grid dimensions, tile size, texture atlas
    - Includes entities collection and background_color

    All docstrings follow consistent format:
    - Constructor signature with defaults
    - Brief description
    - Args section with types and defaults
    - Attributes section with all properties

    This completes Phase 7 task #85 for documentation improvements.

Author: John McCardle <mccardle.john@gmail.com>

    docs: update ROADMAP with PyArgHelpers infrastructure completion

Author: John McCardle <mccardle.john@gmail.com>

    refactor: implement PyArgHelpers for standardized Python argument parsing

    This major refactoring standardizes how position, size, and other arguments
    are parsed across all UI components. PyArgHelpers provides consistent handling
    for various argument patterns:

    - Position as (x, y) tuple or separate x, y args
    - Size as (w, h) tuple or separate width, height args
    - Grid position and size with proper validation
    - Color parsing with PyColorObject support

    Changes across UI components:
    - UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
    - UIFrame: Uses standardized position parsing
    - UISprite: Consistent position handling
    - UIGrid: Grid-specific position/size helpers
    - UIEntity: Unified argument parsing

    Also includes:
    - Improved error messages for type mismatches (int or float accepted)
    - Reduced code duplication across constructors
    - Better handling of keyword/positional argument conflicts
    - Maintains backward compatibility with existing API

    This addresses the inconsistent argument handling patterns discovered during
    the inheritance hierarchy work and prepares for Phase 7 documentation.

Author: John McCardle <mccardle.john@gmail.com>

    feat(Python): establish proper inheritance hierarchy for UI types

    All UIDrawable-derived Python types now properly inherit from the Drawable
    base class in Python, matching the C++ inheritance structure.

    Changes:
    - Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
    - Set tp_base = &mcrfpydef::PyDrawableType for all UI types
    - Add PyDrawable.h include to UI type headers
    - Rename _Drawable to Drawable and update error message

    This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
    and Entity all inherit from Drawable, allowing shared functionality
    and isinstance() checks.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: move position property to UIDrawable base class (UISprite)

    - Update UISprite to use base class position instead of sprite position
    - Synchronize sprite position with base class position for rendering
    - Implement onPositionChanged() for position synchronization
    - Update all UISprite methods to use base position consistently
    - Add comprehensive test coverage for UISprite position handling

    This is part 3 of moving position to the base class. UIGrid is the final
    class that needs to be updated.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: move position property to UIDrawable base class (UICaption)

    - Update UICaption to use base class position instead of text position
    - Synchronize text position with base class position for rendering
    - Add onPositionChanged() virtual method for position synchronization
    - Update all UICaption methods to use base position consistently
    - Add comprehensive test coverage for UICaption position handling

    This is part 2 of moving position to the base class. UISprite and UIGrid
    will be updated in subsequent commits.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: move position property to UIDrawable base class (UIFrame)

    - Add position member to UIDrawable base class
    - Add common position getters/setters (x, y, pos) to base class
    - Update UIFrame to use base class position instead of box position
    - Synchronize box position with base class position for rendering
    - Update all UIFrame methods to use base position consistently
    - Add comprehensive test coverage for UIFrame position handling

    This is part 1 of moving position to the base class. Other derived classes
    (UICaption, UISprite, UIGrid) will be updated in subsequent commits.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: remove UIEntity collision_pos field

    - Remove redundant collision_pos field from UIEntity
    - Update position getters/setters to use integer-cast position when needed
    - Remove all collision_pos synchronization code
    - Simplify entity position handling to use single float position field
    - Add comprehensive test coverage proving functionality is preserved

    This removes technical debt and simplifies the codebase without changing API behavior.

Author: John McCardle <mccardle.john@gmail.com>

    feat: add PyArgHelpers infrastructure for standardized argument parsing

    - Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
    - Support tuple-based vector arguments with conflict detection
    - Provide consistent error messages and validation
    - Add comprehensive test coverage for infrastructure

    This sets the foundation for standardizing all Python API constructors.

Author: John McCardle <mccardle.john@gmail.com>

    docs: mark Phase 6 (Rendering Revolution) as complete

    Phase 6 is now complete with all core rendering features implemented:

    Completed Features:
    - Grid background colors (#50) - customizable backgrounds with animation
    - RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
    - Viewport-based rendering (#8) - three scaling modes with coordinate transform

    Strategic Decisions:
    - UIGrid already has optimal RenderTexture implementation for its viewport needs
    - UICaption/UISprite clipping deemed unnecessary (no children to clip)
    - Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery

    The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.

Author: John McCardle <mccardle.john@gmail.com>

    feat(viewport): complete viewport-based rendering system (#8)

    Implements a comprehensive viewport system that allows fixed game resolution
    with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.

    Key Features:
    - Fixed game resolution independent of window size (window.game_resolution property)
    - Three scaling modes accessible via window.scaling_mode:
      - "center": 1:1 pixels, viewport centered in window
      - "stretch": viewport fills window, ignores aspect ratio
      - "fit": maintains aspect ratio with black bars
    - Automatic window-to-game coordinate transformation for mouse input
    - Full Python API integration with PyWindow properties

    Technical Implementation:
    - GameEngine::ViewportMode enum with Center, Stretch, Fit modes
    - SFML View system for efficient GPU-based viewport scaling
    - updateViewport() recalculates on window resize or mode change
    - windowToGameCoords() transforms mouse coordinates correctly
    - PyScene mouse input automatically uses transformed coordinates

    Tests:
    - test_viewport_simple.py: Basic API functionality
    - test_viewport_visual.py: Visual verification with screenshots
    - test_viewport_scaling.py: Interactive mode switching and resizing

    This completes the viewport-based rendering task and provides the foundation
    for resolution-independent game development as requested for Crypt of Sokoban.

Author: John McCardle <mccardle.john@gmail.com>

    docs: update ROADMAP for Phase 6 progress

    - Marked Phase 6 as IN PROGRESS
    - Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
    - Marked Grid background colors (#50) as COMPLETED
    - Added technical notes from implementation experience
    - Identified viewport rendering (#8) as next priority

Author: John McCardle <mccardle.john@gmail.com>

    feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)

    - Added RenderTexture support to UIDrawable base class
      - std::unique_ptr<sf::RenderTexture> for opt-in rendering
      - Dirty flag system for optimization
      - enableRenderTexture() and markDirty() methods

    - Implemented clip_children property for UIFrame
      - Python-accessible boolean property
      - Automatic RenderTexture creation when enabled
      - Proper coordinate transformation for nested frames

    - Updated UIFrame::render() for clipping support
      - Renders to RenderTexture when clip_children=true
      - Handles nested clipping correctly
      - Only re-renders when dirty flag is set

    - Added comprehensive dirty flag propagation
      - All property setters mark frame as dirty
      - Size changes recreate RenderTexture
      - Animation system integration

    - Created tests for clipping functionality
      - Basic clipping test with visual verification
      - Advanced nested clipping test
      - Dynamic resize handling test

    This is Phase 1 of the RenderTexture overhaul, providing the foundation
    for advanced rendering effects like blur, glow, and viewport rendering.

Author: John McCardle <mccardle.john@gmail.com>

    docs: create RenderTexture overhaul design document

    - Comprehensive design for Issue #6 implementation
    - Opt-in architecture to maintain backward compatibility
    - Phased implementation plan with clear milestones
    - Performance considerations and risk mitigation
    - API design for clipping and future effects

    Also includes Grid background color test

Author: John McCardle <mccardle.john@gmail.com>

    feat(Grid): add customizable background_color property (#50)

    - Added sf::Color background_color member with default dark gray
    - Python property getter/setter for background_color
    - Animation support for individual color components (r/g/b/a)
    - Replaces hardcoded clear color in render method
    - Test demonstrates color changes and property access

    Closes #50

Author: John McCardle <mccardle.john@gmail.com>

    docs: update roadmap for Phase 6 preparation

    - Mark Phase 5 (Window/Scene Architecture) as complete
    - Update issue statuses (#34, #61, #1, #105 completed)
    - Add Phase 6 implementation strategy for RenderTexture overhaul
    - Archive Phase 5 test files to .archive/
    - Identify quick wins and technical approach for rendering work

Author: John McCardle <mccardle.john@gmail.com>

    feat(Phase 5): Complete Window/Scene Architecture

    - Window singleton with properties (resolution, fullscreen, vsync, title)
    - OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
    - Window resize events trigger scene.on_resize callbacks
    - Scene transitions (fade, slide_left/right/up/down) with smooth animations
    - Full integration of Python Scene objects with C++ engine

    All Phase 5 tasks (#34, #1, #61, #105) completed successfully.

Author: John McCardle <mccardle.john@gmail.com>

    research: SFML 3.0 migration analysis

    - Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
    - Assessed migration impact on McRogueFace (40+ files affected)
    - Evaluated timing relative to mcrfpy.sfml module plans
    - Recommended deferring migration until after mcrfpy.sfml implementation
    - Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy

Author: John McCardle <mccardle.john@gmail.com>

    research: SFML exposure options analysis (#14)

    - Analyzed current SFML 2.6.1 usage throughout codebase
    - Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
    - Recommended direct integration as mcrfpy.sfml module
    - Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
    - Identified opportunity to provide modern SFML 2.6+ Python bindings

Author: John McCardle <mccardle.john@gmail.com>

    feat: add basic profiling/metrics system (#104)

    - Add ProfilingMetrics struct to track performance data
    - Track frame time (current and 60-frame rolling average)
    - Calculate FPS from average frame time
    - Count draw calls, UI elements, and visible elements per frame
    - Track total runtime and current frame number
    - PyScene counts elements during render
    - Expose metrics via mcrfpy.getMetrics() returning dict

    This provides basic performance monitoring capabilities for
    identifying bottlenecks and optimizing rendering performance.

Author: John McCardle <mccardle.john@gmail.com>

    fix: improve click handling with proper z-order and coordinate transforms

    - UIFrame: Fix coordinate transformation (subtract parent pos, not add)
    - UIFrame: Check children in reverse order (highest z-index first)
    - UIFrame: Skip invisible elements entirely
    - PyScene: Sort elements by z-index before checking clicks
    - PyScene: Stop at first element that handles the click
    - UIGrid: Implement entity click detection with grid coordinate transform
    - UIGrid: Check entities in reverse order, return sprite as target

    Click events now correctly respect z-order (top elements get priority),
    handle coordinate transforms for nested frames, and support clicking
    on grid entities. Elements without click handlers are transparent to
    clicks, allowing elements below to receive them.

    Note: Click testing requires non-headless mode due to PyScene limitation.

    feat: implement name system for finding UI elements (#39/40/41)

    - Add 'name' property to UIDrawable base class
    - All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
    - Entity delegates name to its sprite member
    - Add find(name, scene=None) function for exact match search
    - Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
    - Both functions search recursively through Frame children and Grid entities
    - Comprehensive test coverage for all functionality

    This provides a simple way to find UI elements by name in Python scripts,
    supporting both exact matches and wildcard patterns.

Author: John McCardle <mccardle.john@gmail.com>

    fix: prevent segfault when closing window via X button

    - Add cleanup() method to GameEngine to clear Python references before destruction
    - Clear timers and McRFPy_API references in proper order
    - Call cleanup() at end of run loop and in destructor
    - Ensure cleanup is only called once per GameEngine instance

    Also includes:
    - Fix audio ::stop() calls (already in place, OpenAL warning is benign)
    - Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
    - Refactor UIDrawable_methods.h into UIBase.h for better organization
    - Move UIEntity-specific implementations to UIEntityPyMethods.h

Author: John McCardle <mccardle.john@gmail.com>

    feat: stabilize test suite and add UIDrawable methods

    - Add visible, opacity properties to all UI classes (#87, #88)
    - Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
    - Create UIDrawable_methods.h with template implementations
    - Fix test termination issues - all tests now exit properly
    - Fix test_sprite_texture_swap.py click handler signature
    - Fix test_drawable_base.py segfault in headless mode
    - Convert audio objects to pointers for cleanup (OpenAL warning persists)
    - Remove debug print statements from UICaption
    - Special handling for UIEntity to delegate drawable methods to sprite

    All test files are now "airtight" - they complete successfully,
    terminate on their own, and handle edge cases properly.

Author: John McCardle <mccardle.john@gmail.com>

    docs: add Phase 1-3 completion summary

    - Document all completed tasks across three phases
    - Show before/after API improvements
    - Highlight technical achievements
    - Outline next steps for Phase 4-7

Author: John McCardle <mccardle.john@gmail.com>

    feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103

    - Created PyTimer.h/cpp with object-oriented timer interface
    - Enhanced PyTimerCallable with pause/resume state tracking
    - Added timer control methods: pause(), resume(), cancel(), restart()
    - Added timer properties: interval, remaining, paused, active, callback
    - Fixed timing logic to prevent rapid catch-up after resume
    - Timer objects automatically register with game engine
    - Added comprehensive test demonstrating all functionality

Author: John McCardle <mccardle.john@gmail.com>

    feat(Color): add helper methods from_hex, to_hex, lerp closes #94

    - Add Color.from_hex(hex_string) class method for creating colors from hex
    - Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
    - Add color.to_hex() to convert Color to hex string
    - Add color.lerp(other, t) for smooth color interpolation
    - Comprehensive test coverage for all methods

Author: John McCardle <mccardle.john@gmail.com>

    fix: properly configure UTF-8 encoding for Python stdio

    - Use PyConfig to set stdio_encoding="UTF-8" during initialization
    - Set stdio_errors="surrogateescape" for robust handling
    - Configure in both init_python() and init_python_with_config()
    - Cleaner solution than wrapping streams after initialization
    - Fixes UnicodeEncodeError when printing unicode characters

Author: John McCardle <mccardle.john@gmail.com>

    feat(Vector): implement arithmetic operations closes #93

    - Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
    - Add rich comparison for equality/inequality checks
    - Add boolean check (zero vector is False)
    - Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
    - Fix UIDrawable::get_click() segfault when click_callable is null
    - Comprehensive test coverage for all arithmetic operations

Author: John McCardle <mccardle.john@gmail.com>

    feat: Complete position argument standardization for all UI classes

    - Frame and Sprite now support pos keyword override
    - Entity now accepts x,y arguments (was pos-only before)
    - All UI classes now consistently support:
      - (x, y) positional
      - ((x, y)) tuple
      - x=x, y=y keywords
      - pos=(x,y) keyword
      - pos=Vector keyword
    - Improves API consistency and flexibility

Author: John McCardle <mccardle.john@gmail.com>

    feat: Standardize position arguments across all UI classes

    - Create PyPositionHelper for consistent position parsing
    - Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
    - Caption now accepts x,y args in addition to pos
    - Grid init fully supports keyword arguments
    - Maintain backward compatibility for all formats
    - Consistent error messages across classes

Author: John McCardle <mccardle.john@gmail.com>

    feat: Add Entity.die() method for lifecycle management closes #30

    - Remove entity from its grid's entity list
    - Clear grid reference after removal
    - Safe to call multiple times (no-op if not on grid)
    - Works with shared_ptr entity management

Author: John McCardle <mccardle.john@gmail.com>

    perf: Skip out-of-bounds entities during Grid rendering closes #52

    - Add visibility bounds check in entity render loop
    - Skip entities outside view with 1 cell margin
    - Improves performance for large grids with many entities
    - Bounds check considers zoom and pan settings

Author: John McCardle <mccardle.john@gmail.com>

    verify: Sprite texture swapping functionality closes #19

    - Texture property getter/setter already implemented
    - Position/scale preservation during swap confirmed
    - Type validation for texture assignment working
    - Tests verify functionality is complete

Author: John McCardle <mccardle.john@gmail.com>

    feat: Grid size tuple support closes #90

    - Add grid_size keyword parameter to Grid.__init__
    - Accept tuple or list of two integers
    - Override grid_x/grid_y if grid_size provided
    - Maintain backward compatibility
    - Add comprehensive test coverage

Author: John McCardle <mccardle.john@gmail.com>

    feat: Phase 1 - safe constructors and _Drawable foundation

    Closes #7 - Make all UI class constructors safe:
    - Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
    - Initialize all members to predictable values
    - Made Python init functions accept no arguments
    - Added x,y properties to UIEntity

    Closes #71 - Create _Drawable Python base class:
    - Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
    - Registered in module initialization

    Closes #87 - Add visible property:
    - Added bool visible=true to UIDrawable base class
    - All render methods check visibility before drawing

    Closes #88 - Add opacity property:
    - Added float opacity=1.0 to UIDrawable base class
    - UICaption and UISprite apply opacity to alpha channel

    Closes #89 - Add get_bounds() method:
    - Virtual method returns sf::FloatRect(x,y,w,h)
    - Implemented in Frame, Caption, Sprite, Grid

    Closes #98 - Add move() and resize() methods:
    - move(dx,dy) for relative movement
    - resize(w,h) for absolute sizing
    - Caption resize is no-op (size controlled by font)

Author: John McCardle <mccardle.john@gmail.com>

    docs: comprehensive alpha_streamline_2 plan and strategic vision

    - Add 7-phase development plan for alpha_streamline_2 branch
    - Define architectural dependencies and critical path
    - Identify new issues needed (Timer objects, event system, etc.)
    - Add strategic vision document with 3 transformative directions
    - Timeline: 10-12 weeks to solid Beta foundation

Author: John McCardle <mccardle.john@gmail.com>

    feat(Grid): flexible at() method arguments

    - Support tuple argument: grid.at((x, y))
    - Support keyword arguments: grid.at(x=5, y=3)
    - Support pos keyword: grid.at(pos=(2, 8))
    - Maintain backward compatibility with grid.at(x, y)
    - Add comprehensive error handling for invalid arguments

    Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
John McCardle cd0bd5468b Squashed commit of the following: [alpha_streamline_1]
the low-hanging fruit of pre-existing issues and standardizing the
Python interfaces

Special thanks to Claude Code, ~100k output tokens for this merge

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

commit 99f301e3a0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 16:25:32 2025 -0400

    Add position tuple support and pos property to UI elements

    closes #83, closes #84

    - Issue #83: Add position tuple support to constructors
      - Frame and Sprite now accept both (x, y) and ((x, y)) forms
      - Also accept Vector objects as position arguments
      - Caption and Entity already supported tuple/Vector forms
      - Uses PyVector::from_arg for flexible position parsing

    - Issue #84: Add pos property to Frame and Sprite
      - Added pos getter that returns a Vector
      - Added pos setter that accepts Vector or tuple
      - Provides consistency with Caption and Entity which already had pos properties
      - All UI elements now have a uniform way to get/set positions as Vectors

    Both features improve API consistency and make it easier to work with positions.

commit 2f2b488fb5
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 16:18:10 2025 -0400

    Standardize sprite_index property and add scale_x/scale_y to UISprite

    closes #81, closes #82

    - Issue #81: Standardized property name to sprite_index across UISprite and UIEntity
      - Added sprite_index as the primary property name
      - Kept sprite_number as a deprecated alias for backward compatibility
      - Updated repr() methods to use sprite_index
      - Updated animation system to recognize both names

    - Issue #82: Added scale_x and scale_y properties to UISprite
      - Enables non-uniform scaling of sprites
      - scale property still works for uniform scaling
      - Both properties work with the animation system

    All existing code using sprite_number continues to work due to backward compatibility.

commit 5a003a9aa5
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 16:09:52 2025 -0400

    Fix multiple low priority issues

    closes #12, closes #80, closes #95, closes #96, closes #99

    - Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python
    - Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity
    - Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable
    - Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection
    - Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source)

    All issues have corresponding tests that verify the fixes work correctly.

commit e5affaf317
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 15:50:09 2025 -0400

    Fix critical issues: script loading, entity types, and color properties

    - Issue #37: Fix Windows scripts subdirectory not checked
      - Updated executeScript() to use executable_path() from platform.h
      - Scripts now load correctly when working directory differs from executable

    - Issue #76: Fix UIEntityCollection returns wrong type
      - Updated UIEntityCollectionIter::next() to check for stored Python object
      - Derived Entity classes now preserve their type when retrieved from collections

    - Issue #9: Recreate RenderTexture when resized (already fixed)
      - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member()
      - Uses 1.5x padding and 4096 max size limit

    - Issue #79: Fix Color r, g, b, a properties return None
      - Implemented get_member() and set_member() in PyColor.cpp
      - Color component properties now work correctly with proper validation

    - Additional fix: Grid.at() method signature
      - Changed from METH_O to METH_VARARGS to accept two arguments

    All fixes include comprehensive tests to verify functionality.

    closes #37, closes #76, closes #9, closes #79
2025-07-05 18:56:02 -04:00
John McCardle e6dbb2d560 Squashed commit of the following: [interpreter_mode]
closes #63
closes #69
closes #59
closes #47
closes #2
closes #3
closes #33
closes #27
closes #73
closes #74
closes #78

  I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

commit 9bd1561bfc
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 11:20:07 2025 -0400

    Alpha 0.1 release
    - Move RenderTexture (#6) out of alpha requirements, I don't need it
      that badly
    - alpha blockers resolved:
      * Animation system (#59)
      * Z-order rendering (#63)
      * Python Sequence Protocol (#69)
      * New README (#47)
      * Removed deprecated methods (#2, #3)

    🍾 McRogueFace 0.1.0

commit 43321487eb
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 10:36:09 2025 -0400

    Issue #63 (z-order rendering) complete
    - Archive z-order test files

commit 90c318104b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 10:34:06 2025 -0400

    Fix Issue #63: Implement z-order rendering with dirty flag optimization

    - Add dirty flags to PyScene and UIFrame to track when sorting is needed
    - Implement lazy sorting - only sort when z_index changes or elements are added/removed
    - Make Frame children respect z_index (previously rendered in insertion order only)
    - Update UIDrawable::set_int to notify when z_index changes
    - Mark collections dirty on append, remove, setitem, and slice operations
    - Remove per-frame vector copy in PyScene::render for better performance

commit e4482e7189
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 01:58:03 2025 -0400

    Implement complete Python Sequence Protocol for collections (closes #69)

    Major implementation of the full sequence protocol for both UICollection
    and UIEntityCollection, making them behave like proper Python sequences.

    Core Features Implemented:
    - __setitem__ (collection[i] = value) with type validation
    - __delitem__ (del collection[i]) with proper cleanup
    - __contains__ (item in collection) by C++ pointer comparison
    - __add__ (collection + other) returns Python list
    - __iadd__ (collection += other) with full validation before modification
    - Negative indexing support throughout
    - Complete slice support (getting, setting, deletion)
    - Extended slices with step \!= 1
    - index() and count() methods
    - Type safety enforced for all operations

    UICollection specifics:
    - Accepts Frame, Caption, Sprite, and Grid objects only
    - Preserves z_index when replacing items
    - Auto-assigns z_index on append (existing behavior maintained)

    UIEntityCollection specifics:
    - Accepts Entity objects only
    - Manages grid references on add/remove/replace
    - Uses std::list iteration with std::advance()

    Also includes:
    - Default value support for constructors:
      - Caption accepts None for font (uses default_font)
      - Grid accepts None for texture (uses default_texture)
      - Sprite accepts None for texture (uses default_texture)
      - Entity accepts None for texture (uses default_texture)

    This completes Issue #69, removing it as an Alpha Blocker.

commit 70cf44f8f0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 00:56:42 2025 -0400

    Implement comprehensive animation system (closes #59)

    - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.)
    - Add property system to all UI classes for animation support:
      - UIFrame: position, size, colors (including individual r/g/b/a components)
      - UICaption: position, size, text, colors
      - UISprite: position, scale, sprite_number (with sequence support)
      - UIGrid: position, size, camera center, zoom
      - UIEntity: position, sprite properties
    - Create AnimationManager singleton for frame-based updates
    - Add Python bindings through PyAnimation wrapper
    - Support for delta animations (relative values)
    - Fix segfault when running scripts directly (mcrf_module initialization)
    - Fix headless/windowed mode behavior to respect --headless flag
    - Animations run purely in C++ without Python callbacks per frame

    All UI properties are now animatable with smooth interpolation and professional easing curves.

commit 05bddae511
Author: John McCardle <mccardle.john@gmail.com>
Date:   Fri Jul 4 06:59:02 2025 -0400

    Update comprehensive documentation for Alpha release (Issue #47)

    - Completely rewrote README.md to reflect current features
    - Updated GitHub Pages documentation site with:
      - Modern landing page highlighting Crypt of Sokoban
      - Comprehensive API reference (2700+ lines) with exhaustive examples
      - Updated getting-started guide with installation and first game tutorial
      - 8 detailed tutorials covering all major game systems
      - Quick reference cheat sheet for common operations
    - Generated documentation screenshots showing UI elements
    - Fixed deprecated API references and added new features
    - Added automation API documentation
    - Included Python 3.12 requirement and platform-specific instructions

    Note: Text rendering in headless mode has limitations for screenshots

commit af6a5e090b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:43:58 2025 -0400

    Update ROADMAP.md to reflect completion of Issues #2 and #3

    - Marked both issues as completed with the removal of deprecated action system
    - Updated open issue count from ~50 to ~48
    - These were both Alpha blockers, bringing us closer to release

commit 281800cd23
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:43:22 2025 -0400

    Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3)

    This is our largest net-negative commit yet\! Removed the entire deprecated
    action registration system that provided unnecessary two-step indirection:
    keyboard → action string → Python callback

    Removed components:
    - McRFPy_API::_registerPyAction() and _registerInputAction() methods
    - McRFPy_API::callbacks map for storing Python callables
    - McRFPy_API::doAction() method for executing callbacks
    - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions
    - Scene::registerActionInjected() and unregisterActionInjected() methods
    - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality)

    The game now exclusively uses keypressScene() for keyboard input handling,
    which is simpler and more direct. Also commented out the unused _camFollow
    function that referenced non-existent do_camfollow variable.

commit cc8a7d20e8
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:13:59 2025 -0400

    Clean up temporary test files

commit ff83fd8bb1
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:13:46 2025 -0400

    Update ROADMAP.md to reflect massive progress today

    - Fixed 12+ critical bugs in a single session
    - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation)
    - Updated Phase 1 progress showing 11 of 12 items complete
    - Added detailed summary of today's achievements with issue numbers
    - Emphasized test-driven development approach used throughout

commit dae400031f
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:12:29 2025 -0400

    Remove deprecated player_input and turn-based functions for Issue #3

    Removed the commented-out player_input(), computerTurn(), and playerTurn()
    functions that were part of the old turn-based system. These are no longer
    needed as input is now handled through Scene callbacks.

    Partial fix for #3

commit cb0130b46e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:09:06 2025 -0400

    Implement sprite index validation for Issue #33

    Added validation to prevent setting sprite indices outside the valid
    range for a texture. The implementation:
    - Adds getSpriteCount() method to PyTexture to expose total sprites
    - Validates sprite_number setter to ensure index is within bounds
    - Provides clear error messages showing valid range
    - Works for both Sprite and Entity objects

    closes #33

commit 1e7f5e9e7e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:05:47 2025 -0400

    Implement EntityCollection.extend() method for Issue #27

    Added extend() method to EntityCollection that accepts any iterable
    of Entity objects and adds them all to the collection. The method:
    - Accepts lists, tuples, generators, or any iterable
    - Validates all items are Entity objects
    - Sets the grid association for each added entity
    - Properly handles errors and empty iterables

    closes #27

commit 923350137d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:02:14 2025 -0400

    Implement Entity.index() method for Issue #73

    Added index() method to Entity class that returns the entity's
    position in its parent grid's entity collection. This enables
    proper entity removal patterns using entity.index().

commit 6134869371
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:41:03 2025 -0400

    Add validation to keypressScene() for non-callable arguments

    Added PyCallable_Check validation to ensure keypressScene() only
    accepts callable objects. Now properly raises TypeError with a
    clear error message when passed non-callable arguments like
    strings, numbers, None, or dicts.

commit 4715356b5e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:31:36 2025 -0400

    Fix Sprite texture setter 'error return without exception set'

    Implemented the missing UISprite::set_texture method to properly:
    - Validate the input is a Texture instance
    - Update the sprite's texture using setTexture()
    - Return appropriate error messages for invalid inputs

    The setter now works correctly and no longer returns -1 without
    setting an exception.

commit 6dd1cec600
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:27:32 2025 -0400

    Fix Entity property setters and PyVector implementation

    Fixed the 'new style getargs format' error in Entity property setters by:
    - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg
    - Adding proper error checking in Entity::set_position
    - Implementing PyVector get_member/set_member for x/y properties
    - Fixing PyVector::from_arg to handle non-tuple arguments correctly

    Now Entity.pos and Entity.sprite_number setters work correctly with
    proper type validation.

commit f82b861bcd
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:48:33 2025 -0400

    Fix Issue #74: Add missing Grid.grid_y property

    Added individual grid_x and grid_y getter properties to the Grid class
    to complement the existing grid_size property. This allows direct access
    to grid dimensions and fixes error messages that referenced these
    properties before they existed.

    closes #74

commit 59e6f8d53d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:42:32 2025 -0400

    Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event

    The bug was caused by accessing event.key.code on a mouse event without
    checking the event type first. Since SFML uses a union for events, this
    read garbage data. The middle mouse button value (2) coincidentally matched
    the keyboard 'C' value (2), causing the spurious keyboard event.

    Fixed by adding event type check before accessing key-specific fields.
    Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks.

    Test added to verify middle clicks no longer generate keyboard events.

    Closes #78

commit 1c71d8d4f7
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:36:15 2025 -0400

    Fix Grid to support None/null texture and fix error message bug

    - Allow Grid to be created with None as texture parameter
    - Use default cell dimensions (16x16) when no texture provided
    - Skip sprite rendering when texture is null, but still render colors
    - Fix issue #77: Corrected copy/paste error in Grid.at() error messages
    - Grid now functional for color-only rendering and entity positioning

    Test created to verify Grid works without texture, showing colored cells.

    Closes #77

commit 18cfe93a44
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:25:49 2025 -0400

    Fix --exec interactive prompt bug and create comprehensive test suite

    Major fixes:
    - Fixed --exec entering Python REPL instead of game loop
    - Resolved screenshot transparency issue (requires timer callbacks)
    - Added debug output to trace Python initialization

    Test suite created:
    - 13 comprehensive tests covering all Python-exposed methods
    - Tests use timer callback pattern for proper game loop interaction
    - Discovered multiple critical bugs and missing features

    Critical bugs found:
    - Grid class segfaults on instantiation (blocks all Grid functionality)
    - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event
    - Entity property setters have argument parsing errors
    - Sprite texture setter returns improper error
    - keypressScene() segfaults on non-callable arguments

    Documentation updates:
    - Updated CLAUDE.md with testing guidelines and TDD practices
    - Created test reports documenting all findings
    - Updated ROADMAP.md with test results and new priorities

    The Grid segfault is now the highest priority as it blocks all Grid-based functionality.

commit 9ad0b6850d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 15:55:24 2025 -0400

    Update ROADMAP.md to reflect Python interpreter and automation API progress

    - Mark #32 (Python interpreter behavior) as 90% complete
      - All major Python flags implemented: -h, -V, -c, -m, -i
      - Script execution with proper sys.argv handling works
      - Only stdin (-) support missing

    - Note that new automation API enables:
      - Automated UI testing capabilities
      - Demo recording and playback
      - Accessibility testing support

    - Flag issues #53 and #45 as potentially aided by automation API

commit 7ec4698653
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 14:57:59 2025 -0400

    Update ROADMAP.md to remove closed issues

    - Remove #72 (iterator improvements - closed)
    - Remove #51 (UIEntity derive from UIDrawable - closed)
    - Update issue counts: 64 open issues from original 78
    - Update dependencies and references to reflect closed issues
    - Clarify that core iterators are complete, only grid points remain

commit 68c1a016b0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 14:27:01 2025 -0400

    Implement --exec flag and PyAutoGUI-compatible automation API

    - Add --exec flag to execute multiple scripts before main program
    - Scripts are executed in order and share Python interpreter state
    - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation
    - Add screenshot, mouse control, keyboard input capabilities
    - Fix Python initialization issues when multiple scripts are loaded
    - Update CommandLineParser to handle --exec with proper sys.argv management
    - Add comprehensive examples and documentation

    This enables automation testing by allowing test scripts to run alongside
    games using the same Python environment. The automation API provides
    event injection into the SFML render loop for UI testing.

    Closes #32 partially (Python interpreter emulation)
    References automation testing requirements

commit 763fa201f0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 10:43:17 2025 -0400

    Python command emulation

commit a44b8c93e9
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 09:42:46 2025 -0400

    Prep: Cleanup for interpreter mode
2025-07-05 17:23:09 -04:00
John McCardle 167636ce8c Iterators, other Python C API improvements
closes #72
ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated.
**RPATH updates**
Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer?

The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer.

**New standard object initialization**
PyColor, PyVector
  - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax
  - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp
  - Updated PyObject_New usage in UIEntity.cpp
  - All object creation now uses module-based type lookups instead of static references
  - Created centralized utilities in PyObjectUtils.h

**RAII Wrappers**
automatic reference counting via C++ object lifecycle
  - Created PyRAII.h with PyObjectRef and PyTypeRef classes
  - These provide automatic reference counting management
  - Updated PyColor::from_arg() to demonstrate RAII usage
  - Prevents memory leaks and reference counting errors

**Python object base in type defs:**
`.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}`
PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid

**convertDrawableToPython**
replace crazy macro to detect the correct Python type of a UIDrawable instance

  - Removed the problematic macro from UIDrawable.h
  - Created template-based functions in PyObjectUtils.h
  - Updated UICollection.cpp to use local helper function
  - The new approach is cleaner, more debuggable, and avoids static type references

**Iterator fixes**
tp_iter on UICollection, UIGrid, UIGridPoint, UISprite
UIGrid logic improved, standard

**List vs Vector usage analysis**
there are different use cases that weren't standardized:
  - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>>
  - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>>

The rationale is currently connected to frequency of expected changes.
* A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed.
* A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 09:11:51 -04:00
John McCardle f594998dc3 Final day of changes for 7DRL 2025 - Crypt of Sokoban game code 2025-03-12 22:42:26 -04:00
John McCardle 5b259d0b38 Moving console access to python side, so Windows users won't brick their session. 2025-03-08 21:12:40 -05:00
John McCardle cea084bddf Whoops, never commited the UI icons spritesheet 2025-03-08 20:33:55 -05:00
John McCardle dd2db1586e Whoops, never committed the tile config 2025-03-08 20:31:34 -05:00
John McCardle 6be474da08 7DRL 2025 progress 2025-03-08 10:42:17 -05:00
John McCardle e928dda4b3 Squashed: grid-entity-integration partial features for 7DRL 2025 deployment
This squash commit includes changes from April 21st through 28th, 2024, and the past 3 days of work at 7DRL.
Rather than resume my feature branch work, I made minor changes to safe the C++ functionality and wrote workarounds in Python.

I'm very likely to delete this commit from history by rolling master back to the previous commit, and squash merging a finished feature branch.
2025-03-05 20:26:04 -05:00
John McCardle 232105a893 Squashed commit of the following: [reprs_and_member_names]
Closes #22
Closes #23
Closes #24
Closes #25
Closes #31
Closes #56

commit 43fac8f4f3
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:52 2024 -0400

    Typo in UIFrame repr

commit 3fd5ad93e2
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:30 2024 -0400

    Add UIGridPoint and UIGridPointState repr

commit 03376897b8
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:17 2024 -0400

    Add UIGrid repr

commit 48af072a33
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:05 2024 -0400

    Add UIEntity repr
2024-04-20 18:33:18 -04:00
365 changed files with 1799305 additions and 2952 deletions

23
.gitignore vendored
View File

@ -8,5 +8,26 @@ PCbuild
obj obj
build build
lib lib
obj __pycache__
.cache/
7DRL2025 Release/
CMakeFiles/
Makefile
*.zip
__lib/
_oldscripts/
assets/
cellular_automata_fire/
deps/
fetch_issues_txt.py
forest_fire_CA.py
mcrogueface.github.io
scripts/
tcod_reference
.archive
# Keep important documentation and tests
!CLAUDE.md
!README.md
!tests/

7
.gitmodules vendored
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@ -10,6 +10,7 @@
[submodule "modules/SFML"] [submodule "modules/SFML"]
path = modules/SFML path = modules/SFML
url = git@github.com:SFML/SFML.git url = git@github.com:SFML/SFML.git
[submodule "modules/libtcod"] [submodule "modules/libtcod-headless"]
path = modules/libtcod path = modules/libtcod-headless
url = git@github.com:libtcod/libtcod.git url = git@github.com:jmccardle/libtcod-headless.git
branch = 2.2.1-headless

9
.mcp.json Normal file
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@ -0,0 +1,9 @@
{
"mcpServers": {
"gitea": {
"type": "stdio",
"command": "/home/john/Development/discord_for_claude/forgejo-mcp.linux.amd64",
"args": ["stdio", "--server", "https://gamedev.ffwf.net/gitea/", "--token", "f58ec698a5edee82db4960920b13d3f7d0d58d8e"]
}
}
}

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@ -0,0 +1,306 @@
# Building McRogueFace from Source
This document describes how to build McRogueFace from a fresh clone.
## Build Options
There are two ways to build McRogueFace:
1. **Quick Build** (recommended): Use pre-built dependency libraries from a `build_deps` archive
2. **Full Build**: Compile all dependencies from submodules
## Prerequisites
### System Dependencies
Install these packages before building:
```bash
# Debian/Ubuntu
sudo apt install \
build-essential \
cmake \
git \
zlib1g-dev \
libx11-dev \
libxrandr-dev \
libxcursor-dev \
libfreetype-dev \
libudev-dev \
libvorbis-dev \
libflac-dev \
libgl-dev \
libopenal-dev
```
**Note:** SDL is NOT required - McRogueFace uses libtcod-headless which has no SDL dependency.
---
## Option 1: Quick Build (Using Pre-built Dependencies)
If you have a `build_deps.tar.gz` or `build_deps.zip` archive:
```bash
# Clone McRogueFace (no submodules needed)
git clone <repository-url> McRogueFace
cd McRogueFace
# Extract pre-built dependencies
tar -xzf /path/to/build_deps.tar.gz
# Or for zip: unzip /path/to/build_deps.zip
# Build McRogueFace
mkdir -p build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
# Run
./mcrogueface
```
The `build_deps` archive contains:
- `__lib/` - Pre-built shared libraries (Python, SFML, libtcod-headless)
- `deps/` - Header symlinks for compilation
**Total build time: ~30 seconds**
---
## Option 2: Full Build (Compiling All Dependencies)
### 1. Clone with Submodules
```bash
git clone --recursive <repository-url> McRogueFace
cd McRogueFace
```
If submodules weren't cloned:
```bash
git submodule update --init --recursive
```
**Note:** imgui/imgui-sfml submodules may fail - this is fine, they're not used.
### 2. Create Dependency Symlinks
```bash
cd deps
ln -sf ../modules/cpython cpython
ln -sf ../modules/libtcod-headless/src/libtcod libtcod
ln -sf ../modules/cpython/Include Python
ln -sf ../modules/SFML/include/SFML SFML
cd ..
```
### 3. Build libtcod-headless
libtcod-headless is our SDL-free fork with vendored dependencies:
```bash
cd modules/libtcod-headless
mkdir build && cd build
cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DBUILD_SHARED_LIBS=ON
make -j$(nproc)
cd ../../..
```
That's it! No special flags needed - libtcod-headless defaults to:
- `LIBTCOD_SDL3=disable` (no SDL dependency)
- Vendored lodepng, utf8proc, stb
### 4. Build Python 3.12
```bash
cd modules/cpython
./configure --enable-shared
make -j$(nproc)
cd ../..
```
### 5. Build SFML 2.6
```bash
cd modules/SFML
mkdir build && cd build
cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DBUILD_SHARED_LIBS=ON
make -j$(nproc)
cd ../../..
```
### 6. Copy Libraries
```bash
mkdir -p __lib
# Python
cp modules/cpython/libpython3.12.so* __lib/
# SFML
cp modules/SFML/build/lib/libsfml-*.so* __lib/
# libtcod-headless
cp modules/libtcod-headless/build/bin/libtcod.so* __lib/
# Python standard library
cp -r modules/cpython/Lib __lib/Python
```
### 7. Build McRogueFace
```bash
mkdir -p build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
```
### 8. Run
```bash
./mcrogueface
```
---
## Submodule Versions
| Submodule | Version | Notes |
|-----------|---------|-------|
| SFML | 2.6.1 | Graphics, audio, windowing |
| cpython | 3.12.2 | Embedded Python interpreter |
| libtcod-headless | 2.2.1 | SDL-free fork for FOV, pathfinding |
---
## Creating a build_deps Archive
To create a `build_deps` archive for distribution:
```bash
cd McRogueFace
# Create archive directory
mkdir -p build_deps_staging
# Copy libraries
cp -r __lib build_deps_staging/
# Copy/create deps symlinks as actual directories with only needed headers
mkdir -p build_deps_staging/deps
cp -rL deps/libtcod build_deps_staging/deps/ # Follow symlink
cp -rL deps/Python build_deps_staging/deps/
cp -rL deps/SFML build_deps_staging/deps/
cp -r deps/platform build_deps_staging/deps/
# Create archives
cd build_deps_staging
tar -czf ../build_deps.tar.gz __lib deps
zip -r ../build_deps.zip __lib deps
cd ..
# Cleanup
rm -rf build_deps_staging
```
The resulting archive can be distributed alongside releases for users who want to build McRogueFace without compiling dependencies.
**Archive contents:**
```
build_deps.tar.gz
├── __lib/
│ ├── libpython3.12.so*
│ ├── libsfml-*.so*
│ ├── libtcod.so*
│ └── Python/ # Python standard library
└── deps/
├── libtcod/ # libtcod headers
├── Python/ # Python headers
├── SFML/ # SFML headers
└── platform/ # Platform-specific configs
```
---
## Verify the Build
```bash
cd build
# Check version
./mcrogueface --version
# Test headless mode
./mcrogueface --headless -c "import mcrfpy; print('Success')"
# Verify no SDL dependencies
ldd mcrogueface | grep -i sdl # Should output nothing
```
---
## Troubleshooting
### OpenAL not found
```bash
sudo apt install libopenal-dev
```
### FreeType not found
```bash
sudo apt install libfreetype-dev
```
### X11/Xrandr not found
```bash
sudo apt install libx11-dev libxrandr-dev
```
### Python standard library missing
Ensure `__lib/Python` contains the standard library:
```bash
ls __lib/Python/os.py # Should exist
```
### libtcod symbols not found
Ensure libtcod.so is in `__lib/` with correct version:
```bash
ls -la __lib/libtcod.so*
# Should show libtcod.so -> libtcod.so.2 -> libtcod.so.2.2.1
```
---
## Build Times (approximate)
On a typical 4-core system:
| Component | Time |
|-----------|------|
| libtcod-headless | ~30 seconds |
| Python 3.12 | ~3-5 minutes |
| SFML 2.6 | ~1 minute |
| McRogueFace | ~30 seconds |
| **Full build total** | **~5-7 minutes** |
| **Quick build (pre-built deps)** | **~30 seconds** |
---
## Runtime Dependencies
The built executable requires these system libraries:
- `libz.so.1` (zlib)
- `libopenal.so.1` (OpenAL)
- `libX11.so.6`, `libXrandr.so.2` (X11)
- `libfreetype.so.6` (FreeType)
- `libGL.so.1` (OpenGL)
All other dependencies (Python, SFML, libtcod) are bundled in `lib/`.

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@ -0,0 +1,628 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Gitea-First Workflow
**IMPORTANT**: This project uses Gitea for issue tracking, documentation, and project management. Always consult and update Gitea resources before and during development work.
**Gitea Instance**: https://gamedev.ffwf.net/gitea/john/McRogueFace
### Core Principles
1. **Gitea is the Single Source of Truth**
- Issue tracker contains current tasks, bugs, and feature requests
- Wiki contains living documentation and architecture decisions
- Use Gitea MCP tools to query and update issues programmatically
2. **Always Check Gitea First**
- Before starting work: Check open issues for related tasks or blockers
- Before implementing: Read relevant wiki pages per the [Development Workflow](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Development-Workflow) consultation table
- When using `/roadmap` command: Query Gitea for up-to-date issue status
- When researching a feature: Search Gitea wiki and issues before grepping codebase
- When encountering a bug: Check if an issue already exists
3. **Create Granular Issues**
- Break large features into separate, focused issues
- Each issue should address one specific problem or enhancement
- Tag issues appropriately: `[Bugfix]`, `[Major Feature]`, `[Minor Feature]`, etc.
- Link related issues using dependencies or blocking relationships
4. **Document as You Go**
- When work on one issue interacts with another system: Add notes to related issues
- When discovering undocumented behavior: Note it for wiki update
- When documentation misleads you: Note it for wiki correction
- After committing code changes: Update relevant wiki pages (with user permission)
- Follow the [Development Workflow](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Development-Workflow) for wiki update procedures
5. **Cross-Reference Everything**
- Commit messages should reference issue numbers (e.g., "Fixes #104", "Addresses #125")
- Issue comments should link to commits when work is done
- Wiki pages should reference relevant issues for implementation details
- Issues should link to each other when dependencies exist
### Workflow Pattern
```
┌─────────────────────────────────────────────────────┐
│ 1. Check Gitea Issues & Wiki │
│ - Is there an existing issue for this? │
│ - What's the current status? │
│ - Are there related issues or blockers? │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 2. Create Issues (if needed) │
│ - Break work into granular tasks │
│ - Tag appropriately │
│ - Link dependencies │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 3. Do the Work │
│ - Implement/fix/document │
│ - Write tests first (TDD) │
│ - Add inline documentation │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 4. Update Gitea │
│ - Add notes to affected issues │
│ - Create follow-up issues for discovered work │
│ - Update wiki if architecture/APIs changed │
│ - Add documentation correction tasks │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 5. Commit & Reference │
│ - Commit messages reference issue numbers │
│ - Close issues or update status │
│ - Add commit links to issue comments │
└─────────────────────────────────────────────────────┘
```
### Benefits of Gitea-First Approach
- **Reduced Context Switching**: Check brief issue descriptions instead of re-reading entire codebase
- **Better Planning**: Issues provide roadmap; avoid duplicate or contradictory work
- **Living Documentation**: Wiki and issues stay current as work progresses
- **Historical Context**: Issue comments capture why decisions were made
- **Efficiency**: MCP tools allow programmatic access to project state
### MCP Tools Available
Claude Code has access to Gitea MCP tools for:
- `list_repo_issues` - Query current issues with filtering
- `get_issue` - Get detailed issue information
- `create_issue` - Create new issues programmatically
- `create_issue_comment` - Add comments to issues
- `edit_issue` - Update issue status, title, body
- `add_issue_labels` - Tag issues appropriately
- `add_issue_dependency` / `add_issue_blocking` - Link related issues
- Plus wiki, milestone, and label management tools
Use these tools liberally to keep the project organized!
### Gitea Label System
**IMPORTANT**: Always apply appropriate labels when creating new issues!
The project uses a structured label system to organize issues:
**Label Categories:**
1. **System Labels** (identify affected codebase area):
- `system:rendering` - Rendering pipeline and visuals
- `system:ui-hierarchy` - UI component hierarchy and composition
- `system:grid` - Grid system and spatial containers
- `system:animation` - Animation and property interpolation
- `system:python-binding` - Python/C++ binding layer
- `system:input` - Input handling and events
- `system:performance` - Performance optimization and profiling
- `system:documentation` - Documentation infrastructure
2. **Priority Labels** (development timeline):
- `priority:tier1-active` - Current development focus - critical path to v1.0
- `priority:tier2-foundation` - Important foundation work - not blocking v1.0
- `priority:tier3-future` - Future features - deferred until after v1.0
3. **Type/Scope Labels** (effort and complexity):
- `Major Feature` - Significant time and effort required
- `Minor Feature` - Some effort required to create or overhaul functionality
- `Tiny Feature` - Quick and easy - a few lines or little interconnection
- `Bugfix` - Fixes incorrect behavior
- `Refactoring & Cleanup` - No new functionality, just improving codebase
- `Documentation` - Documentation work
- `Demo Target` - Functionality to demonstrate
4. **Workflow Labels** (current blockers/needs):
- `workflow:blocked` - Blocked by other work - waiting on dependencies
- `workflow:needs-documentation` - Needs documentation before or after implementation
- `workflow:needs-benchmark` - Needs performance testing and benchmarks
- `Alpha Release Requirement` - Blocker to 0.1 Alpha release
**When creating issues:**
- Apply at least one `system:*` label (what part of codebase)
- Apply one `priority:tier*` label (when to address it)
- Apply one type label (`Major Feature`, `Minor Feature`, `Tiny Feature`, or `Bugfix`)
- Apply `workflow:*` labels if applicable (blocked, needs docs, needs benchmarks)
**Example label combinations:**
- New rendering feature: `system:rendering`, `priority:tier2-foundation`, `Major Feature`
- Python API improvement: `system:python-binding`, `priority:tier1-active`, `Minor Feature`
- Performance work: `system:performance`, `priority:tier1-active`, `Major Feature`, `workflow:needs-benchmark`
**⚠️ CRITICAL BUG**: The Gitea MCP tool (v0.07) has a label application bug documented in `GITEA_MCP_LABEL_BUG_REPORT.md`:
- `add_issue_labels` and `replace_issue_labels` behave inconsistently
- Single ID arrays produce different results than multi-ID arrays for the SAME IDs
- Label IDs do not map reliably to actual labels
**Workaround Options:**
1. **Best**: Apply labels manually via web interface: `https://gamedev.ffwf.net/gitea/john/McRogueFace/issues/<number>`
2. **Automated**: Apply labels ONE AT A TIME using single-element arrays (slower but more reliable)
3. **Use single-ID mapping** (documented below)
**Label ID Reference** (for documentation purposes - see issue #131 for details):
```
1=Major Feature, 2=Alpha Release, 3=Bugfix, 4=Demo Target, 5=Documentation,
6=Minor Feature, 7=tier1-active, 8=tier2-foundation, 9=tier3-future,
10=Refactoring, 11=animation, 12=docs, 13=grid, 14=input, 15=performance,
16=python-binding, 17=rendering, 18=ui-hierarchy, 19=Tiny Feature,
20=blocked, 21=needs-benchmark, 22=needs-documentation
```
## Build Commands
```bash
# Build the project (compiles to ./build directory)
make
# Or use the build script directly
./build.sh
# Run the game
make run
# Clean build artifacts
make clean
# The executable and all assets are in ./build/
cd build
./mcrogueface
```
## Project Architecture
McRogueFace is a C++ game engine with Python scripting support, designed for creating roguelike games. The architecture consists of:
### Core Engine (C++)
- **Entry Point**: `src/main.cpp` initializes the game engine
- **Scene System**: `Scene.h/cpp` manages game states
- **Entity System**: `UIEntity.h/cpp` provides game objects
- **Python Integration**: `McRFPy_API.h/cpp` exposes engine functionality to Python
- **UI Components**: `UIFrame`, `UICaption`, `UISprite`, `UIGrid` for rendering
### Game Logic (Python)
- **Main Script**: `src/scripts/game.py` contains game initialization and scene setup
- **Entity System**: `src/scripts/cos_entities.py` implements game entities (Player, Enemy, Boulder, etc.)
- **Level Generation**: `src/scripts/cos_level.py` uses BSP for procedural dungeon generation
- **Tile System**: `src/scripts/cos_tiles.py` implements Wave Function Collapse for tile placement
### Key Python API (`mcrfpy` module)
The C++ engine exposes these primary functions to Python:
- Scene Management: `createScene()`, `setScene()`, `sceneUI()`
- Entity Creation: `Entity()` with position and sprite properties
- Grid Management: `Grid()` for tilemap rendering
- Input Handling: `keypressScene()` for keyboard events
- Audio: `createSoundBuffer()`, `playSound()`, `setVolume()`
- Timers: `setTimer()`, `delTimer()` for event scheduling
## Development Workflow
### Running the Game
After building, the executable expects:
- `assets/` directory with sprites, fonts, and audio
- `scripts/` directory with Python game files
- Python 3.12 shared libraries in `./lib/`
### Modifying Game Logic
- Game scripts are in `src/scripts/`
- Main game entry is `game.py`
- Entity behavior in `cos_entities.py`
- Level generation in `cos_level.py`
### Adding New Features
1. C++ API additions go in `src/McRFPy_API.cpp`
2. Expose to Python using the existing binding pattern
3. Update Python scripts to use new functionality
## Testing
### Test Suite Structure
The `tests/` directory contains the comprehensive test suite:
```
tests/
├── run_tests.py # Test runner - executes all tests with timeout
├── unit/ # Unit tests for individual components (105+ tests)
├── integration/ # Integration tests for system interactions
├── regression/ # Bug regression tests (issue_XX_*.py)
├── benchmarks/ # Performance benchmarks
├── demo/ # Feature demonstration system
│ ├── demo_main.py # Interactive demo runner
│ ├── screens/ # Per-feature demo screens
│ └── screenshots/ # Generated demo screenshots
└── notes/ # Analysis files and documentation
```
### Running Tests
```bash
# Run the full test suite (from tests/ directory)
cd tests && python3 run_tests.py
# Run a specific test
cd build && ./mcrogueface --headless --exec ../tests/unit/some_test.py
# Run the demo system interactively
cd build && ./mcrogueface ../tests/demo/demo_main.py
# Generate demo screenshots (headless)
cd build && ./mcrogueface --headless --exec ../tests/demo/demo_main.py
```
### Reading Tests as Examples
**IMPORTANT**: Before implementing a feature or fixing a bug, check existing tests for API usage examples:
- `tests/unit/` - Shows correct usage of individual mcrfpy classes and functions
- `tests/demo/screens/` - Complete working examples of UI components
- `tests/regression/` - Documents edge cases and bug scenarios
Example: To understand Animation API:
```bash
grep -r "Animation" tests/unit/
cat tests/demo/screens/animation_demo.py
```
### Writing Tests
**Always write tests when adding features or fixing bugs:**
1. **For new features**: Create `tests/unit/feature_name_test.py`
2. **For bug fixes**: Create `tests/regression/issue_XX_description_test.py`
3. **For demos**: Add to `tests/demo/screens/` if it showcases a feature
### Quick Testing Commands
```bash
# Test headless mode with inline Python
cd build
./mcrogueface --headless -c "import mcrfpy; print('Headless test')"
# Run specific test with output
./mcrogueface --headless --exec ../tests/unit/my_test.py 2>&1
```
## Common Development Tasks
### Compiling McRogueFace
```bash
# Standard build (to ./build directory)
make
# Full rebuild
make clean && make
# Manual CMake build
mkdir build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
# The library path issue: if linking fails, check that libraries are in __lib/
# CMakeLists.txt expects: link_directories(${CMAKE_SOURCE_DIR}/__lib)
```
### Running and Capturing Output
```bash
# Run with timeout and capture output
cd build
timeout 5 ./mcrogueface 2>&1 | tee output.log
# Run in background and kill after delay
./mcrogueface > output.txt 2>&1 & PID=$!; sleep 3; kill $PID 2>/dev/null
# Just capture first N lines (useful for crashes)
./mcrogueface 2>&1 | head -50
```
### Debugging with GDB
```bash
# Interactive debugging
gdb ./mcrogueface
(gdb) run
(gdb) bt # backtrace after crash
# Batch mode debugging (non-interactive)
gdb -batch -ex run -ex where -ex quit ./mcrogueface 2>&1
# Get just the backtrace after a crash
gdb -batch -ex "run" -ex "bt" ./mcrogueface 2>&1 | head -50
# Debug with specific commands
echo -e "run\nbt 5\nquit\ny" | gdb ./mcrogueface 2>&1
```
### Testing Different Python Scripts
```bash
# The game automatically runs build/scripts/game.py on startup
# To test different behavior:
# Option 1: Replace game.py temporarily
cd build
cp scripts/my_test_script.py scripts/game.py
./mcrogueface
# Option 2: Backup original and test
mv scripts/game.py scripts/game.py.bak
cp my_test.py scripts/game.py
./mcrogueface
mv scripts/game.py.bak scripts/game.py
# Option 3: For quick tests, create minimal game.py
echo 'import mcrfpy; print("Test"); mcrfpy.createScene("test")' > scripts/game.py
```
### Understanding Key Macros and Patterns
#### RET_PY_INSTANCE Macro (UIDrawable.h)
This macro handles converting C++ UI objects to their Python equivalents:
```cpp
RET_PY_INSTANCE(target);
// Expands to a switch on target->derived_type() that:
// 1. Allocates the correct Python object type (Frame, Caption, Sprite, Grid)
// 2. Sets the shared_ptr data member
// 3. Returns the PyObject*
```
#### Collection Patterns
- `UICollection` wraps `std::vector<std::shared_ptr<UIDrawable>>`
- `UIEntityCollection` wraps `std::list<std::shared_ptr<UIEntity>>`
- Different containers require different iteration code (vector vs list)
#### Python Object Creation Patterns
```cpp
// Pattern 1: Using tp_alloc (most common)
auto o = (PyUIFrameObject*)type->tp_alloc(type, 0);
o->data = std::make_shared<UIFrame>();
// Pattern 2: Getting type from module
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
auto o = (PyUIEntityObject*)type->tp_alloc(type, 0);
// Pattern 3: Direct shared_ptr assignment
iterObj->data = self->data; // Shares the C++ object
```
### Working Directory Structure
```
build/
├── mcrogueface # The executable
├── scripts/
│ └── game.py # Auto-loaded Python script
├── assets/ # Copied from source during build
└── lib/ # Python libraries (copied from __lib/)
```
### Quick Iteration Tips
- Keep a test script ready for quick experiments
- Use `timeout` to auto-kill hanging processes
- The game expects a window manager; use Xvfb for headless testing
- Python errors go to stderr, game output to stdout
- Segfaults usually mean Python type initialization issues
## Important Notes
- The project uses SFML for graphics/audio and libtcod for roguelike utilities
- Python scripts are loaded at runtime from the `scripts/` directory
- Asset loading expects specific paths relative to the executable
- The game was created for 7DRL 2025 as "Crypt of Sokoban"
- Iterator implementations require careful handling of C++/Python boundaries
## Testing Guidelines
### Test-Driven Development
- **Always write tests first**: Create tests in `./tests/` for all bugs and new features
- **Practice TDD**: Write tests that fail to demonstrate the issue, then pass after the fix
- **Read existing tests**: Check `tests/unit/` and `tests/demo/screens/` for API examples before writing code
- **Close the loop**: Reproduce issue → change code → recompile → run test → verify
### Two Types of Tests
#### 1. Direct Execution Tests (No Game Loop)
For tests that only need class initialization or direct code execution:
```python
# tests/unit/my_feature_test.py
import mcrfpy
import sys
# Test code - runs immediately
frame = mcrfpy.Frame(pos=(0,0), size=(100,100))
assert frame.x == 0
assert frame.w == 100
print("PASS")
sys.exit(0)
```
#### 2. Game Loop Tests (Timer-Based)
For tests requiring rendering, screenshots, or elapsed time:
```python
# tests/unit/my_visual_test.py
import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
"""Timer callback - runs after game loop starts"""
automation.screenshot("test_result.png")
# Validate results...
print("PASS")
sys.exit(0)
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
ui.append(mcrfpy.Frame(pos=(50,50), size=(100,100)))
mcrfpy.setScene("test")
mcrfpy.setTimer("test", run_test, 100)
```
### Key Testing Principles
- **Timer callbacks are essential**: Screenshots only work after the render loop starts
- **Use automation API**: `automation.screenshot()`, `automation.click()` for visual testing
- **Exit properly**: Always call `sys.exit(0)` for PASS or `sys.exit(1)` for FAIL
- **Headless mode**: Use `--headless --exec` for CI/automated testing
- **Check examples first**: Read `tests/demo/screens/*.py` for correct API usage
### API Quick Reference (from tests)
```python
# Animation: (property, target_value, duration, easing)
anim = mcrfpy.Animation("x", 500.0, 2.0, "easeInOut")
anim.start(frame)
# Caption: use keyword arguments to avoid positional conflicts
cap = mcrfpy.Caption(text="Hello", pos=(100, 100))
# Grid center: uses pixel coordinates, not cell coordinates
grid = mcrfpy.Grid(grid_size=(15, 10), pos=(50, 50), size=(400, 300))
grid.center = (120, 80) # pixels: (cells * cell_size / 2)
# Keyboard handler: key names are "Num1", "Num2", "Escape", "Q", etc.
def on_key(key, state):
if key == "Num1" and state == "start":
mcrfpy.setScene("demo_1")
```
## Development Best Practices
### Testing and Deployment
- **Keep tests in ./tests, not ./build/tests** - ./build gets shipped, tests shouldn't be included
- **Run full suite before commits**: `cd tests && python3 run_tests.py`
## Documentation Guidelines
### Documentation Macro System
**As of 2025-10-30, McRogueFace uses a macro-based documentation system** (`src/McRFPy_Doc.h`) that ensures consistent, complete docstrings across all Python bindings.
#### Include the Header
```cpp
#include "McRFPy_Doc.h"
```
#### Documenting Methods
For methods in PyMethodDef arrays, use `MCRF_METHOD`:
```cpp
{"method_name", (PyCFunction)Class::method, METH_VARARGS,
MCRF_METHOD(ClassName, method_name,
MCRF_SIG("(arg1: type, arg2: type)", "return_type"),
MCRF_DESC("Brief description of what the method does."),
MCRF_ARGS_START
MCRF_ARG("arg1", "Description of first argument")
MCRF_ARG("arg2", "Description of second argument")
MCRF_RETURNS("Description of return value")
MCRF_RAISES("ValueError", "Condition that raises this exception")
MCRF_NOTE("Important notes or caveats")
MCRF_LINK("docs/guide.md", "Related Documentation")
)},
```
#### Documenting Properties
For properties in PyGetSetDef arrays, use `MCRF_PROPERTY`:
```cpp
{"property_name", (getter)getter_func, (setter)setter_func,
MCRF_PROPERTY(property_name,
"Brief description of the property. "
"Additional details about valid values, side effects, etc."
), NULL},
```
#### Available Macros
- `MCRF_SIG(params, ret)` - Method signature
- `MCRF_DESC(text)` - Description paragraph
- `MCRF_ARGS_START` - Begin arguments section
- `MCRF_ARG(name, desc)` - Individual argument
- `MCRF_RETURNS(text)` - Return value description
- `MCRF_RAISES(exception, condition)` - Exception documentation
- `MCRF_NOTE(text)` - Important notes
- `MCRF_LINK(path, text)` - Reference to external documentation
#### Documentation Prose Guidelines
**Keep C++ docstrings concise** (1-2 sentences per section). For complex topics, use `MCRF_LINK` to reference external guides:
```cpp
MCRF_LINK("docs/animation-guide.md", "Animation System Tutorial")
```
**External documentation** (in `docs/`) can be verbose with examples, tutorials, and design rationale.
### Regenerating Documentation
After modifying C++ inline documentation with MCRF_* macros:
1. **Rebuild the project**: `make -j$(nproc)`
2. **Generate all documentation** (recommended - single command):
```bash
./tools/generate_all_docs.sh
```
This creates:
- `docs/api_reference_dynamic.html` - HTML API reference
- `docs/API_REFERENCE_DYNAMIC.md` - Markdown API reference
- `docs/mcrfpy.3` - Unix man page (section 3)
- `stubs/mcrfpy.pyi` - Type stubs for IDE support
3. **Or generate individually**:
```bash
# API docs (HTML + Markdown)
./build/mcrogueface --headless --exec tools/generate_dynamic_docs.py
# Type stubs (manually-maintained with @overload support)
./build/mcrogueface --headless --exec tools/generate_stubs_v2.py
# Man page (requires pandoc)
./tools/generate_man_page.sh
```
**System Requirements:**
- `pandoc` must be installed for man page generation: `sudo apt-get install pandoc`
### Important Notes
- **Single source of truth**: Documentation lives in C++ source files via MCRF_* macros
- **McRogueFace as Python interpreter**: Documentation scripts MUST be run using McRogueFace itself, not system Python
- **Use --headless --exec**: For non-interactive documentation generation
- **Link transformation**: `MCRF_LINK` references are transformed to appropriate format (HTML, Markdown, etc.)
- **No manual dictionaries**: The old hardcoded documentation system has been removed
### Documentation Pipeline Architecture
1. **C++ Source** → MCRF_* macros in PyMethodDef/PyGetSetDef arrays
2. **Compilation** → Macros expand to complete docstrings embedded in module
3. **Introspection** → Scripts use `dir()`, `getattr()`, `__doc__` to extract
4. **Generation** → HTML/Markdown/Stub files created with transformed links
5. **No drift**: Impossible for docs and code to disagree - they're the same file!
The macro system ensures complete, consistent documentation across all Python bindings.
- Close issues automatically in gitea by adding to the commit message "closes #X", where X is the issue number. This associates the issue closure with the specific commit, so granular commits are preferred. You should only use the MCP tool to close issues directly when discovering that the issue is already complete; when committing changes, always such "closes" (or the opposite, "reopens") references to related issues. If on a feature branch, the issue will be referenced by the commit, and when merged to master, the issue will be actually closed (or reopened).

View File

@ -17,40 +17,69 @@ include_directories(${CMAKE_SOURCE_DIR}/deps/libtcod)
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython) include_directories(${CMAKE_SOURCE_DIR}/deps/cpython)
include_directories(${CMAKE_SOURCE_DIR}/deps/Python) include_directories(${CMAKE_SOURCE_DIR}/deps/Python)
# ImGui and ImGui-SFML include directories
include_directories(${CMAKE_SOURCE_DIR}/modules/imgui)
include_directories(${CMAKE_SOURCE_DIR}/modules/imgui-sfml)
# ImGui source files
set(IMGUI_SOURCES
${CMAKE_SOURCE_DIR}/modules/imgui/imgui.cpp
${CMAKE_SOURCE_DIR}/modules/imgui/imgui_draw.cpp
${CMAKE_SOURCE_DIR}/modules/imgui/imgui_tables.cpp
${CMAKE_SOURCE_DIR}/modules/imgui/imgui_widgets.cpp
${CMAKE_SOURCE_DIR}/modules/imgui-sfml/imgui-SFML.cpp
)
# Collect all the source files # Collect all the source files
file(GLOB_RECURSE SOURCES "src/*.cpp") file(GLOB_RECURSE SOURCES "src/*.cpp")
# Add ImGui sources to the build
list(APPEND SOURCES ${IMGUI_SOURCES})
# Find OpenGL (required by ImGui-SFML)
find_package(OpenGL REQUIRED)
# Create a list of libraries to link against # Create a list of libraries to link against
set(LINK_LIBS set(LINK_LIBS
m
dl
util
pthread
python3.12
sfml-graphics sfml-graphics
sfml-window sfml-window
sfml-system sfml-system
sfml-audio sfml-audio
tcod) tcod
OpenGL::GL)
# On Windows, add any additional libs and include directories # On Windows, add any additional libs and include directories
if(WIN32) if(WIN32)
# Windows-specific Python library name (no dots)
list(APPEND LINK_LIBS python314)
# Add the necessary Windows-specific libraries and include directories # Add the necessary Windows-specific libraries and include directories
# include_directories(path_to_additional_includes) # include_directories(path_to_additional_includes)
# link_directories(path_to_additional_libs) # link_directories(path_to_additional_libs)
# list(APPEND LINK_LIBS additional_windows_libs) # list(APPEND LINK_LIBS additional_windows_libs)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows) include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
else() else()
# Unix/Linux specific libraries
list(APPEND LINK_LIBS python3.14 m dl util pthread)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux) include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
endif() endif()
# Add the directory where the linker should look for the libraries # Add the directory where the linker should look for the libraries
#link_directories(${CMAKE_SOURCE_DIR}/deps_linux) #link_directories(${CMAKE_SOURCE_DIR}/deps_linux)
link_directories(${CMAKE_SOURCE_DIR}/lib) link_directories(${CMAKE_SOURCE_DIR}/__lib)
# Define the executable target before linking libraries # Define the executable target before linking libraries
add_executable(mcrogueface ${SOURCES}) add_executable(mcrogueface ${SOURCES})
# Define NO_SDL for libtcod-headless headers (excludes SDL-dependent code)
target_compile_definitions(mcrogueface PRIVATE NO_SDL)
# On Windows, set subsystem to WINDOWS to hide console
if(WIN32)
set_target_properties(mcrogueface PROPERTIES
WIN32_EXECUTABLE TRUE
LINK_FLAGS "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
endif()
# Now the linker will find the libraries in the specified directory # Now the linker will find the libraries in the specified directory
target_link_libraries(mcrogueface ${LINK_LIBS}) target_link_libraries(mcrogueface ${LINK_LIBS})
@ -67,9 +96,28 @@ add_custom_command(TARGET mcrogueface POST_BUILD
# Copy Python standard library to build directory # Copy Python standard library to build directory
add_custom_command(TARGET mcrogueface POST_BUILD add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/lib $<TARGET_FILE_DIR:mcrogueface>/lib) ${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib)
# rpath for including shared libraries # On Windows, copy DLLs to executable directory
if(WIN32)
# Copy all DLL files from lib to the executable directory
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E echo "Copied DLLs to executable directory")
# Alternative: Copy specific DLLs if you want more control
# file(GLOB DLLS "${CMAKE_SOURCE_DIR}/__lib/*.dll")
# foreach(DLL ${DLLS})
# add_custom_command(TARGET mcrogueface POST_BUILD
# COMMAND ${CMAKE_COMMAND} -E copy_if_different
# ${DLL} $<TARGET_FILE_DIR:mcrogueface>)
# endforeach()
endif()
# rpath for including shared libraries (Linux/Unix only)
if(NOT WIN32)
set_target_properties(mcrogueface PROPERTIES set_target_properties(mcrogueface PROPERTIES
INSTALL_RPATH "./lib") INSTALL_RPATH "$ORIGIN/./lib")
endif()

54
GNUmakefile Normal file
View File

@ -0,0 +1,54 @@
# Convenience Makefile wrapper for McRogueFace
# This delegates to CMake build in the build directory
.PHONY: all build clean run test dist help
# Default target
all: build
# Build the project
build:
@./build.sh
# Clean build artifacts
clean:
@./clean.sh
# Run the game
run: build
@cd build && ./mcrogueface
# Run in Python mode
python: build
@cd build && ./mcrogueface -i
# Test basic functionality
test: build
@echo "Testing McRogueFace..."
@cd build && ./mcrogueface -V
@cd build && ./mcrogueface -c "print('Test passed')"
@cd build && ./mcrogueface --headless -c "import mcrfpy; print('mcrfpy imported successfully')"
# Create distribution archive
dist: build
@echo "Creating distribution archive..."
@cd build && zip -r ../McRogueFace-$$(date +%Y%m%d).zip . -x "*.o" "CMakeFiles/*" "Makefile" "*.cmake"
@echo "Distribution archive created: McRogueFace-$$(date +%Y%m%d).zip"
# Show help
help:
@echo "McRogueFace Build System"
@echo "======================="
@echo ""
@echo "Available targets:"
@echo " make - Build the project (default)"
@echo " make build - Build the project"
@echo " make clean - Remove all build artifacts"
@echo " make run - Build and run the game"
@echo " make python - Build and run in Python interactive mode"
@echo " make test - Run basic tests"
@echo " make dist - Create distribution archive"
@echo " make help - Show this help message"
@echo ""
@echo "Build output goes to: ./build/"
@echo "Distribution archives are created in project root"

198
README.md
View File

@ -1,30 +1,182 @@
# McRogueFace - 2D Game Engine # McRogueFace
An experimental prototype game engine built for my own use in 7DRL 2023.
*Blame my wife for the name* *Blame my wife for the name*
## Tenets: A Python-powered 2D game engine for creating roguelike games, built with C++ and SFML.
* C++ first, Python close behind. * Core roguelike logic from libtcod: field of view, pathfinding
* Entity-Component system based on David Churchill's Memorial University COMP4300 course lectures available on Youtube. * Animate sprites with multiple frames. Smooth transitions for positions, sizes, zoom, and camera
* Graphics, particles and shaders provided by SFML. * Simple GUI element system allows keyboard and mouse input, composition
* Pathfinding, noise generation, and other Roguelike goodness provided by TCOD. * No compilation or installation necessary. The runtime is a full Python environment; "Zip And Ship"
## Why? ![ Image ]()
I did the r/RoguelikeDev TCOD tutorial in Python. I loved it, but I did not want to be limited to ASCII. I want to be able to draw pixels on top of my tiles (like lines or circles) and eventually incorporate even more polish. **Pre-Alpha Release Demo**: my 7DRL 2025 entry *"Crypt of Sokoban"* - a prototype with buttons, boulders, enemies, and items.
## To-do ## Quick Start
* ✅ Initial Commit **Download**:
* ✅ Integrate scene, action, entity, component system from COMP4300 engine
* ✅ Windows / Visual Studio project - The entire McRogueFace visual framework:
* ✅ Draw Sprites - **Sprite**: an image file or one sprite from a shared sprite sheet
* ✅ Play Sounds - **Caption**: load a font, display text
* ✅ Draw UI, spawn entity from Python code - **Frame**: A rectangle; put other things on it to move or manage GUIs as modules
* ❌ Python AI for entities (NPCs on set paths, enemies towards player) - **Grid**: A 2D array of tiles with zoom + position control
* ✅ Walking / Collision - **Entity**: Lives on a Grid, displays a sprite, and can have a perspective or move along a path
* ❌ "Boards" (stairs / doors / walk off edge of screen) - **Animation**: Change any property on any of the above over time
* ❌ Cutscenes - interrupt normal controls, text scroll, character portraits
* ❌ Mouse integration - tooltips, zoom, click to select targets, cursors ```bash
# Clone and build
git clone <wherever you found this repo>
cd McRogueFace
make
# Run the example game
cd build
./mcrogueface
```
## Building from Source
For most users, pre-built releases are available. If you need to build from source:
### Quick Build (with pre-built dependencies)
Download `build_deps.tar.gz` from the releases page, then:
```bash
git clone <repository-url> McRogueFace
cd McRogueFace
tar -xzf /path/to/build_deps.tar.gz
mkdir build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
```
### Full Build (compiling all dependencies)
```bash
git clone --recursive <repository-url> McRogueFace
cd McRogueFace
# See BUILD_FROM_SOURCE.md for complete instructions
```
**[BUILD_FROM_SOURCE.md](BUILD_FROM_SOURCE.md)** - Complete build guide including:
- System dependency installation
- Compiling SFML, Python, and libtcod-headless from source
- Creating `build_deps` archives for distribution
- Troubleshooting common build issues
### System Requirements
- **Linux**: Debian/Ubuntu tested; other distros should work
- **Windows**: Supported (see build guide for details)
- **macOS**: Untested
## Example: Creating a Simple Scene
```python
import mcrfpy
# Create a new scene
mcrfpy.createScene("intro")
# Add a text caption
caption = mcrfpy.Caption((50, 50), "Welcome to McRogueFace!")
caption.size = 48
caption.fill_color = (255, 255, 255)
# Add to scene
mcrfpy.sceneUI("intro").append(caption)
# Switch to the scene
mcrfpy.setScene("intro")
```
## Documentation
### 📚 Developer Documentation
For comprehensive documentation about systems, architecture, and development workflows:
**[Project Wiki](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki)**
Key wiki pages:
- **[Home](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Home)** - Documentation hub with multiple entry points
- **[Grid System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Grid-System)** - Three-layer grid architecture
- **[Python Binding System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Python-Binding-System)** - C++/Python integration
- **[Performance and Profiling](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Performance-and-Profiling)** - Optimization tools
- **[Adding Python Bindings](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Adding-Python-Bindings)** - Step-by-step binding guide
- **[Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap)** - All 46 open issues organized by system
### 📖 Development Guides
In the repository root:
- **[CLAUDE.md](CLAUDE.md)** - Build instructions, testing guidelines, common tasks
- **[ROADMAP.md](ROADMAP.md)** - Strategic vision and development phases
- **[roguelike_tutorial/](roguelike_tutorial/)** - Complete roguelike tutorial implementations
## Build Requirements
- C++17 compiler (GCC 7+ or Clang 5+)
- CMake 3.14+
- Python 3.12+
- SFML 2.6
- Linux or Windows (macOS untested)
## Project Structure
```
McRogueFace/
├── assets/ # Sprites, fonts, audio
├── build/ # Build output directory: zip + ship
│ ├─ (*)assets/ # (copied location of assets)
│ ├─ (*)scripts/ # (copied location of src/scripts)
│ └─ lib/ # SFML, TCOD libraries, Python + standard library / modules
├── deps/ # Python, SFML, and libtcod imports can be tossed in here to build
│ └─ platform/ # windows, linux subdirectories for OS-specific cpython config
├── docs/ # generated HTML, markdown docs
│ └─ stubs/ # .pyi files for editor integration
├── modules/ # git submodules, to build all of McRogueFace's dependencies from source
├── src/ # C++ engine source
│ └─ scripts/ # Python game scripts (copied during build)
└── tests/ # Automated test suite
└── tools/ # For the McRogueFace ecosystem: docs generation
```
If you are building McRogueFace to implement game logic or scene configuration in C++, you'll have to compile the project.
If you are writing a game in Python using McRogueFace, you only need to rename and zip/distribute the `build` directory.
## Philosophy
- **C++ every frame, Python every tick**: All rendering data is handled in C++. Structure your UI and program animations in Python, and they are rendered without Python. All game logic can be written in Python.
- **No Compiling Required; Zip And Ship**: Implement your game objects with Python, zip up McRogueFace with your "game.py" to ship
- **Built-in Roguelike Support**: Dungeon generation, pathfinding, and field-of-view via libtcod
- **Hands-Off Testing**: PyAutoGUI-inspired event generation framework. All McRogueFace interactions can be performed headlessly via script: for software testing or AI integration
- **Interactive Development**: Python REPL integration for live game debugging. Use `mcrogueface` like a Python interpreter
## Contributing
PRs will be considered! Please include explicit mention that your contribution is your own work and released under the MIT license in the pull request.
### Issue Tracking
The project uses [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for task tracking and bug reports. Issues are organized with labels:
- **System labels** (grid, animation, python-binding, etc.) - identify which codebase area
- **Priority labels** (tier1-active, tier2-foundation, tier3-future) - development timeline
- **Type labels** (Major Feature, Minor Feature, Bugfix, etc.) - effort and scope
See the [Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap) on the wiki for organized view of all open tasks.
## License
This project is licensed under the MIT License - see LICENSE file for details.
## Acknowledgments
- Developed for 7-Day Roguelike 2023, 2024, 2025 - here's to many more
- Built with [SFML](https://www.sfml-dev.org/), [libtcod](https://github.com/libtcod/libtcod), and Python
- Inspired by David Churchill's COMP4300 game engine lectures

223
ROADMAP.md Normal file
View File

@ -0,0 +1,223 @@
# McRogueFace - Development Roadmap
## Project Status
**Current State**: Active development - C++ game engine with Python scripting
**Latest Release**: Alpha 0.1
**Issue Tracking**: See [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for current tasks and bugs
---
## 🎯 Strategic Vision
### Engine Philosophy
- **C++ First**: Performance-critical code stays in C++
- **Python Close Behind**: Rich scripting without frame-rate impact
- **Game-Ready**: Each improvement should benefit actual game development
### Architecture Goals
1. **Clean Inheritance**: Drawable → UI components, proper type preservation
2. **Collection Consistency**: Uniform iteration, indexing, and search patterns
3. **Resource Management**: RAII everywhere, proper lifecycle handling
4. **Multi-Platform**: Windows/Linux feature parity maintained
---
## 🏗️ Architecture Decisions
### Three-Layer Grid Architecture
Following successful roguelike patterns (Caves of Qud, Cogmind, DCSS):
1. **Visual Layer** (UIGridPoint) - Sprites, colors, animations
2. **World State Layer** (TCODMap) - Walkability, transparency, physics
3. **Entity Perspective Layer** (UIGridPointState) - Per-entity FOV, knowledge
### Performance Architecture
Critical for large maps (1000x1000):
- **Spatial Hashing** for entity queries (not quadtrees!)
- **Batch Operations** with context managers (10-100x speedup)
- **Memory Pooling** for entities and components
- **Dirty Flag System** to avoid unnecessary updates
- **Zero-Copy NumPy Integration** via buffer protocol
### Key Insight from Research
"Minimizing Python/C++ boundary crossings matters more than individual function complexity"
- Batch everything possible
- Use context managers for logical operations
- Expose arrays, not individual cells
- Profile and optimize hot paths only
---
## 🚀 Development Phases
For detailed task tracking and current priorities, see the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).
### Phase 1: Foundation Stabilization ✅
**Status**: Complete
**Key Issues**: #7 (Safe Constructors), #71 (Base Class), #87 (Visibility), #88 (Opacity)
### Phase 2: Constructor & API Polish ✅
**Status**: Complete
**Key Features**: Pythonic API, tuple support, standardized defaults
### Phase 3: Entity Lifecycle Management ✅
**Status**: Complete
**Key Issues**: #30 (Entity.die()), #93 (Vector methods), #94 (Color helpers), #103 (Timer objects)
### Phase 4: Visibility & Performance ✅
**Status**: Complete
**Key Features**: AABB culling, name system, profiling tools
### Phase 5: Window/Scene Architecture ✅
**Status**: Complete
**Key Issues**: #34 (Window object), #61 (Scene object), #1 (Resize events), #105 (Scene transitions)
### Phase 6: Rendering Revolution ✅
**Status**: Complete
**Key Issues**: #50 (Grid backgrounds), #6 (RenderTexture), #8 (Viewport rendering)
### Phase 7: Documentation & Distribution ✅
**Status**: Complete (2025-10-30)
**Key Issues**: #85 (Docstrings), #86 (Parameter docs), #108 (Type stubs), #97 (API docs)
**Completed**: All classes and functions converted to MCRF_* macro system with automated HTML/Markdown/man page generation
See [current open issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues?state=open) for active work.
---
## 🔮 Future Vision: Pure Python Extension Architecture
### Concept: McRogueFace as a Traditional Python Package
**Status**: Long-term vision
**Complexity**: Major architectural overhaul
Instead of being a C++ application that embeds Python, McRogueFace could be redesigned as a pure Python extension module that can be installed via `pip install mcrogueface`.
### Technical Approach
1. **Separate Core Engine from Python Embedding**
- Extract SFML rendering, audio, and input into C++ extension modules
- Remove embedded CPython interpreter
- Use Python's C API to expose functionality
2. **Module Structure**
```
mcrfpy/
├── __init__.py # Pure Python coordinator
├── _core.so # C++ rendering/game loop extension
├── _sfml.so # SFML bindings
├── _audio.so # Audio system bindings
└── engine.py # Python game engine logic
```
3. **Inverted Control Flow**
- Python drives the main loop instead of C++
- C++ extensions handle performance-critical operations
- Python manages game logic, scenes, and entity systems
### Benefits
- **Standard Python Packaging**: `pip install mcrogueface`
- **Virtual Environment Support**: Works with venv, conda, poetry
- **Better IDE Integration**: Standard Python development workflow
- **Easier Testing**: Use pytest, standard Python testing tools
- **Cross-Python Compatibility**: Support multiple Python versions
- **Modular Architecture**: Users can import only what they need
### Challenges
- **Major Refactoring**: Complete restructure of codebase
- **Performance Considerations**: Python-driven main loop overhead
- **Build Complexity**: Multiple extension modules to compile
- **Platform Support**: Need wheels for many platform/Python combinations
- **API Stability**: Would need careful design to maintain compatibility
### Example Usage (Future Vision)
```python
import mcrfpy
from mcrfpy import Scene, Frame, Sprite, Grid
# Create game directly in Python
game = mcrfpy.Game(width=1024, height=768)
# Define scenes using Python classes
class MainMenu(Scene):
def on_enter(self):
self.ui.append(Frame(100, 100, 200, 50))
self.ui.append(Sprite("logo.png", x=400, y=100))
def on_keypress(self, key, pressed):
if key == "ENTER" and pressed:
self.game.set_scene("game")
# Run the game
game.add_scene("menu", MainMenu())
game.run()
```
This architecture would make McRogueFace a first-class Python citizen, following standard Python packaging conventions while maintaining high performance through C++ extensions.
---
## 📋 Major Feature Areas
For current status and detailed tasks, see the corresponding Gitea issue labels:
### Core Systems
- **UI/Rendering System**: Issues tagged `[Major Feature]` related to rendering
- **Grid/Entity System**: Pathfinding, FOV, entity management
- **Animation System**: Property animation, easing functions, callbacks
- **Scene/Window Management**: Scene lifecycle, transitions, viewport
### Performance Optimization
- **#115**: SpatialHash for 10,000+ entities
- **#116**: Dirty flag system
- **#113**: Batch operations for NumPy-style access
- **#117**: Memory pool for entities
### Advanced Features
- **#118**: Scene as Drawable (scenes can be drawn/animated)
- **#122**: Parent-Child UI System
- **#123**: Grid Subgrid System (256x256 chunks)
- **#124**: Grid Point Animation
- **#106**: Shader support
- **#107**: Particle system
### Documentation
- **#92**: Inline C++ documentation system
- **#91**: Python type stub files (.pyi)
- **#97**: Automated API documentation extraction
- **#126**: Generate perfectly consistent Python interface
---
## 📚 Resources
- **Issue Tracker**: [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues)
- **Source Code**: [Gitea Repository](https://gamedev.ffwf.net/gitea/john/McRogueFace)
- **Documentation**: See `CLAUDE.md` for build instructions and development guide
- **Tutorial**: See `roguelike_tutorial/` for implementation examples
- **Workflow**: See "Gitea-First Workflow" section in `CLAUDE.md` for issue management best practices
---
## 🔄 Development Workflow
**Gitea is the Single Source of Truth** for this project. Before starting any work:
1. **Check Gitea Issues** for existing tasks, bugs, or related work
2. **Create granular issues** for new features or problems
3. **Update issues** when work affects other systems
4. **Document discoveries** - if something is undocumented or misleading, create a task to fix it
5. **Cross-reference commits** with issue numbers (e.g., "Fixes #104")
See the "Gitea-First Workflow" section in `CLAUDE.md` for detailed guidelines on efficient development practices using the Gitea MCP tools.
---
*For current priorities, task tracking, and bug reports, please use the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).*

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#!/bin/bash
# Build script for McRogueFace - compiles everything into ./build directory
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
echo -e "${GREEN}McRogueFace Build Script${NC}"
echo "========================="
# Create build directory if it doesn't exist
if [ ! -d "build" ]; then
echo -e "${YELLOW}Creating build directory...${NC}"
mkdir build
fi
# Change to build directory
cd build
# Run CMake to generate build files
echo -e "${YELLOW}Running CMake...${NC}"
cmake .. -DCMAKE_BUILD_TYPE=Release
# Check if CMake succeeded
if [ $? -ne 0 ]; then
echo -e "${RED}CMake configuration failed!${NC}"
exit 1
fi
# Run make with parallel jobs
echo -e "${YELLOW}Building with make...${NC}"
make -j$(nproc)
# Check if make succeeded
if [ $? -ne 0 ]; then
echo -e "${RED}Build failed!${NC}"
exit 1
fi
echo -e "${GREEN}Build completed successfully!${NC}"
echo ""
echo "The build directory contains:"
ls -la
echo ""
echo -e "${GREEN}To run McRogueFace:${NC}"
echo " cd build"
echo " ./mcrogueface"
echo ""
echo -e "${GREEN}To create a distribution archive:${NC}"
echo " cd build"
echo " zip -r ../McRogueFace-$(date +%Y%m%d).zip ."

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@echo off
REM Windows build script for McRogueFace
REM Run this over SSH without Visual Studio GUI
echo Building McRogueFace for Windows...
REM Clean previous build
if exist build_win rmdir /s /q build_win
mkdir build_win
cd build_win
REM Generate Visual Studio project files with CMake
REM Use -G to specify generator, -A for architecture
REM Visual Studio 2022 = "Visual Studio 17 2022"
REM Visual Studio 2019 = "Visual Studio 16 2019"
cmake -G "Visual Studio 17 2022" -A x64 ..
if errorlevel 1 (
echo CMake configuration failed!
exit /b 1
)
REM Build using MSBuild (comes with Visual Studio)
REM You can also use cmake --build . --config Release
msbuild McRogueFace.sln /p:Configuration=Release /p:Platform=x64 /m
if errorlevel 1 (
echo Build failed!
exit /b 1
)
echo Build completed successfully!
echo Executable location: build_win\Release\mcrogueface.exe
REM Alternative: Using cmake to build (works with any generator)
REM cmake --build . --config Release --parallel
cd ..

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@echo off
REM Windows build script using cmake --build (generator-agnostic)
REM This version works with any CMake generator
echo Building McRogueFace for Windows using CMake...
REM Set build directory
set BUILD_DIR=build_win
set CONFIG=Release
REM Clean previous build
if exist %BUILD_DIR% rmdir /s /q %BUILD_DIR%
mkdir %BUILD_DIR%
cd %BUILD_DIR%
REM Configure with CMake
REM You can change the generator here if needed:
REM -G "Visual Studio 17 2022" (VS 2022)
REM -G "Visual Studio 16 2019" (VS 2019)
REM -G "MinGW Makefiles" (MinGW)
REM -G "Ninja" (Ninja build system)
cmake -G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=%CONFIG% ..
if errorlevel 1 (
echo CMake configuration failed!
cd ..
exit /b 1
)
REM Build using cmake (works with any generator)
cmake --build . --config %CONFIG% --parallel
if errorlevel 1 (
echo Build failed!
cd ..
exit /b 1
)
echo.
echo Build completed successfully!
echo Executable: %BUILD_DIR%\%CONFIG%\mcrogueface.exe
echo.
cd ..

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"""Type stubs for McRogueFace Python API.
Core game engine interface for creating roguelike games with Python.
"""
from typing import Any, List, Dict, Tuple, Optional, Callable, Union, overload
# Type aliases
UIElement = Union['Frame', 'Caption', 'Sprite', 'Grid']
Transition = Union[str, None]
# Classes
class Color:
"""SFML Color Object for RGBA colors."""
r: int
g: int
b: int
a: int
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, r: int, g: int, b: int, a: int = 255) -> None: ...
def from_hex(self, hex_string: str) -> 'Color':
"""Create color from hex string (e.g., '#FF0000' or 'FF0000')."""
...
def to_hex(self) -> str:
"""Convert color to hex string format."""
...
def lerp(self, other: 'Color', t: float) -> 'Color':
"""Linear interpolation between two colors."""
...
class Vector:
"""SFML Vector Object for 2D coordinates."""
x: float
y: float
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float, y: float) -> None: ...
def add(self, other: 'Vector') -> 'Vector': ...
def subtract(self, other: 'Vector') -> 'Vector': ...
def multiply(self, scalar: float) -> 'Vector': ...
def divide(self, scalar: float) -> 'Vector': ...
def distance(self, other: 'Vector') -> float: ...
def normalize(self) -> 'Vector': ...
def dot(self, other: 'Vector') -> float: ...
class Texture:
"""SFML Texture Object for images."""
def __init__(self, filename: str) -> None: ...
filename: str
width: int
height: int
sprite_count: int
class Font:
"""SFML Font Object for text rendering."""
def __init__(self, filename: str) -> None: ...
filename: str
family: str
class Drawable:
"""Base class for all drawable UI elements."""
x: float
y: float
visible: bool
z_index: int
name: str
pos: Vector
def get_bounds(self) -> Tuple[float, float, float, float]:
"""Get bounding box as (x, y, width, height)."""
...
def move(self, dx: float, dy: float) -> None:
"""Move by relative offset (dx, dy)."""
...
def resize(self, width: float, height: float) -> None:
"""Resize to new dimensions (width, height)."""
...
class Frame(Drawable):
"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)
A rectangular frame UI element that can contain other drawable elements.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float = 0, y: float = 0, w: float = 0, h: float = 0,
fill_color: Optional[Color] = None, outline_color: Optional[Color] = None,
outline: float = 0, click: Optional[Callable] = None,
children: Optional[List[UIElement]] = None) -> None: ...
w: float
h: float
fill_color: Color
outline_color: Color
outline: float
click: Optional[Callable[[float, float, int], None]]
children: 'UICollection'
clip_children: bool
class Caption(Drawable):
"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)
A text display UI element with customizable font and styling.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, text: str = '', x: float = 0, y: float = 0,
font: Optional[Font] = None, fill_color: Optional[Color] = None,
outline_color: Optional[Color] = None, outline: float = 0,
click: Optional[Callable] = None) -> None: ...
text: str
font: Font
fill_color: Color
outline_color: Color
outline: float
click: Optional[Callable[[float, float, int], None]]
w: float # Read-only, computed from text
h: float # Read-only, computed from text
class Sprite(Drawable):
"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)
A sprite UI element that displays a texture or portion of a texture atlas.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float = 0, y: float = 0, texture: Optional[Texture] = None,
sprite_index: int = 0, scale: float = 1.0,
click: Optional[Callable] = None) -> None: ...
texture: Texture
sprite_index: int
scale: float
click: Optional[Callable[[float, float, int], None]]
w: float # Read-only, computed from texture
h: float # Read-only, computed from texture
class Grid(Drawable):
"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)
A grid-based tilemap UI element for rendering tile-based levels and game worlds.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float = 0, y: float = 0, grid_size: Tuple[int, int] = (20, 20),
texture: Optional[Texture] = None, tile_width: int = 16, tile_height: int = 16,
scale: float = 1.0, click: Optional[Callable] = None) -> None: ...
grid_size: Tuple[int, int]
tile_width: int
tile_height: int
texture: Texture
scale: float
points: List[List['GridPoint']]
entities: 'EntityCollection'
background_color: Color
click: Optional[Callable[[int, int, int], None]]
def at(self, x: int, y: int) -> 'GridPoint':
"""Get grid point at tile coordinates."""
...
class GridPoint:
"""Grid point representing a single tile."""
texture_index: int
solid: bool
color: Color
class GridPointState:
"""State information for a grid point."""
texture_index: int
color: Color
class Entity(Drawable):
"""Entity(grid_x=0, grid_y=0, texture=None, sprite_index=0, name='')
Game entity that lives within a Grid.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, grid_x: float = 0, grid_y: float = 0, texture: Optional[Texture] = None,
sprite_index: int = 0, name: str = '') -> None: ...
grid_x: float
grid_y: float
texture: Texture
sprite_index: int
grid: Optional[Grid]
def at(self, grid_x: float, grid_y: float) -> None:
"""Move entity to grid position."""
...
def die(self) -> None:
"""Remove entity from its grid."""
...
def index(self) -> int:
"""Get index in parent grid's entity collection."""
...
class UICollection:
"""Collection of UI drawable elements (Frame, Caption, Sprite, Grid)."""
def __len__(self) -> int: ...
def __getitem__(self, index: int) -> UIElement: ...
def __setitem__(self, index: int, value: UIElement) -> None: ...
def __delitem__(self, index: int) -> None: ...
def __contains__(self, item: UIElement) -> bool: ...
def __iter__(self) -> Any: ...
def __add__(self, other: 'UICollection') -> 'UICollection': ...
def __iadd__(self, other: 'UICollection') -> 'UICollection': ...
def append(self, item: UIElement) -> None: ...
def extend(self, items: List[UIElement]) -> None: ...
def remove(self, item: UIElement) -> None: ...
def index(self, item: UIElement) -> int: ...
def count(self, item: UIElement) -> int: ...
class EntityCollection:
"""Collection of Entity objects."""
def __len__(self) -> int: ...
def __getitem__(self, index: int) -> Entity: ...
def __setitem__(self, index: int, value: Entity) -> None: ...
def __delitem__(self, index: int) -> None: ...
def __contains__(self, item: Entity) -> bool: ...
def __iter__(self) -> Any: ...
def __add__(self, other: 'EntityCollection') -> 'EntityCollection': ...
def __iadd__(self, other: 'EntityCollection') -> 'EntityCollection': ...
def append(self, item: Entity) -> None: ...
def extend(self, items: List[Entity]) -> None: ...
def remove(self, item: Entity) -> None: ...
def index(self, item: Entity) -> int: ...
def count(self, item: Entity) -> int: ...
class Scene:
"""Base class for object-oriented scenes."""
name: str
def __init__(self, name: str) -> None: ...
def activate(self) -> None:
"""Called when scene becomes active."""
...
def deactivate(self) -> None:
"""Called when scene becomes inactive."""
...
def get_ui(self) -> UICollection:
"""Get UI elements collection."""
...
def on_keypress(self, key: str, pressed: bool) -> None:
"""Handle keyboard events."""
...
def on_click(self, x: float, y: float, button: int) -> None:
"""Handle mouse clicks."""
...
def on_enter(self) -> None:
"""Called when entering the scene."""
...
def on_exit(self) -> None:
"""Called when leaving the scene."""
...
def on_resize(self, width: int, height: int) -> None:
"""Handle window resize events."""
...
def update(self, dt: float) -> None:
"""Update scene logic."""
...
class Timer:
"""Timer object for scheduled callbacks."""
name: str
interval: int
active: bool
def __init__(self, name: str, callback: Callable[[float], None], interval: int) -> None: ...
def pause(self) -> None:
"""Pause the timer."""
...
def resume(self) -> None:
"""Resume the timer."""
...
def cancel(self) -> None:
"""Cancel and remove the timer."""
...
class Window:
"""Window singleton for managing the game window."""
resolution: Tuple[int, int]
fullscreen: bool
vsync: bool
title: str
fps_limit: int
game_resolution: Tuple[int, int]
scaling_mode: str
@staticmethod
def get() -> 'Window':
"""Get the window singleton instance."""
...
class Animation:
"""Animation object for animating UI properties."""
target: Any
property: str
duration: float
easing: str
loop: bool
on_complete: Optional[Callable]
def __init__(self, target: Any, property: str, start_value: Any, end_value: Any,
duration: float, easing: str = 'linear', loop: bool = False,
on_complete: Optional[Callable] = None) -> None: ...
def start(self) -> None:
"""Start the animation."""
...
def update(self, dt: float) -> bool:
"""Update animation, returns True if still running."""
...
def get_current_value(self) -> Any:
"""Get the current interpolated value."""
...
# Module functions
def createSoundBuffer(filename: str) -> int:
"""Load a sound effect from a file and return its buffer ID."""
...
def loadMusic(filename: str) -> None:
"""Load and immediately play background music from a file."""
...
def setMusicVolume(volume: int) -> None:
"""Set the global music volume (0-100)."""
...
def setSoundVolume(volume: int) -> None:
"""Set the global sound effects volume (0-100)."""
...
def playSound(buffer_id: int) -> None:
"""Play a sound effect using a previously loaded buffer."""
...
def getMusicVolume() -> int:
"""Get the current music volume level (0-100)."""
...
def getSoundVolume() -> int:
"""Get the current sound effects volume level (0-100)."""
...
def sceneUI(scene: Optional[str] = None) -> UICollection:
"""Get all UI elements for a scene."""
...
def currentScene() -> str:
"""Get the name of the currently active scene."""
...
def setScene(scene: str, transition: Optional[str] = None, duration: float = 0.0) -> None:
"""Switch to a different scene with optional transition effect."""
...
def createScene(name: str) -> None:
"""Create a new empty scene."""
...
def keypressScene(handler: Callable[[str, bool], None]) -> None:
"""Set the keyboard event handler for the current scene."""
...
def setTimer(name: str, handler: Callable[[float], None], interval: int) -> None:
"""Create or update a recurring timer."""
...
def delTimer(name: str) -> None:
"""Stop and remove a timer."""
...
def exit() -> None:
"""Cleanly shut down the game engine and exit the application."""
...
def setScale(multiplier: float) -> None:
"""Scale the game window size (deprecated - use Window.resolution)."""
...
def find(name: str, scene: Optional[str] = None) -> Optional[UIElement]:
"""Find the first UI element with the specified name."""
...
def findAll(pattern: str, scene: Optional[str] = None) -> List[UIElement]:
"""Find all UI elements matching a name pattern (supports * wildcards)."""
...
def getMetrics() -> Dict[str, Union[int, float]]:
"""Get current performance metrics."""
...
# Submodule
class automation:
"""Automation API for testing and scripting."""
@staticmethod
def screenshot(filename: str) -> bool:
"""Save a screenshot to the specified file."""
...
@staticmethod
def position() -> Tuple[int, int]:
"""Get current mouse position as (x, y) tuple."""
...
@staticmethod
def size() -> Tuple[int, int]:
"""Get screen size as (width, height) tuple."""
...
@staticmethod
def onScreen(x: int, y: int) -> bool:
"""Check if coordinates are within screen bounds."""
...
@staticmethod
def moveTo(x: int, y: int, duration: float = 0.0) -> None:
"""Move mouse to absolute position."""
...
@staticmethod
def moveRel(xOffset: int, yOffset: int, duration: float = 0.0) -> None:
"""Move mouse relative to current position."""
...
@staticmethod
def dragTo(x: int, y: int, duration: float = 0.0, button: str = 'left') -> None:
"""Drag mouse to position."""
...
@staticmethod
def dragRel(xOffset: int, yOffset: int, duration: float = 0.0, button: str = 'left') -> None:
"""Drag mouse relative to current position."""
...
@staticmethod
def click(x: Optional[int] = None, y: Optional[int] = None, clicks: int = 1,
interval: float = 0.0, button: str = 'left') -> None:
"""Click mouse at position."""
...
@staticmethod
def mouseDown(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None:
"""Press mouse button down."""
...
@staticmethod
def mouseUp(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None:
"""Release mouse button."""
...
@staticmethod
def keyDown(key: str) -> None:
"""Press key down."""
...
@staticmethod
def keyUp(key: str) -> None:
"""Release key."""
...
@staticmethod
def press(key: str) -> None:
"""Press and release a key."""
...
@staticmethod
def typewrite(text: str, interval: float = 0.0) -> None:
"""Type text with optional interval between characters."""
...

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@ -0,0 +1,209 @@
"""Type stubs for McRogueFace Python API.
Auto-generated - do not edit directly.
"""
from typing import Any, List, Dict, Tuple, Optional, Callable, Union
# Module documentation
# McRogueFace Python API\n\nCore game engine interface for creating roguelike games with Python.\n\nThis module provides:\n- Scene management (createScene, setScene, currentScene)\n- UI components (Frame, Caption, Sprite, Grid)\n- Entity system for game objects\n- Audio playback (sound effects and music)\n- Timer system for scheduled events\n- Input handling\n- Performance metrics\n\nExample:\n import mcrfpy\n \n # Create a new scene\n mcrfpy.createScene('game')\n mcrfpy.setScene('game')\n \n # Add UI elements\n frame = mcrfpy.Frame(10, 10, 200, 100)\n caption = mcrfpy.Caption('Hello World', 50, 50)\n mcrfpy.sceneUI().extend([frame, caption])\n
# Classes
class Animation:
"""Animation object for animating UI properties"""
def __init__(selftype(self)) -> None: ...
def get_current_value(self, *args, **kwargs) -> Any: ...
def start(self, *args, **kwargs) -> Any: ...
def update(selfreturns True if still running) -> Any: ...
class Caption:
"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Color:
"""SFML Color Object"""
def __init__(selftype(self)) -> None: ...
def from_hex(selfe.g., '#FF0000' or 'FF0000') -> Any: ...
def lerp(self, *args, **kwargs) -> Any: ...
def to_hex(self, *args, **kwargs) -> Any: ...
class Drawable:
"""Base class for all drawable UI elements"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Entity:
"""UIEntity objects"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def die(self, *args, **kwargs) -> Any: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def move(selfdx, dy) -> Any: ...
def path_to(selfx: int, y: int) -> bool: ...
def resize(selfwidth, height) -> Any: ...
def update_visibility(self) -> None: ...
class EntityCollection:
"""Iterable, indexable collection of Entities"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class Font:
"""SFML Font Object"""
def __init__(selftype(self)) -> None: ...
class Frame:
"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Grid:
"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def compute_astar_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def compute_dijkstra(selfroot_x: int, root_y: int, diagonal_cost: float = 1.41) -> None: ...
def compute_fov(selfx: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None: ...
def find_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def get_dijkstra_distance(selfx: int, y: int) -> Optional[float]: ...
def get_dijkstra_path(selfx: int, y: int) -> List[Tuple[int, int]]: ...
def is_in_fov(selfx: int, y: int) -> bool: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class GridPoint:
"""UIGridPoint object"""
def __init__(selftype(self)) -> None: ...
class GridPointState:
"""UIGridPointState object"""
def __init__(selftype(self)) -> None: ...
class Scene:
"""Base class for object-oriented scenes"""
def __init__(selftype(self)) -> None: ...
def activate(self, *args, **kwargs) -> Any: ...
def get_ui(self, *args, **kwargs) -> Any: ...
def register_keyboard(selfalternative to overriding on_keypress) -> Any: ...
class Sprite:
"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Texture:
"""SFML Texture Object"""
def __init__(selftype(self)) -> None: ...
class Timer:
"""Timer object for scheduled callbacks"""
def __init__(selftype(self)) -> None: ...
def cancel(self, *args, **kwargs) -> Any: ...
def pause(self, *args, **kwargs) -> Any: ...
def restart(self, *args, **kwargs) -> Any: ...
def resume(self, *args, **kwargs) -> Any: ...
class UICollection:
"""Iterable, indexable collection of UI objects"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class UICollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class UIEntityCollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class Vector:
"""SFML Vector Object"""
def __init__(selftype(self)) -> None: ...
def angle(self, *args, **kwargs) -> Any: ...
def copy(self, *args, **kwargs) -> Any: ...
def distance_to(self, *args, **kwargs) -> Any: ...
def dot(self, *args, **kwargs) -> Any: ...
def magnitude(self, *args, **kwargs) -> Any: ...
def magnitude_squared(self, *args, **kwargs) -> Any: ...
def normalize(self, *args, **kwargs) -> Any: ...
class Window:
"""Window singleton for accessing and modifying the game window properties"""
def __init__(selftype(self)) -> None: ...
def center(self, *args, **kwargs) -> Any: ...
def get(self, *args, **kwargs) -> Any: ...
def screenshot(self, *args, **kwargs) -> Any: ...
# Functions
def createScene(name: str) -> None: ...
def createSoundBuffer(filename: str) -> int: ...
def currentScene() -> str: ...
def delTimer(name: str) -> None: ...
def exit() -> None: ...
def find(name: str, scene: str = None) -> UIDrawable | None: ...
def findAll(pattern: str, scene: str = None) -> list: ...
def getMetrics() -> dict: ...
def getMusicVolume() -> int: ...
def getSoundVolume() -> int: ...
def keypressScene(handler: callable) -> None: ...
def loadMusic(filename: str) -> None: ...
def playSound(buffer_id: int) -> None: ...
def sceneUI(scene: str = None) -> list: ...
def setMusicVolume(volume: int) -> None: ...
def setScale(multiplier: float) -> None: ...
def setScene(scene: str, transition: str = None, duration: float = 0.0) -> None: ...
def setSoundVolume(volume: int) -> None: ...
def setTimer(name: str, handler: callable, interval: int) -> None: ...
# Constants
FOV_BASIC: int
FOV_DIAMOND: int
FOV_PERMISSIVE_0: int
FOV_PERMISSIVE_1: int
FOV_PERMISSIVE_2: int
FOV_PERMISSIVE_3: int
FOV_PERMISSIVE_4: int
FOV_PERMISSIVE_5: int
FOV_PERMISSIVE_6: int
FOV_PERMISSIVE_7: int
FOV_PERMISSIVE_8: int
FOV_RESTRICTIVE: int
FOV_SHADOW: int
default_font: Any
default_texture: Any

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@ -0,0 +1,24 @@
"""Type stubs for McRogueFace automation API."""
from typing import Optional, Tuple
def click(x=None, y=None, clicks=1, interval=0.0, button='left') -> Any: ...
def doubleClick(x=None, y=None) -> Any: ...
def dragRel(xOffset, yOffset, duration=0.0, button='left') -> Any: ...
def dragTo(x, y, duration=0.0, button='left') -> Any: ...
def hotkey(*keys) - Press a hotkey combination (e.g., hotkey('ctrl', 'c')) -> Any: ...
def keyDown(key) -> Any: ...
def keyUp(key) -> Any: ...
def middleClick(x=None, y=None) -> Any: ...
def mouseDown(x=None, y=None, button='left') -> Any: ...
def mouseUp(x=None, y=None, button='left') -> Any: ...
def moveRel(xOffset, yOffset, duration=0.0) -> Any: ...
def moveTo(x, y, duration=0.0) -> Any: ...
def onScreen(x, y) -> Any: ...
def position() - Get current mouse position as (x, y) -> Any: ...
def rightClick(x=None, y=None) -> Any: ...
def screenshot(filename) -> Any: ...
def scroll(clicks, x=None, y=None) -> Any: ...
def size() - Get screen size as (width, height) -> Any: ...
def tripleClick(x=None, y=None) -> Any: ...
def typewrite(message, interval=0.0) -> Any: ...

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@ -11,10 +11,10 @@ public:
const static int WHEEL_NUM = 4; const static int WHEEL_NUM = 4;
const static int WHEEL_NEG = 2; const static int WHEEL_NEG = 2;
const static int WHEEL_DEL = 1; const static int WHEEL_DEL = 1;
static int keycode(sf::Keyboard::Key& k) { return KEY + (int)k; } static int keycode(const sf::Keyboard::Key& k) { return KEY + (int)k; }
static int keycode(sf::Mouse::Button& b) { return MOUSEBUTTON + (int)b; } static int keycode(const sf::Mouse::Button& b) { return MOUSEBUTTON + (int)b; }
//static int keycode(sf::Mouse::Wheel& w, float d) { return MOUSEWHEEL + (((int)w)<<12) + int(d*16) + 512; } //static int keycode(sf::Mouse::Wheel& w, float d) { return MOUSEWHEEL + (((int)w)<<12) + int(d*16) + 512; }
static int keycode(sf::Mouse::Wheel& w, float d) { static int keycode(const sf::Mouse::Wheel& w, float d) {
int neg = 0; int neg = 0;
if (d < 0) { neg = 1; } if (d < 0) { neg = 1; }
return MOUSEWHEEL + (w * WHEEL_NUM) + (neg * WHEEL_NEG) + 1; return MOUSEWHEEL + (w * WHEEL_NUM) + (neg * WHEEL_NEG) + 1;
@ -32,7 +32,7 @@ public:
return (a & WHEEL_DEL) * factor; return (a & WHEEL_DEL) * factor;
} }
static std::string key_str(sf::Keyboard::Key& keycode) static std::string key_str(const sf::Keyboard::Key& keycode)
{ {
switch(keycode) switch(keycode)
{ {

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#include "Animation.h"
#include "UIDrawable.h"
#include "UIEntity.h"
#include "PyAnimation.h"
#include "McRFPy_API.h"
#include "GameEngine.h"
#include "PythonObjectCache.h"
#include <cmath>
#include <algorithm>
#include <unordered_map>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
// Forward declaration of PyAnimation type
namespace mcrfpydef {
extern PyTypeObject PyAnimationType;
}
// Animation implementation
Animation::Animation(const std::string& targetProperty,
const AnimationValue& targetValue,
float duration,
EasingFunction easingFunc,
bool delta,
PyObject* callback)
: targetProperty(targetProperty)
, targetValue(targetValue)
, duration(duration)
, easingFunc(easingFunc)
, delta(delta)
, pythonCallback(callback)
{
// Increase reference count for Python callback
if (pythonCallback) {
Py_INCREF(pythonCallback);
}
}
Animation::~Animation() {
// Decrease reference count for Python callback if we still own it
PyObject* callback = pythonCallback;
if (callback) {
pythonCallback = nullptr;
PyGILState_STATE gstate = PyGILState_Ensure();
Py_DECREF(callback);
PyGILState_Release(gstate);
}
// Clean up cache entry
if (serial_number != 0) {
PythonObjectCache::getInstance().remove(serial_number);
}
}
void Animation::start(std::shared_ptr<UIDrawable> target) {
if (!target) return;
targetWeak = target;
elapsed = 0.0f;
callbackTriggered = false; // Reset callback state
// Capture start value from target
std::visit([this, &target](const auto& targetVal) {
using T = std::decay_t<decltype(targetVal)>;
if constexpr (std::is_same_v<T, float>) {
float value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
else if constexpr (std::is_same_v<T, int>) {
int value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
else if constexpr (std::is_same_v<T, std::vector<int>>) {
// For sprite animation, get current sprite index
int value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
else if constexpr (std::is_same_v<T, sf::Color>) {
sf::Color value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
sf::Vector2f value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
else if constexpr (std::is_same_v<T, std::string>) {
std::string value;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
}, targetValue);
}
void Animation::startEntity(std::shared_ptr<UIEntity> target) {
if (!target) return;
entityTargetWeak = target;
elapsed = 0.0f;
callbackTriggered = false; // Reset callback state
// Capture the starting value from the entity
std::visit([this, target](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
float value = 0.0f;
if (target->getProperty(targetProperty, value)) {
startValue = value;
}
}
else if constexpr (std::is_same_v<T, int>) {
// For entities, we might need to handle sprite_index differently
if (targetProperty == "sprite_index" || targetProperty == "sprite_number") {
startValue = target->sprite.getSpriteIndex();
}
}
// Entities don't support other types yet
}, targetValue);
}
bool Animation::hasValidTarget() const {
return !targetWeak.expired() || !entityTargetWeak.expired();
}
void Animation::clearCallback() {
// Safely clear the callback when PyAnimation is being destroyed
PyObject* callback = pythonCallback;
if (callback) {
pythonCallback = nullptr;
callbackTriggered = true; // Prevent future triggering
PyGILState_STATE gstate = PyGILState_Ensure();
Py_DECREF(callback);
PyGILState_Release(gstate);
}
}
void Animation::complete() {
// Jump to end of animation
elapsed = duration;
// Apply final value
if (auto target = targetWeak.lock()) {
AnimationValue finalValue = interpolate(1.0f);
applyValue(target.get(), finalValue);
}
else if (auto entity = entityTargetWeak.lock()) {
AnimationValue finalValue = interpolate(1.0f);
applyValue(entity.get(), finalValue);
}
}
bool Animation::update(float deltaTime) {
// Try to lock weak_ptr to get shared_ptr
std::shared_ptr<UIDrawable> target = targetWeak.lock();
std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
// If both are null, target was destroyed
if (!target && !entity) {
return false; // Remove this animation
}
if (isComplete()) {
return false;
}
elapsed += deltaTime;
elapsed = std::min(elapsed, duration);
// Calculate easing value (0.0 to 1.0)
float t = duration > 0 ? elapsed / duration : 1.0f;
float easedT = easingFunc(t);
// Get interpolated value
AnimationValue currentValue = interpolate(easedT);
// Apply to whichever target is valid
if (target) {
applyValue(target.get(), currentValue);
} else if (entity) {
applyValue(entity.get(), currentValue);
}
// Trigger callback when animation completes
// Check pythonCallback again in case it was cleared during update
if (isComplete() && !callbackTriggered && pythonCallback) {
triggerCallback();
}
return !isComplete();
}
AnimationValue Animation::getCurrentValue() const {
float t = duration > 0 ? elapsed / duration : 1.0f;
float easedT = easingFunc(t);
return interpolate(easedT);
}
AnimationValue Animation::interpolate(float t) const {
// Visit the variant to perform type-specific interpolation
return std::visit([this, t](const auto& target) -> AnimationValue {
using T = std::decay_t<decltype(target)>;
if constexpr (std::is_same_v<T, float>) {
// Interpolate float
const float* start = std::get_if<float>(&startValue);
if (!start) return target; // Type mismatch
if (delta) {
return *start + target * t;
} else {
return *start + (target - *start) * t;
}
}
else if constexpr (std::is_same_v<T, int>) {
// Interpolate integer
const int* start = std::get_if<int>(&startValue);
if (!start) return target;
float result;
if (delta) {
result = *start + target * t;
} else {
result = *start + (target - *start) * t;
}
return static_cast<int>(std::round(result));
}
else if constexpr (std::is_same_v<T, std::vector<int>>) {
// For sprite animation, interpolate through the list
if (target.empty()) return target;
// Map t to an index in the vector
size_t index = static_cast<size_t>(t * (target.size() - 1));
index = std::min(index, target.size() - 1);
return static_cast<int>(target[index]);
}
else if constexpr (std::is_same_v<T, sf::Color>) {
// Interpolate color
const sf::Color* start = std::get_if<sf::Color>(&startValue);
if (!start) return target;
sf::Color result;
if (delta) {
result.r = std::clamp(start->r + target.r * t, 0.0f, 255.0f);
result.g = std::clamp(start->g + target.g * t, 0.0f, 255.0f);
result.b = std::clamp(start->b + target.b * t, 0.0f, 255.0f);
result.a = std::clamp(start->a + target.a * t, 0.0f, 255.0f);
} else {
result.r = start->r + (target.r - start->r) * t;
result.g = start->g + (target.g - start->g) * t;
result.b = start->b + (target.b - start->b) * t;
result.a = start->a + (target.a - start->a) * t;
}
return result;
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
// Interpolate vector
const sf::Vector2f* start = std::get_if<sf::Vector2f>(&startValue);
if (!start) return target;
if (delta) {
return sf::Vector2f(start->x + target.x * t,
start->y + target.y * t);
} else {
return sf::Vector2f(start->x + (target.x - start->x) * t,
start->y + (target.y - start->y) * t);
}
}
else if constexpr (std::is_same_v<T, std::string>) {
// For text, show characters based on t
const std::string* start = std::get_if<std::string>(&startValue);
if (!start) return target;
// If delta mode, append characters from target
if (delta) {
size_t chars = static_cast<size_t>(target.length() * t);
return *start + target.substr(0, chars);
} else {
// Transition from start text to target text
if (t < 0.5f) {
// First half: remove characters from start
size_t chars = static_cast<size_t>(start->length() * (1.0f - t * 2.0f));
return start->substr(0, chars);
} else {
// Second half: add characters to target
size_t chars = static_cast<size_t>(target.length() * ((t - 0.5f) * 2.0f));
return target.substr(0, chars);
}
}
}
return target; // Fallback
}, targetValue);
}
void Animation::applyValue(UIDrawable* target, const AnimationValue& value) {
if (!target) return;
std::visit([this, target](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, int>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, sf::Color>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, std::string>) {
target->setProperty(targetProperty, val);
}
}, value);
}
void Animation::applyValue(UIEntity* entity, const AnimationValue& value) {
if (!entity) return;
std::visit([this, entity](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
entity->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, int>) {
entity->setProperty(targetProperty, val);
}
// Entities don't support other types yet
}, value);
}
void Animation::triggerCallback() {
if (!pythonCallback) return;
// Ensure we only trigger once
if (callbackTriggered) return;
callbackTriggered = true;
PyGILState_STATE gstate = PyGILState_Ensure();
// TODO: In future, create PyAnimation wrapper for this animation
// For now, pass None for both parameters
PyObject* args = PyTuple_New(2);
Py_INCREF(Py_None);
Py_INCREF(Py_None);
PyTuple_SetItem(args, 0, Py_None); // animation parameter
PyTuple_SetItem(args, 1, Py_None); // target parameter
PyObject* result = PyObject_CallObject(pythonCallback, args);
Py_DECREF(args);
if (!result) {
std::cerr << "Animation callback raised an exception:" << std::endl;
PyErr_Print();
PyErr_Clear();
// Check if we should exit on exception
if (McRFPy_API::game && McRFPy_API::game->getConfig().exit_on_exception) {
McRFPy_API::signalPythonException();
}
} else {
Py_DECREF(result);
}
PyGILState_Release(gstate);
}
// Easing functions implementation
namespace EasingFunctions {
float linear(float t) {
return t;
}
float easeIn(float t) {
return t * t;
}
float easeOut(float t) {
return t * (2.0f - t);
}
float easeInOut(float t) {
return t < 0.5f ? 2.0f * t * t : -1.0f + (4.0f - 2.0f * t) * t;
}
// Quadratic
float easeInQuad(float t) {
return t * t;
}
float easeOutQuad(float t) {
return t * (2.0f - t);
}
float easeInOutQuad(float t) {
return t < 0.5f ? 2.0f * t * t : -1.0f + (4.0f - 2.0f * t) * t;
}
// Cubic
float easeInCubic(float t) {
return t * t * t;
}
float easeOutCubic(float t) {
float t1 = t - 1.0f;
return t1 * t1 * t1 + 1.0f;
}
float easeInOutCubic(float t) {
return t < 0.5f ? 4.0f * t * t * t : (t - 1.0f) * (2.0f * t - 2.0f) * (2.0f * t - 2.0f) + 1.0f;
}
// Quartic
float easeInQuart(float t) {
return t * t * t * t;
}
float easeOutQuart(float t) {
float t1 = t - 1.0f;
return 1.0f - t1 * t1 * t1 * t1;
}
float easeInOutQuart(float t) {
return t < 0.5f ? 8.0f * t * t * t * t : 1.0f - 8.0f * (t - 1.0f) * (t - 1.0f) * (t - 1.0f) * (t - 1.0f);
}
// Sine
float easeInSine(float t) {
return 1.0f - std::cos(t * M_PI / 2.0f);
}
float easeOutSine(float t) {
return std::sin(t * M_PI / 2.0f);
}
float easeInOutSine(float t) {
return 0.5f * (1.0f - std::cos(M_PI * t));
}
// Exponential
float easeInExpo(float t) {
return t == 0.0f ? 0.0f : std::pow(2.0f, 10.0f * (t - 1.0f));
}
float easeOutExpo(float t) {
return t == 1.0f ? 1.0f : 1.0f - std::pow(2.0f, -10.0f * t);
}
float easeInOutExpo(float t) {
if (t == 0.0f) return 0.0f;
if (t == 1.0f) return 1.0f;
if (t < 0.5f) {
return 0.5f * std::pow(2.0f, 20.0f * t - 10.0f);
} else {
return 1.0f - 0.5f * std::pow(2.0f, -20.0f * t + 10.0f);
}
}
// Circular
float easeInCirc(float t) {
return 1.0f - std::sqrt(1.0f - t * t);
}
float easeOutCirc(float t) {
float t1 = t - 1.0f;
return std::sqrt(1.0f - t1 * t1);
}
float easeInOutCirc(float t) {
if (t < 0.5f) {
return 0.5f * (1.0f - std::sqrt(1.0f - 4.0f * t * t));
} else {
return 0.5f * (std::sqrt(1.0f - (2.0f * t - 2.0f) * (2.0f * t - 2.0f)) + 1.0f);
}
}
// Elastic
float easeInElastic(float t) {
if (t == 0.0f) return 0.0f;
if (t == 1.0f) return 1.0f;
float p = 0.3f;
float a = 1.0f;
float s = p / 4.0f;
float t1 = t - 1.0f;
return -(a * std::pow(2.0f, 10.0f * t1) * std::sin((t1 - s) * (2.0f * M_PI) / p));
}
float easeOutElastic(float t) {
if (t == 0.0f) return 0.0f;
if (t == 1.0f) return 1.0f;
float p = 0.3f;
float a = 1.0f;
float s = p / 4.0f;
return a * std::pow(2.0f, -10.0f * t) * std::sin((t - s) * (2.0f * M_PI) / p) + 1.0f;
}
float easeInOutElastic(float t) {
if (t == 0.0f) return 0.0f;
if (t == 1.0f) return 1.0f;
float p = 0.45f;
float a = 1.0f;
float s = p / 4.0f;
if (t < 0.5f) {
float t1 = 2.0f * t - 1.0f;
return -0.5f * (a * std::pow(2.0f, 10.0f * t1) * std::sin((t1 - s) * (2.0f * M_PI) / p));
} else {
float t1 = 2.0f * t - 1.0f;
return a * std::pow(2.0f, -10.0f * t1) * std::sin((t1 - s) * (2.0f * M_PI) / p) * 0.5f + 1.0f;
}
}
// Back (overshooting)
float easeInBack(float t) {
const float s = 1.70158f;
return t * t * ((s + 1.0f) * t - s);
}
float easeOutBack(float t) {
const float s = 1.70158f;
float t1 = t - 1.0f;
return t1 * t1 * ((s + 1.0f) * t1 + s) + 1.0f;
}
float easeInOutBack(float t) {
const float s = 1.70158f * 1.525f;
if (t < 0.5f) {
return 0.5f * (4.0f * t * t * ((s + 1.0f) * 2.0f * t - s));
} else {
float t1 = 2.0f * t - 2.0f;
return 0.5f * (t1 * t1 * ((s + 1.0f) * t1 + s) + 2.0f);
}
}
// Bounce
float easeOutBounce(float t) {
if (t < 1.0f / 2.75f) {
return 7.5625f * t * t;
} else if (t < 2.0f / 2.75f) {
float t1 = t - 1.5f / 2.75f;
return 7.5625f * t1 * t1 + 0.75f;
} else if (t < 2.5f / 2.75f) {
float t1 = t - 2.25f / 2.75f;
return 7.5625f * t1 * t1 + 0.9375f;
} else {
float t1 = t - 2.625f / 2.75f;
return 7.5625f * t1 * t1 + 0.984375f;
}
}
float easeInBounce(float t) {
return 1.0f - easeOutBounce(1.0f - t);
}
float easeInOutBounce(float t) {
if (t < 0.5f) {
return 0.5f * easeInBounce(2.0f * t);
} else {
return 0.5f * easeOutBounce(2.0f * t - 1.0f) + 0.5f;
}
}
// Get easing function by name
EasingFunction getByName(const std::string& name) {
static std::unordered_map<std::string, EasingFunction> easingMap = {
{"linear", linear},
{"easeIn", easeIn},
{"easeOut", easeOut},
{"easeInOut", easeInOut},
{"easeInQuad", easeInQuad},
{"easeOutQuad", easeOutQuad},
{"easeInOutQuad", easeInOutQuad},
{"easeInCubic", easeInCubic},
{"easeOutCubic", easeOutCubic},
{"easeInOutCubic", easeInOutCubic},
{"easeInQuart", easeInQuart},
{"easeOutQuart", easeOutQuart},
{"easeInOutQuart", easeInOutQuart},
{"easeInSine", easeInSine},
{"easeOutSine", easeOutSine},
{"easeInOutSine", easeInOutSine},
{"easeInExpo", easeInExpo},
{"easeOutExpo", easeOutExpo},
{"easeInOutExpo", easeInOutExpo},
{"easeInCirc", easeInCirc},
{"easeOutCirc", easeOutCirc},
{"easeInOutCirc", easeInOutCirc},
{"easeInElastic", easeInElastic},
{"easeOutElastic", easeOutElastic},
{"easeInOutElastic", easeInOutElastic},
{"easeInBack", easeInBack},
{"easeOutBack", easeOutBack},
{"easeInOutBack", easeInOutBack},
{"easeInBounce", easeInBounce},
{"easeOutBounce", easeOutBounce},
{"easeInOutBounce", easeInOutBounce}
};
auto it = easingMap.find(name);
if (it != easingMap.end()) {
return it->second;
}
return linear; // Default to linear
}
} // namespace EasingFunctions
// AnimationManager implementation
AnimationManager& AnimationManager::getInstance() {
static AnimationManager instance;
return instance;
}
void AnimationManager::addAnimation(std::shared_ptr<Animation> animation) {
if (animation && animation->hasValidTarget()) {
if (isUpdating) {
// Defer adding during update to avoid iterator invalidation
pendingAnimations.push_back(animation);
} else {
activeAnimations.push_back(animation);
}
}
}
void AnimationManager::update(float deltaTime) {
// Set flag to defer new animations
isUpdating = true;
// Remove completed or invalid animations
activeAnimations.erase(
std::remove_if(activeAnimations.begin(), activeAnimations.end(),
[deltaTime](std::shared_ptr<Animation>& anim) {
return !anim || !anim->update(deltaTime);
}),
activeAnimations.end()
);
// Clear update flag
isUpdating = false;
// Add any animations that were created during update
if (!pendingAnimations.empty()) {
activeAnimations.insert(activeAnimations.end(),
pendingAnimations.begin(),
pendingAnimations.end());
pendingAnimations.clear();
}
}
void AnimationManager::clear(bool completeAnimations) {
if (completeAnimations) {
// Complete all animations before clearing
for (auto& anim : activeAnimations) {
if (anim) {
anim->complete();
}
}
}
activeAnimations.clear();
}

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#pragma once
#include <string>
#include <functional>
#include <memory>
#include <variant>
#include <vector>
#include <SFML/Graphics.hpp>
#include "Python.h"
// Forward declarations
class UIDrawable;
class UIEntity;
// Forward declare namespace
namespace EasingFunctions {
float linear(float t);
}
// Easing function type
typedef std::function<float(float)> EasingFunction;
// Animation target value can be various types
typedef std::variant<
float, // Single float value
int, // Single integer value
std::vector<int>, // List of integers (for sprite animation)
sf::Color, // Color animation
sf::Vector2f, // Vector animation
std::string // String animation (for text)
> AnimationValue;
class Animation {
public:
// Constructor
Animation(const std::string& targetProperty,
const AnimationValue& targetValue,
float duration,
EasingFunction easingFunc = EasingFunctions::linear,
bool delta = false,
PyObject* callback = nullptr);
// Destructor - cleanup Python callback reference
~Animation();
// Apply this animation to a drawable
void start(std::shared_ptr<UIDrawable> target);
// Apply this animation to an entity (special case since Entity doesn't inherit from UIDrawable)
void startEntity(std::shared_ptr<UIEntity> target);
// Complete the animation immediately (jump to final value)
void complete();
// Update animation (called each frame)
// Returns true if animation is still running, false if complete
bool update(float deltaTime);
// Get current interpolated value
AnimationValue getCurrentValue() const;
// Check if animation has valid target
bool hasValidTarget() const;
// Clear the callback (called when PyAnimation is deallocated)
void clearCallback();
// Animation properties
std::string getTargetProperty() const { return targetProperty; }
float getDuration() const { return duration; }
float getElapsed() const { return elapsed; }
bool isComplete() const { return elapsed >= duration; }
bool isDelta() const { return delta; }
private:
std::string targetProperty; // Property name to animate (e.g., "x", "color.r", "sprite_number")
AnimationValue startValue; // Starting value (captured when animation starts)
AnimationValue targetValue; // Target value to animate to
float duration; // Animation duration in seconds
float elapsed = 0.0f; // Elapsed time
EasingFunction easingFunc; // Easing function to use
bool delta; // If true, targetValue is relative to start
// RAII: Use weak_ptr for safe target tracking
std::weak_ptr<UIDrawable> targetWeak;
std::weak_ptr<UIEntity> entityTargetWeak;
// Callback support
PyObject* pythonCallback = nullptr; // Python callback function (we own a reference)
bool callbackTriggered = false; // Ensure callback only fires once
PyObject* pyAnimationWrapper = nullptr; // Weak reference to PyAnimation if created from Python
// Python object cache support
uint64_t serial_number = 0;
// Helper to interpolate between values
AnimationValue interpolate(float t) const;
// Helper to apply value to target
void applyValue(UIDrawable* target, const AnimationValue& value);
void applyValue(UIEntity* entity, const AnimationValue& value);
// Trigger callback when animation completes
void triggerCallback();
};
// Easing functions library
namespace EasingFunctions {
// Basic easing functions
float linear(float t);
float easeIn(float t);
float easeOut(float t);
float easeInOut(float t);
// Advanced easing functions
float easeInQuad(float t);
float easeOutQuad(float t);
float easeInOutQuad(float t);
float easeInCubic(float t);
float easeOutCubic(float t);
float easeInOutCubic(float t);
float easeInQuart(float t);
float easeOutQuart(float t);
float easeInOutQuart(float t);
float easeInSine(float t);
float easeOutSine(float t);
float easeInOutSine(float t);
float easeInExpo(float t);
float easeOutExpo(float t);
float easeInOutExpo(float t);
float easeInCirc(float t);
float easeOutCirc(float t);
float easeInOutCirc(float t);
float easeInElastic(float t);
float easeOutElastic(float t);
float easeInOutElastic(float t);
float easeInBack(float t);
float easeOutBack(float t);
float easeInOutBack(float t);
float easeInBounce(float t);
float easeOutBounce(float t);
float easeInOutBounce(float t);
// Get easing function by name
EasingFunction getByName(const std::string& name);
}
// Animation manager to handle active animations
class AnimationManager {
public:
static AnimationManager& getInstance();
// Add an animation to be managed
void addAnimation(std::shared_ptr<Animation> animation);
// Update all animations
void update(float deltaTime);
// Clear all animations (optionally completing them first)
void clear(bool completeAnimations = false);
private:
AnimationManager() = default;
std::vector<std::shared_ptr<Animation>> activeAnimations;
std::vector<std::shared_ptr<Animation>> pendingAnimations; // Animations to add after update
bool isUpdating = false; // Flag to track if we're in update loop
};

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#include "BenchmarkLogger.h"
#include "GameEngine.h"
// Global benchmark logger instance
BenchmarkLogger g_benchmarkLogger;
void BenchmarkLogger::recordFrame(const ProfilingMetrics& metrics) {
if (!running) return;
auto now = std::chrono::high_resolution_clock::now();
double timestamp_ms = std::chrono::duration<double, std::milli>(now - start_time).count();
BenchmarkFrame frame;
frame.frame_number = ++frame_counter;
frame.timestamp_ms = timestamp_ms;
frame.frame_time_ms = metrics.frameTime;
frame.fps = metrics.fps;
frame.work_time_ms = metrics.workTime;
frame.grid_render_ms = metrics.gridRenderTime;
frame.entity_render_ms = metrics.entityRenderTime;
frame.python_time_ms = metrics.pythonScriptTime;
frame.animation_time_ms = metrics.animationTime;
frame.fov_overlay_ms = metrics.fovOverlayTime;
frame.draw_calls = metrics.drawCalls;
frame.ui_elements = metrics.uiElements;
frame.visible_elements = metrics.visibleElements;
frame.grid_cells_rendered = metrics.gridCellsRendered;
frame.entities_rendered = metrics.entitiesRendered;
frame.total_entities = metrics.totalEntities;
// Move pending logs to this frame
frame.logs = std::move(pending_logs);
pending_logs.clear();
frames.push_back(std::move(frame));
}

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#pragma once
#include <string>
#include <vector>
#include <chrono>
#include <fstream>
#include <sstream>
#include <iomanip>
#include <stdexcept>
#ifdef _WIN32
#include <process.h>
#define getpid _getpid
#else
#include <unistd.h>
#endif
// Forward declaration
struct ProfilingMetrics;
/**
* @brief Frame data captured during benchmarking
*/
struct BenchmarkFrame {
int frame_number;
double timestamp_ms; // Time since benchmark start
float frame_time_ms;
int fps;
// Detailed timing breakdown
float work_time_ms; // Actual work time (frame_time - sleep_time)
float grid_render_ms;
float entity_render_ms;
float python_time_ms;
float animation_time_ms;
float fov_overlay_ms;
// Counts
int draw_calls;
int ui_elements;
int visible_elements;
int grid_cells_rendered;
int entities_rendered;
int total_entities;
// User-provided log messages for this frame
std::vector<std::string> logs;
};
/**
* @brief Benchmark logging system for capturing performance data to JSON files
*
* Usage from Python:
* mcrfpy.start_benchmark() # Start capturing
* mcrfpy.log_benchmark("msg") # Add comment to current frame
* filename = mcrfpy.end_benchmark() # Stop and get filename
*/
class BenchmarkLogger {
private:
bool running;
std::string filename;
std::chrono::high_resolution_clock::time_point start_time;
std::vector<BenchmarkFrame> frames;
std::vector<std::string> pending_logs; // Logs for current frame (before it's recorded)
int frame_counter;
// Generate filename based on PID and timestamp
std::string generateFilename() {
auto now = std::chrono::system_clock::now();
auto time_t = std::chrono::system_clock::to_time_t(now);
std::tm tm = *std::localtime(&time_t);
std::ostringstream oss;
oss << "benchmark_" << getpid() << "_"
<< std::put_time(&tm, "%Y%m%d_%H%M%S") << ".json";
return oss.str();
}
// Get current timestamp as ISO 8601 string
std::string getCurrentTimestamp() {
auto now = std::chrono::system_clock::now();
auto time_t = std::chrono::system_clock::to_time_t(now);
std::tm tm = *std::localtime(&time_t);
std::ostringstream oss;
oss << std::put_time(&tm, "%Y-%m-%dT%H:%M:%S");
return oss.str();
}
// Escape string for JSON
std::string escapeJson(const std::string& str) {
std::ostringstream oss;
for (char c : str) {
switch (c) {
case '"': oss << "\\\""; break;
case '\\': oss << "\\\\"; break;
case '\b': oss << "\\b"; break;
case '\f': oss << "\\f"; break;
case '\n': oss << "\\n"; break;
case '\r': oss << "\\r"; break;
case '\t': oss << "\\t"; break;
default:
if ('\x00' <= c && c <= '\x1f') {
oss << "\\u" << std::hex << std::setw(4) << std::setfill('0') << (int)c;
} else {
oss << c;
}
}
}
return oss.str();
}
std::string start_timestamp;
public:
BenchmarkLogger() : running(false), frame_counter(0) {}
/**
* @brief Start benchmark logging
* @throws std::runtime_error if already running
*/
void start() {
if (running) {
throw std::runtime_error("Benchmark already running. Call end_benchmark() first.");
}
running = true;
filename = generateFilename();
start_time = std::chrono::high_resolution_clock::now();
start_timestamp = getCurrentTimestamp();
frames.clear();
pending_logs.clear();
frame_counter = 0;
}
/**
* @brief Stop benchmark logging and write to file
* @return The filename that was written
* @throws std::runtime_error if not running
*/
std::string end() {
if (!running) {
throw std::runtime_error("No benchmark running. Call start_benchmark() first.");
}
running = false;
// Calculate duration
auto end_time = std::chrono::high_resolution_clock::now();
double duration_seconds = std::chrono::duration<double>(end_time - start_time).count();
std::string end_timestamp = getCurrentTimestamp();
// Write JSON file
std::ofstream file(filename);
if (!file.is_open()) {
throw std::runtime_error("Failed to open benchmark file for writing: " + filename);
}
file << "{\n";
file << " \"benchmark\": {\n";
file << " \"pid\": " << getpid() << ",\n";
file << " \"start_time\": \"" << start_timestamp << "\",\n";
file << " \"end_time\": \"" << end_timestamp << "\",\n";
file << " \"total_frames\": " << frames.size() << ",\n";
file << " \"duration_seconds\": " << std::fixed << std::setprecision(3) << duration_seconds << "\n";
file << " },\n";
file << " \"frames\": [\n";
for (size_t i = 0; i < frames.size(); ++i) {
const auto& f = frames[i];
file << " {\n";
file << " \"frame_number\": " << f.frame_number << ",\n";
file << " \"timestamp_ms\": " << std::fixed << std::setprecision(3) << f.timestamp_ms << ",\n";
file << " \"frame_time_ms\": " << std::setprecision(3) << f.frame_time_ms << ",\n";
file << " \"fps\": " << f.fps << ",\n";
file << " \"work_time_ms\": " << std::setprecision(3) << f.work_time_ms << ",\n";
file << " \"grid_render_ms\": " << std::setprecision(3) << f.grid_render_ms << ",\n";
file << " \"entity_render_ms\": " << std::setprecision(3) << f.entity_render_ms << ",\n";
file << " \"python_time_ms\": " << std::setprecision(3) << f.python_time_ms << ",\n";
file << " \"animation_time_ms\": " << std::setprecision(3) << f.animation_time_ms << ",\n";
file << " \"fov_overlay_ms\": " << std::setprecision(3) << f.fov_overlay_ms << ",\n";
file << " \"draw_calls\": " << f.draw_calls << ",\n";
file << " \"ui_elements\": " << f.ui_elements << ",\n";
file << " \"visible_elements\": " << f.visible_elements << ",\n";
file << " \"grid_cells_rendered\": " << f.grid_cells_rendered << ",\n";
file << " \"entities_rendered\": " << f.entities_rendered << ",\n";
file << " \"total_entities\": " << f.total_entities << ",\n";
// Write logs array
file << " \"logs\": [";
for (size_t j = 0; j < f.logs.size(); ++j) {
file << "\"" << escapeJson(f.logs[j]) << "\"";
if (j < f.logs.size() - 1) file << ", ";
}
file << "]\n";
file << " }";
if (i < frames.size() - 1) file << ",";
file << "\n";
}
file << " ]\n";
file << "}\n";
file.close();
std::string result = filename;
filename.clear();
frames.clear();
pending_logs.clear();
frame_counter = 0;
return result;
}
/**
* @brief Add a log message to the current frame
* @param message The message to log
* @throws std::runtime_error if not running
*/
void log(const std::string& message) {
if (!running) {
throw std::runtime_error("No benchmark running. Call start_benchmark() first.");
}
pending_logs.push_back(message);
}
/**
* @brief Record frame data (called by game loop at end of each frame)
* @param metrics The current frame's profiling metrics
*/
void recordFrame(const ProfilingMetrics& metrics);
/**
* @brief Check if benchmark is currently running
*/
bool isRunning() const { return running; }
/**
* @brief Get current frame count
*/
int getFrameCount() const { return frame_counter; }
};
// Global benchmark logger instance
extern BenchmarkLogger g_benchmarkLogger;

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#include "CommandLineParser.h"
#include <iostream>
#include <filesystem>
#include <algorithm>
CommandLineParser::CommandLineParser(int argc, char* argv[])
: argc(argc), argv(argv) {}
CommandLineParser::ParseResult CommandLineParser::parse(McRogueFaceConfig& config) {
ParseResult result;
current_arg = 1; // Reset for each parse
// Detect if running as Python interpreter
std::filesystem::path exec_name = std::filesystem::path(argv[0]).filename();
if (exec_name.string().find("python") == 0) {
config.headless = true;
config.python_mode = true;
}
while (current_arg < argc) {
std::string arg = argv[current_arg];
// Handle Python-style single-letter flags
if (arg == "-h" || arg == "--help") {
print_help();
result.should_exit = true;
result.exit_code = 0;
return result;
}
if (arg == "-V" || arg == "--version") {
print_version();
result.should_exit = true;
result.exit_code = 0;
return result;
}
// Python execution modes
if (arg == "-c") {
config.python_mode = true;
current_arg++;
if (current_arg >= argc) {
std::cerr << "Argument expected for the -c option" << std::endl;
result.should_exit = true;
result.exit_code = 1;
return result;
}
config.python_command = argv[current_arg];
current_arg++;
continue;
}
if (arg == "-m") {
config.python_mode = true;
current_arg++;
if (current_arg >= argc) {
std::cerr << "Argument expected for the -m option" << std::endl;
result.should_exit = true;
result.exit_code = 1;
return result;
}
config.python_module = argv[current_arg];
current_arg++;
// Collect remaining args as module args
while (current_arg < argc) {
config.script_args.push_back(argv[current_arg]);
current_arg++;
}
continue;
}
if (arg == "-i") {
config.interactive_mode = true;
config.python_mode = true;
current_arg++;
continue;
}
// McRogueFace specific flags
if (arg == "--headless") {
config.headless = true;
config.audio_enabled = false;
current_arg++;
continue;
}
if (arg == "--audio-off") {
config.audio_enabled = false;
current_arg++;
continue;
}
if (arg == "--audio-on") {
config.audio_enabled = true;
current_arg++;
continue;
}
if (arg == "--screenshot") {
config.take_screenshot = true;
current_arg++;
if (current_arg < argc && argv[current_arg][0] != '-') {
config.screenshot_path = argv[current_arg];
current_arg++;
} else {
config.screenshot_path = "screenshot.png";
}
continue;
}
if (arg == "--exec") {
current_arg++;
if (current_arg >= argc) {
std::cerr << "Argument expected for the --exec option" << std::endl;
result.should_exit = true;
result.exit_code = 1;
return result;
}
config.exec_scripts.push_back(argv[current_arg]);
config.python_mode = true;
current_arg++;
continue;
}
if (arg == "--continue-after-exceptions") {
config.exit_on_exception = false;
current_arg++;
continue;
}
// If no flags matched, treat as positional argument (script name)
if (arg[0] != '-') {
config.script_path = arg;
config.python_mode = true;
current_arg++;
// Remaining args are script args
while (current_arg < argc) {
config.script_args.push_back(argv[current_arg]);
current_arg++;
}
break;
}
// Unknown flag
std::cerr << "Unknown option: " << arg << std::endl;
result.should_exit = true;
result.exit_code = 1;
return result;
}
return result;
}
void CommandLineParser::print_help() {
std::cout << "usage: mcrogueface [option] ... [-c cmd | -m mod | file | -] [arg] ...\n"
<< "Options:\n"
<< " -c cmd : program passed in as string (terminates option list)\n"
<< " -h : print this help message and exit (also --help)\n"
<< " -i : inspect interactively after running script\n"
<< " -m mod : run library module as a script (terminates option list)\n"
<< " -V : print the Python version number and exit (also --version)\n"
<< "\n"
<< "McRogueFace specific options:\n"
<< " --exec file : execute script before main program (can be used multiple times)\n"
<< " --headless : run without creating a window (implies --audio-off)\n"
<< " --audio-off : disable audio\n"
<< " --audio-on : enable audio (even in headless mode)\n"
<< " --screenshot [path] : take a screenshot in headless mode\n"
<< " --continue-after-exceptions : don't exit on Python callback exceptions\n"
<< " (default: exit on first exception)\n"
<< "\n"
<< "Arguments:\n"
<< " file : program read from script file\n"
<< " - : program read from stdin\n"
<< " arg ...: arguments passed to program in sys.argv[1:]\n";
}
void CommandLineParser::print_version() {
std::cout << "Python 3.14.0 (McRogueFace embedded)\n";
}

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#ifndef COMMAND_LINE_PARSER_H
#define COMMAND_LINE_PARSER_H
#include <string>
#include <vector>
#include "McRogueFaceConfig.h"
class CommandLineParser {
public:
struct ParseResult {
bool should_exit = false;
int exit_code = 0;
};
CommandLineParser(int argc, char* argv[]);
ParseResult parse(McRogueFaceConfig& config);
private:
int argc;
char** argv;
int current_arg = 1; // Skip program name
bool has_flag(const std::string& short_flag, const std::string& long_flag = "");
std::string get_next_arg(const std::string& flag_name);
void parse_positional_args(McRogueFaceConfig& config);
void print_help();
void print_version();
};
#endif // COMMAND_LINE_PARSER_H

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#include "PyScene.h" #include "PyScene.h"
#include "UITestScene.h" #include "UITestScene.h"
#include "Resources.h" #include "Resources.h"
#include "Animation.h"
#include "Timer.h"
#include "BenchmarkLogger.h"
#include "imgui.h"
#include "imgui-SFML.h"
#include <cmath>
GameEngine::GameEngine() GameEngine::GameEngine() : GameEngine(McRogueFaceConfig{})
{
}
GameEngine::GameEngine(const McRogueFaceConfig& cfg)
: config(cfg), headless(cfg.headless)
{ {
Resources::font.loadFromFile("./assets/JetbrainsMono.ttf"); Resources::font.loadFromFile("./assets/JetbrainsMono.ttf");
Resources::game = this; Resources::game = this;
window_title = "McRogueFace - 7DRL 2024 Engine Demo"; window_title = "McRogueFace Engine";
window.create(sf::VideoMode(1024, 768), window_title, sf::Style::Titlebar | sf::Style::Close);
visible = window.getDefaultView(); // Initialize rendering based on headless mode
window.setFramerateLimit(30); if (headless) {
headless_renderer = std::make_unique<HeadlessRenderer>();
if (!headless_renderer->init(1024, 768)) {
throw std::runtime_error("Failed to initialize headless renderer");
}
render_target = &headless_renderer->getRenderTarget();
} else {
window = std::make_unique<sf::RenderWindow>();
window->create(sf::VideoMode(1024, 768), window_title, sf::Style::Titlebar | sf::Style::Close | sf::Style::Resize);
window->setFramerateLimit(60);
render_target = window.get();
// Initialize ImGui for the window
if (ImGui::SFML::Init(*window)) {
imguiInitialized = true;
}
}
visible = render_target->getDefaultView();
// Initialize the game view
gameView.setSize(static_cast<float>(gameResolution.x), static_cast<float>(gameResolution.y));
// Use integer center coordinates for pixel-perfect rendering
gameView.setCenter(std::floor(gameResolution.x / 2.0f), std::floor(gameResolution.y / 2.0f));
updateViewport();
scene = "uitest"; scene = "uitest";
scenes["uitest"] = new UITestScene(this); scenes["uitest"] = new UITestScene(this);
McRFPy_API::game = this; McRFPy_API::game = this;
// Initialize profiler overlay
profilerOverlay = new ProfilerOverlay(Resources::font);
// Only load game.py if no custom script/command/module/exec is specified
bool should_load_game = config.script_path.empty() &&
config.python_command.empty() &&
config.python_module.empty() &&
config.exec_scripts.empty() &&
!config.interactive_mode &&
!config.python_mode;
if (should_load_game) {
if (!Py_IsInitialized()) {
McRFPy_API::api_init(); McRFPy_API::api_init();
}
McRFPy_API::executePyString("import mcrfpy"); McRFPy_API::executePyString("import mcrfpy");
McRFPy_API::executeScript("scripts/game.py"); McRFPy_API::executeScript("scripts/game.py");
}
// Note: --exec scripts are NOT executed here.
// They are executed via executeStartupScripts() after the final engine is set up.
// This prevents double-execution when main.cpp creates multiple GameEngine instances.
clock.restart(); clock.restart();
runtime.restart(); runtime.restart();
} }
void GameEngine::executeStartupScripts()
{
// Execute any --exec scripts in order
// This is called ONCE from main.cpp after the final engine is set up
if (!config.exec_scripts.empty()) {
if (!Py_IsInitialized()) {
McRFPy_API::api_init();
}
McRFPy_API::executePyString("import mcrfpy");
for (const auto& exec_script : config.exec_scripts) {
std::cout << "Executing script: " << exec_script << std::endl;
McRFPy_API::executeScript(exec_script.string());
}
std::cout << "All --exec scripts completed" << std::endl;
}
}
GameEngine::~GameEngine()
{
cleanup();
for (auto& [name, scene] : scenes) {
delete scene;
}
delete profilerOverlay;
}
void GameEngine::cleanup()
{
if (cleaned_up) return;
cleaned_up = true;
// Clear all animations first (RAII handles invalidation)
AnimationManager::getInstance().clear();
// Clear Python references before destroying C++ objects
// Clear all timers (they hold Python callables)
timers.clear();
// Clear McRFPy_API's reference to this game engine
if (McRFPy_API::game == this) {
McRFPy_API::game = nullptr;
}
// Shutdown ImGui before closing window
if (imguiInitialized) {
ImGui::SFML::Shutdown();
imguiInitialized = false;
}
// Force close the window if it's still open
if (window && window->isOpen()) {
window->close();
}
}
Scene* GameEngine::currentScene() { return scenes[scene]; } Scene* GameEngine::currentScene() { return scenes[scene]; }
Scene* GameEngine::getScene(const std::string& name) {
auto it = scenes.find(name);
return (it != scenes.end()) ? it->second : nullptr;
}
void GameEngine::changeScene(std::string s) void GameEngine::changeScene(std::string s)
{ {
/*std::cout << "Current scene is now '" << s << "'\n";*/ changeScene(s, TransitionType::None, 0.0f);
if (scenes.find(s) != scenes.end()) }
scene = s;
void GameEngine::changeScene(std::string sceneName, TransitionType transitionType, float duration)
{
if (scenes.find(sceneName) == scenes.end())
{
std::cout << "Attempted to change to a scene that doesn't exist (`" << sceneName << "`)" << std::endl;
return;
}
if (transitionType == TransitionType::None || duration <= 0.0f)
{
// Immediate scene change
std::string old_scene = scene;
scene = sceneName;
// Trigger Python scene lifecycle events
McRFPy_API::triggerSceneChange(old_scene, sceneName);
}
else else
std::cout << "Attempted to change to a scene that doesn't exist (`" << s << "`)" << std::endl; {
// Start transition
transition.start(transitionType, scene, sceneName, duration);
// Render current scene to texture
sf::RenderTarget* original_target = render_target;
render_target = transition.oldSceneTexture.get();
transition.oldSceneTexture->clear();
currentScene()->render();
transition.oldSceneTexture->display();
// Change to new scene
std::string old_scene = scene;
scene = sceneName;
// Render new scene to texture
render_target = transition.newSceneTexture.get();
transition.newSceneTexture->clear();
currentScene()->render();
transition.newSceneTexture->display();
// Restore original render target and scene
render_target = original_target;
scene = old_scene;
}
} }
void GameEngine::quit() { running = false; } void GameEngine::quit() { running = false; }
void GameEngine::setPause(bool p) { paused = p; } void GameEngine::setPause(bool p) { paused = p; }
sf::Font & GameEngine::getFont() { /*return font; */ return Resources::font; } sf::Font & GameEngine::getFont() { /*return font; */ return Resources::font; }
sf::RenderWindow & GameEngine::getWindow() { return window; } sf::RenderWindow & GameEngine::getWindow() {
if (!window) {
throw std::runtime_error("Window not available in headless mode");
}
return *window;
}
sf::RenderTarget & GameEngine::getRenderTarget() {
return *render_target;
}
void GameEngine::createScene(std::string s) { scenes[s] = new PyScene(this); } void GameEngine::createScene(std::string s) { scenes[s] = new PyScene(this); }
void GameEngine::setWindowScale(float multiplier) void GameEngine::setWindowScale(float multiplier)
{ {
window.setSize(sf::Vector2u(1024 * multiplier, 768 * multiplier)); // 7DRL 2024: window scaling if (!headless && window) {
//window.create(sf::VideoMode(1024 * multiplier, 768 * multiplier), window_title, sf::Style::Titlebar | sf::Style::Close); window->setSize(sf::Vector2u(gameResolution.x * multiplier, gameResolution.y * multiplier));
updateViewport();
}
} }
void GameEngine::run() void GameEngine::run()
{ {
//std::cout << "GameEngine::run() starting main loop..." << std::endl;
float fps = 0.0; float fps = 0.0;
frameTime = 0.016f; // Initialize to ~60 FPS
clock.restart(); clock.restart();
while (running) while (running)
{ {
// Reset per-frame metrics
metrics.resetPerFrame();
currentScene()->update(); currentScene()->update();
testTimers(); testTimers();
// Update Python scenes
{
ScopedTimer pyTimer(metrics.pythonScriptTime);
McRFPy_API::updatePythonScenes(frameTime);
}
// Update animations (only if frameTime is valid)
if (frameTime > 0.0f && frameTime < 1.0f) {
ScopedTimer animTimer(metrics.animationTime);
AnimationManager::getInstance().update(frameTime);
}
if (!headless) {
sUserInput(); sUserInput();
// Update ImGui
if (imguiInitialized) {
ImGui::SFML::Update(*window, clock.getElapsedTime());
}
}
if (!paused) if (!paused)
{ {
} }
// Handle scene transitions
if (transition.type != TransitionType::None)
{
transition.update(frameTime);
if (transition.isComplete())
{
// Transition complete - finalize scene change
scene = transition.toScene;
transition.type = TransitionType::None;
// Trigger Python scene lifecycle events
McRFPy_API::triggerSceneChange(transition.fromScene, transition.toScene);
}
else
{
// Render transition
render_target->clear();
transition.render(*render_target);
}
}
else
{
// Normal scene rendering
currentScene()->render(); currentScene()->render();
}
// Update and render profiler overlay (if enabled)
if (profilerOverlay && !headless) {
profilerOverlay->update(metrics);
profilerOverlay->render(*render_target);
}
// Render ImGui console overlay
if (imguiInitialized && !headless) {
console.render();
ImGui::SFML::Render(*window);
}
// Record work time before display (which may block for vsync/framerate limit)
metrics.workTime = clock.getElapsedTime().asSeconds() * 1000.0f;
// Display the frame
if (headless) {
headless_renderer->display();
// Take screenshot if requested
if (config.take_screenshot) {
headless_renderer->saveScreenshot(config.screenshot_path.empty() ? "screenshot.png" : config.screenshot_path);
config.take_screenshot = false; // Only take one screenshot
}
} else {
window->display();
}
currentFrame++; currentFrame++;
frameTime = clock.restart().asSeconds(); frameTime = clock.restart().asSeconds();
fps = 1 / frameTime; fps = 1 / frameTime;
window.setTitle(window_title + " " + std::to_string(fps) + " FPS");
// Update profiling metrics
metrics.updateFrameTime(frameTime * 1000.0f); // Convert to milliseconds
// Record frame data for benchmark logging (if running)
g_benchmarkLogger.recordFrame(metrics);
int whole_fps = metrics.fps;
int tenth_fps = (metrics.fps * 10) % 10;
if (!headless && window) {
window->setTitle(window_title);
} }
// In windowed mode, check if window was closed
if (!headless && window && !window->isOpen()) {
running = false;
}
// In headless exec mode, auto-exit when no timers remain
if (config.auto_exit_after_exec && timers.empty()) {
running = false;
}
// Check if a Python exception has signaled exit
if (McRFPy_API::shouldExit()) {
running = false;
}
}
// Clean up before exiting the run loop
cleanup();
// #144: Quick exit to avoid cleanup segfaults in Python/C++ destructor ordering
// This is a pragmatic workaround - proper cleanup would require careful
// attention to shared_ptr cycles and Python GC interaction
std::_Exit(0);
}
std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name)
{
auto it = timers.find(name);
if (it != timers.end()) {
return it->second;
}
return nullptr;
} }
void GameEngine::manageTimer(std::string name, PyObject* target, int interval) void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
{ {
auto it = timers.find(name); auto it = timers.find(name);
// #153 - In headless mode, use simulation_time instead of real-time clock
int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
if (it != timers.end()) // overwrite existing if (it != timers.end()) // overwrite existing
{ {
if (target == NULL || target == Py_None) if (target == NULL || target == Py_None)
{ {
// Delete: Overwrite existing timer with one that calls None. This will be deleted in the next timer check // Delete: Overwrite existing timer with one that calls None. This will be deleted in the next timer check
// see gitea issue #4: this allows for a timer to be deleted during its own call to itself // see gitea issue #4: this allows for a timer to be deleted during its own call to itself
timers[name] = std::make_shared<PyTimerCallable>(Py_None, 1000, runtime.getElapsedTime().asMilliseconds()); timers[name] = std::make_shared<Timer>(Py_None, 1000, now);
return; return;
} }
} }
@ -85,7 +379,7 @@ void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl; std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl;
return; return;
} }
timers[name] = std::make_shared<PyTimerCallable>(target, interval, runtime.getElapsedTime().asMilliseconds()); timers[name] = std::make_shared<Timer>(target, interval, now);
} }
void GameEngine::testTimers() void GameEngine::testTimers()
@ -94,9 +388,15 @@ void GameEngine::testTimers()
auto it = timers.begin(); auto it = timers.begin();
while (it != timers.end()) while (it != timers.end())
{ {
it->second->test(now); // Keep a local copy of the timer to prevent use-after-free.
// If the callback calls delTimer(), the map entry gets replaced,
// but we need the Timer object to survive until test() returns.
auto timer = it->second;
timer->test(now);
if (it->second->isNone()) // Remove timers that have been cancelled or are one-shot and fired.
// Note: Check it->second (current map value) in case callback replaced it.
if (!it->second->getCallback() || it->second->getCallback() == Py_None)
{ {
it = timers.erase(it); it = timers.erase(it);
} }
@ -105,29 +405,27 @@ void GameEngine::testTimers()
} }
} }
void GameEngine::sUserInput() void GameEngine::processEvent(const sf::Event& event)
{
sf::Event event;
while (window.pollEvent(event))
{ {
std::string actionType; std::string actionType;
int actionCode = 0; int actionCode = 0;
if (event.type == sf::Event::Closed) { running = false; continue; } if (event.type == sf::Event::Closed) { running = false; return; }
// TODO: add resize event to Scene to react; call it after constructor too, maybe
// Handle F3 for profiler overlay toggle
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::F3) {
if (profilerOverlay) {
profilerOverlay->toggle();
}
return;
}
// Handle window resize events
else if (event.type == sf::Event::Resized) { else if (event.type == sf::Event::Resized) {
continue; // 7DRL short circuit. Resizing manually disabled // Update the viewport to handle the new window size
/* updateViewport();
sf::FloatRect area(0.f, 0.f, event.size.width, event.size.height);
//sf::FloatRect area(0.f, 0.f, 1024.f, 768.f); // 7DRL 2024: attempt to set scale appropriately // Notify Python scenes about the resize
//sf::FloatRect area(0.f, 0.f, event.size.width, event.size.width * 0.75); McRFPy_API::triggerResize(event.size.width, event.size.height);
visible = sf::View(area);
window.setView(visible);
//window.setSize(sf::Vector2u(event.size.width, event.size.width * 0.75)); // 7DRL 2024: window scaling
std::cout << "Visible area set to (0, 0, " << event.size.width << ", " << event.size.height <<")"<<std::endl;
actionType = "resize";
//window.setSize(sf::Vector2u(event.size.width, event.size.width * 0.75)); // 7DRL 2024: window scaling
*/
} }
else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::MouseWheelScrolled) actionType = "start"; else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::MouseWheelScrolled) actionType = "start";
@ -139,52 +437,63 @@ void GameEngine::sUserInput()
actionCode = ActionCode::keycode(event.key.code); actionCode = ActionCode::keycode(event.key.code);
else if (event.type == sf::Event::MouseWheelScrolled) else if (event.type == sf::Event::MouseWheelScrolled)
{ {
// //sf::Mouse::Wheel w = event.MouseWheelScrollEvent.wheel;
if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel) if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel)
{ {
int delta = 1; int delta = 1;
if (event.mouseWheelScroll.delta < 0) delta = -1; if (event.mouseWheelScroll.delta < 0) delta = -1;
actionCode = ActionCode::keycode(event.mouseWheelScroll.wheel, delta ); actionCode = ActionCode::keycode(event.mouseWheelScroll.wheel, delta );
/*
std::cout << "[GameEngine] Generated MouseWheel code w(" << (int)event.mouseWheelScroll.wheel << ") d(" << event.mouseWheelScroll.delta << ") D(" << delta << ") = " << actionCode << std::endl;
std::cout << " test decode: isMouseWheel=" << ActionCode::isMouseWheel(actionCode) << ", wheel=" << ActionCode::wheel(actionCode) << ", delta=" << ActionCode::delta(actionCode) << std::endl;
std::cout << " math test: actionCode && WHEEL_NEG -> " << (actionCode && ActionCode::WHEEL_NEG) << "; actionCode && WHEEL_DEL -> " << (actionCode && ActionCode::WHEEL_DEL) << ";" << std::endl;
*/
} }
// float d = event.MouseWheelScrollEvent.delta; }
// actionCode = ActionCode::keycode(0, d); // #140 - Handle mouse movement for hover detection
else if (event.type == sf::Event::MouseMoved)
{
// Cast to PyScene to call do_mouse_hover
if (auto* pyscene = dynamic_cast<PyScene*>(currentScene())) {
pyscene->do_mouse_hover(event.mouseMove.x, event.mouseMove.y);
}
return;
} }
else else
continue; return;
//std::cout << "Event produced action code " << actionCode << ": " << actionType << std::endl;
if (currentScene()->hasAction(actionCode)) if (currentScene()->hasAction(actionCode))
{ {
std::string name = currentScene()->action(actionCode); std::string name = currentScene()->action(actionCode);
currentScene()->doAction(name, actionType); currentScene()->doAction(name, actionType);
} }
else if (currentScene()->key_callable) else if (currentScene()->key_callable &&
(event.type == sf::Event::KeyPressed || event.type == sf::Event::KeyReleased))
{ {
currentScene()->key_callable->call(ActionCode::key_str(event.key.code), actionType); currentScene()->key_callable->call(ActionCode::key_str(event.key.code), actionType);
/*
PyObject* args = Py_BuildValue("(ss)", ActionCode::key_str(event.key.code).c_str(), actionType.c_str());
PyObject* retval = PyObject_Call(currentScene()->key_callable, args, NULL);
if (!retval)
{
std::cout << "key_callable has raised an exception. It's going to STDERR and being dropped:" << std::endl;
PyErr_Print();
PyErr_Clear();
} else if (retval != Py_None)
{
std::cout << "key_callable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
} }
*/
} }
else
void GameEngine::sUserInput()
{ {
//std::cout << "[GameEngine] Action not registered for input: " << actionCode << ": " << actionType << std::endl; sf::Event event;
while (window && window->pollEvent(event))
{
// Process event through ImGui first
if (imguiInitialized) {
ImGui::SFML::ProcessEvent(*window, event);
} }
// Handle grave/tilde key for console toggle (before other processing)
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Grave) {
console.toggle();
continue; // Don't pass grave key to game
}
// If console wants keyboard, don't pass keyboard events to game
if (console.wantsKeyboardInput()) {
// Still process non-keyboard events (mouse, window close, etc.)
if (event.type == sf::Event::KeyPressed || event.type == sf::Event::KeyReleased ||
event.type == sf::Event::TextEntered) {
continue;
}
}
processEvent(event);
} }
} }
@ -205,3 +514,208 @@ std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> GameEngine::scene_ui(s
if (scenes.count(target) == 0) return NULL; if (scenes.count(target) == 0) return NULL;
return scenes[target]->ui_elements; return scenes[target]->ui_elements;
} }
void GameEngine::setWindowTitle(const std::string& title)
{
window_title = title;
if (!headless && window) {
window->setTitle(title);
}
}
void GameEngine::setVSync(bool enabled)
{
vsync_enabled = enabled;
if (!headless && window) {
window->setVerticalSyncEnabled(enabled);
}
}
void GameEngine::setFramerateLimit(unsigned int limit)
{
framerate_limit = limit;
if (!headless && window) {
window->setFramerateLimit(limit);
}
}
void GameEngine::setGameResolution(unsigned int width, unsigned int height) {
gameResolution = sf::Vector2u(width, height);
gameView.setSize(static_cast<float>(width), static_cast<float>(height));
// Use integer center coordinates for pixel-perfect rendering
gameView.setCenter(std::floor(width / 2.0f), std::floor(height / 2.0f));
updateViewport();
}
void GameEngine::setViewportMode(ViewportMode mode) {
viewportMode = mode;
updateViewport();
}
std::string GameEngine::getViewportModeString() const {
switch (viewportMode) {
case ViewportMode::Center: return "center";
case ViewportMode::Stretch: return "stretch";
case ViewportMode::Fit: return "fit";
}
return "unknown";
}
void GameEngine::updateViewport() {
if (!render_target) return;
auto windowSize = render_target->getSize();
switch (viewportMode) {
case ViewportMode::Center: {
// 1:1 pixels, centered in window
float viewportWidth = std::min(static_cast<float>(gameResolution.x), static_cast<float>(windowSize.x));
float viewportHeight = std::min(static_cast<float>(gameResolution.y), static_cast<float>(windowSize.y));
// Floor offsets to ensure integer pixel alignment
float offsetX = std::floor((windowSize.x - viewportWidth) / 2.0f);
float offsetY = std::floor((windowSize.y - viewportHeight) / 2.0f);
gameView.setViewport(sf::FloatRect(
offsetX / windowSize.x,
offsetY / windowSize.y,
viewportWidth / windowSize.x,
viewportHeight / windowSize.y
));
break;
}
case ViewportMode::Stretch: {
// Fill entire window, ignore aspect ratio
gameView.setViewport(sf::FloatRect(0, 0, 1, 1));
break;
}
case ViewportMode::Fit: {
// Maintain aspect ratio with black bars
float windowAspect = static_cast<float>(windowSize.x) / windowSize.y;
float gameAspect = static_cast<float>(gameResolution.x) / gameResolution.y;
float viewportWidth, viewportHeight;
float offsetX = 0, offsetY = 0;
if (windowAspect > gameAspect) {
// Window is wider - black bars on sides
// Calculate viewport size in pixels and floor for pixel-perfect scaling
float pixelHeight = static_cast<float>(windowSize.y);
float pixelWidth = std::floor(pixelHeight * gameAspect);
viewportHeight = 1.0f;
viewportWidth = pixelWidth / windowSize.x;
offsetX = (1.0f - viewportWidth) / 2.0f;
} else {
// Window is taller - black bars on top/bottom
// Calculate viewport size in pixels and floor for pixel-perfect scaling
float pixelWidth = static_cast<float>(windowSize.x);
float pixelHeight = std::floor(pixelWidth / gameAspect);
viewportWidth = 1.0f;
viewportHeight = pixelHeight / windowSize.y;
offsetY = (1.0f - viewportHeight) / 2.0f;
}
gameView.setViewport(sf::FloatRect(offsetX, offsetY, viewportWidth, viewportHeight));
break;
}
}
// Apply the view
render_target->setView(gameView);
}
sf::Vector2f GameEngine::windowToGameCoords(const sf::Vector2f& windowPos) const {
if (!render_target) return windowPos;
// Convert window coordinates to game coordinates using the view
return render_target->mapPixelToCoords(sf::Vector2i(windowPos), gameView);
}
// #153 - Headless simulation control: step() advances simulation time
float GameEngine::step(float dt) {
// In windowed mode, step() is a no-op
if (!headless) {
return 0.0f;
}
float actual_dt;
if (dt < 0) {
// dt < 0 means "advance to next event"
// Find the minimum time until next timer fires
int min_remaining = INT_MAX;
for (auto& [name, timer] : timers) {
if (timer && timer->isActive()) {
int remaining = timer->getRemaining(simulation_time);
if (remaining > 0 && remaining < min_remaining) {
min_remaining = remaining;
}
}
}
// Also consider animations - find minimum time to completion
// AnimationManager doesn't expose this, so we'll just step by 1ms if no timers
if (min_remaining == INT_MAX) {
// No pending timers - check if there are active animations
// Step by a small amount to advance any running animations
min_remaining = 1; // 1ms minimum step
}
actual_dt = static_cast<float>(min_remaining) / 1000.0f; // Convert to seconds
simulation_time += min_remaining;
} else {
// Advance by specified amount
actual_dt = dt;
simulation_time += static_cast<int>(dt * 1000.0f); // Convert seconds to ms
}
// Update animations with the dt in seconds
if (actual_dt > 0.0f && actual_dt < 10.0f) { // Sanity check
AnimationManager::getInstance().update(actual_dt);
}
// Test timers with the new simulation time
auto it = timers.begin();
while (it != timers.end()) {
auto timer = it->second;
// Custom timer test using simulation time instead of runtime
if (timer && timer->isActive() && timer->hasElapsed(simulation_time)) {
timer->test(simulation_time);
}
// Remove cancelled timers
if (!it->second->getCallback() || it->second->getCallback() == Py_None) {
it = timers.erase(it);
} else {
it++;
}
}
return actual_dt;
}
// #153 - Force render the current scene (for synchronous screenshots)
void GameEngine::renderScene() {
if (!render_target) return;
// Handle scene transitions
if (transition.type != TransitionType::None) {
transition.update(0); // Don't advance transition time, just render current state
render_target->clear();
transition.render(*render_target);
} else {
// Normal scene rendering
currentScene()->render();
}
// For RenderTexture (headless), we need to call display()
if (headless && headless_renderer) {
headless_renderer->display();
}
}

View File

@ -6,10 +6,97 @@
#include "IndexTexture.h" #include "IndexTexture.h"
#include "Timer.h" #include "Timer.h"
#include "PyCallable.h" #include "PyCallable.h"
#include "McRogueFaceConfig.h"
#include "HeadlessRenderer.h"
#include "SceneTransition.h"
#include "Profiler.h"
#include "ImGuiConsole.h"
#include <memory>
#include <sstream>
/**
* @brief Performance profiling metrics structure
*
* Tracks frame timing, render counts, and detailed timing breakdowns.
* Used by GameEngine, ProfilerOverlay (F3), and BenchmarkLogger.
*/
struct ProfilingMetrics {
float frameTime = 0.0f; // Current frame time in milliseconds
float avgFrameTime = 0.0f; // Average frame time over last N frames
int fps = 0; // Frames per second
int drawCalls = 0; // Draw calls per frame
int uiElements = 0; // Number of UI elements rendered
int visibleElements = 0; // Number of visible elements
// Detailed timing breakdowns (added for profiling system)
float gridRenderTime = 0.0f; // Time spent rendering grids (ms)
float entityRenderTime = 0.0f; // Time spent rendering entities (ms)
float fovOverlayTime = 0.0f; // Time spent rendering FOV overlays (ms)
float pythonScriptTime = 0.0f; // Time spent in Python callbacks (ms)
float animationTime = 0.0f; // Time spent updating animations (ms)
float workTime = 0.0f; // Total work time before display/sleep (ms)
// Grid-specific metrics
int gridCellsRendered = 0; // Number of grid cells drawn this frame
int entitiesRendered = 0; // Number of entities drawn this frame
int totalEntities = 0; // Total entities in scene
// Frame time history for averaging
static constexpr int HISTORY_SIZE = 60;
float frameTimeHistory[HISTORY_SIZE] = {0};
int historyIndex = 0;
void updateFrameTime(float deltaMs) {
frameTime = deltaMs;
frameTimeHistory[historyIndex] = deltaMs;
historyIndex = (historyIndex + 1) % HISTORY_SIZE;
// Calculate average
float sum = 0.0f;
for (int i = 0; i < HISTORY_SIZE; ++i) {
sum += frameTimeHistory[i];
}
avgFrameTime = sum / HISTORY_SIZE;
fps = avgFrameTime > 0 ? static_cast<int>(1000.0f / avgFrameTime) : 0;
}
void resetPerFrame() {
drawCalls = 0;
uiElements = 0;
visibleElements = 0;
// Reset per-frame timing metrics
gridRenderTime = 0.0f;
entityRenderTime = 0.0f;
fovOverlayTime = 0.0f;
pythonScriptTime = 0.0f;
animationTime = 0.0f;
// Reset per-frame counters
gridCellsRendered = 0;
entitiesRendered = 0;
totalEntities = 0;
}
};
class GameEngine class GameEngine
{ {
sf::RenderWindow window; public:
// Forward declare nested class so private section can use it
class ProfilerOverlay;
// Viewport modes (moved here so private section can use it)
enum class ViewportMode {
Center, // 1:1 pixels, viewport centered in window
Stretch, // viewport size = window size, doesn't respect aspect ratio
Fit // maintains original aspect ratio, leaves black bars
};
private:
std::unique_ptr<sf::RenderWindow> window;
std::unique_ptr<HeadlessRenderer> headless_renderer;
sf::RenderTarget* render_target;
sf::Font font; sf::Font font;
std::map<std::string, Scene*> scenes; std::map<std::string, Scene*> scenes;
bool running = true; bool running = true;
@ -20,28 +107,96 @@ class GameEngine
float frameTime; float frameTime;
std::string window_title; std::string window_title;
sf::Clock runtime; bool headless = false;
//std::map<std::string, Timer> timers; McRogueFaceConfig config;
std::map<std::string, std::shared_ptr<PyTimerCallable>> timers; bool cleaned_up = false;
// #153 - Headless simulation control
int simulation_time = 0; // Simulated time in milliseconds (for headless mode)
bool simulation_clock_paused = false; // True when simulation is paused (waiting for step())
// Window state tracking
bool vsync_enabled = false;
unsigned int framerate_limit = 60;
// Scene transition state
SceneTransition transition;
// Viewport system
sf::Vector2u gameResolution{1024, 768}; // Fixed game resolution
sf::View gameView; // View for the game content
ViewportMode viewportMode = ViewportMode::Fit;
// Profiling overlay
bool showProfilerOverlay = false; // F3 key toggles this
int overlayUpdateCounter = 0; // Only update overlay every N frames
ProfilerOverlay* profilerOverlay = nullptr; // The actual overlay renderer
// ImGui console overlay
ImGuiConsole console;
bool imguiInitialized = false;
void updateViewport();
void testTimers(); void testTimers();
public: public:
sf::Clock runtime;
std::map<std::string, std::shared_ptr<Timer>> timers;
std::string scene; std::string scene;
// Profiling metrics (struct defined above class)
ProfilingMetrics metrics;
GameEngine(); GameEngine();
GameEngine(const McRogueFaceConfig& cfg);
~GameEngine();
Scene* currentScene(); Scene* currentScene();
Scene* getScene(const std::string& name); // #118: Get scene by name
void changeScene(std::string); void changeScene(std::string);
void changeScene(std::string sceneName, TransitionType transitionType, float duration);
void createScene(std::string); void createScene(std::string);
void quit(); void quit();
void setPause(bool); void setPause(bool);
sf::Font & getFont(); sf::Font & getFont();
sf::RenderWindow & getWindow(); sf::RenderWindow & getWindow();
sf::RenderTarget & getRenderTarget();
sf::RenderTarget* getRenderTargetPtr() { return render_target; }
void run(); void run();
void sUserInput(); void sUserInput();
void cleanup(); // Clean up Python references before destruction
void executeStartupScripts(); // Execute --exec scripts (called once after final engine setup)
int getFrame() { return currentFrame; } int getFrame() { return currentFrame; }
float getFrameTime() { return frameTime; } float getFrameTime() { return frameTime; }
sf::View getView() { return visible; } sf::View getView() { return visible; }
void manageTimer(std::string, PyObject*, int); void manageTimer(std::string, PyObject*, int);
std::shared_ptr<Timer> getTimer(const std::string& name);
void setWindowScale(float); void setWindowScale(float);
bool isHeadless() const { return headless; }
const McRogueFaceConfig& getConfig() const { return config; }
void setAutoExitAfterExec(bool enabled) { config.auto_exit_after_exec = enabled; }
void processEvent(const sf::Event& event);
// Window property accessors
const std::string& getWindowTitle() const { return window_title; }
void setWindowTitle(const std::string& title);
bool getVSync() const { return vsync_enabled; }
void setVSync(bool enabled);
unsigned int getFramerateLimit() const { return framerate_limit; }
void setFramerateLimit(unsigned int limit);
// Viewport system
void setGameResolution(unsigned int width, unsigned int height);
sf::Vector2u getGameResolution() const { return gameResolution; }
void setViewportMode(ViewportMode mode);
ViewportMode getViewportMode() const { return viewportMode; }
std::string getViewportModeString() const;
sf::Vector2f windowToGameCoords(const sf::Vector2f& windowPos) const;
// #153 - Headless simulation control
float step(float dt = -1.0f); // Advance simulation; dt<0 means advance to next event
int getSimulationTime() const { return simulation_time; }
void renderScene(); // Force render current scene (for synchronous screenshot)
// global textures for scripts to access // global textures for scripts to access
std::vector<IndexTexture> textures; std::vector<IndexTexture> textures;
@ -53,3 +208,28 @@ public:
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> scene_ui(std::string scene); std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> scene_ui(std::string scene);
}; };
/**
* @brief Visual overlay that displays real-time profiling metrics
*/
class GameEngine::ProfilerOverlay {
private:
sf::Font& font;
sf::Text text;
sf::RectangleShape background;
bool visible;
int updateInterval;
int frameCounter;
sf::Color getPerformanceColor(float frameTimeMs);
std::string formatFloat(float value, int precision = 1);
std::string formatPercentage(float part, float total);
public:
ProfilerOverlay(sf::Font& fontRef);
void toggle();
void setVisible(bool vis);
bool isVisible() const;
void update(const ProfilingMetrics& metrics);
void render(sf::RenderTarget& target);
};

201
src/GridChunk.cpp Normal file
View File

@ -0,0 +1,201 @@
#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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#pragma once
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include <SFML/Graphics.hpp>
#include <libtcod.h>
#include <memory>
#include <vector>
#include <string>
// Forward declarations
class UIGrid;
class PyTexture;
class UIEntity;
// 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:
// Chunk size for per-chunk dirty tracking (matches GridChunk::CHUNK_SIZE)
static constexpr int CHUNK_SIZE = 64;
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
// Chunk dimensions
int chunks_x, chunks_y;
// Per-chunk dirty flags and RenderTextures
std::vector<bool> chunk_dirty; // One flag per chunk
std::vector<std::unique_ptr<sf::RenderTexture>> chunk_textures; // One texture per chunk
std::vector<bool> chunk_texture_initialized; // Track which textures are created
int cached_cell_width, cached_cell_height; // Cell size used for cached textures
GridLayer(GridLayerType type, int z_index, int grid_x, int grid_y, UIGrid* parent);
virtual ~GridLayer() = default;
// Mark entire layer as needing re-render
void markDirty();
// Mark specific cell's chunk as dirty
void markDirty(int cell_x, int cell_y);
// Get chunk index for a cell
int getChunkIndex(int cell_x, int cell_y) const;
// Get chunk coordinates for a cell
void getChunkCoords(int cell_x, int cell_y, int& chunk_x, int& chunk_y) const;
// Get cell bounds for a chunk
void getChunkBounds(int chunk_x, int chunk_y, int& start_x, int& start_y, int& end_x, int& end_y) const;
// Ensure a specific chunk's texture is properly sized
void ensureChunkTexture(int chunk_idx, int cell_width, int cell_height);
// Initialize chunk tracking arrays
void initChunks();
// Render a specific chunk to its cached texture (called when chunk is dirty)
virtual void renderChunkToTexture(int chunk_x, int chunk_y, int cell_width, int cell_height) = 0;
// Render the layer content to the cached texture (legacy - marks all dirty)
virtual void renderToTexture(int cell_width, int cell_height) = 0;
// Render the layer to a RenderTarget with the given transformation parameters
// Uses cached chunk textures, only re-renders visible dirty chunks
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 and reinitializes chunks)
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;
// Perspective binding (#113) - binds layer to entity for automatic FOV updates
std::weak_ptr<UIEntity> perspective_entity;
sf::Color perspective_visible;
sf::Color perspective_discovered;
sf::Color perspective_unknown;
bool has_perspective;
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);
// Fill a rectangular region with a color (#113)
void fillRect(int x, int y, int width, int height, const sf::Color& color);
// Draw FOV-based visibility (#113)
// Paints cells based on current FOV state from parent grid
void drawFOV(int source_x, int source_y, int radius,
TCOD_fov_algorithm_t algorithm,
const sf::Color& visible,
const sf::Color& discovered,
const sf::Color& unknown);
// Perspective binding (#113) - bind layer to entity for automatic updates
void applyPerspective(std::shared_ptr<UIEntity> entity,
const sf::Color& visible,
const sf::Color& discovered,
const sf::Color& unknown);
// Update perspective - redraws based on bound entity's current position
void updatePerspective();
// Clear perspective binding
void clearPerspective();
// Render a specific chunk to its texture (called when chunk is dirty AND visible)
void renderChunkToTexture(int chunk_x, int chunk_y, int cell_width, int cell_height) override;
// #148 - Render all content to cached texture (legacy - calls renderChunkToTexture for all)
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);
// Fill a rectangular region with a tile index (#113)
void fillRect(int x, int y, int width, int height, int tile_index);
// Render a specific chunk to its texture (called when chunk is dirty AND visible)
void renderChunkToTexture(int chunk_x, int chunk_y, int cell_width, int cell_height) override;
// #148 - Render all content to cached texture (legacy - calls renderChunkToTexture for all)
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_fill_rect(PyColorLayerObject* self, PyObject* args, PyObject* kwds);
static PyObject* ColorLayer_draw_fov(PyColorLayerObject* self, PyObject* args, PyObject* kwds);
static PyObject* ColorLayer_apply_perspective(PyColorLayerObject* self, PyObject* args, PyObject* kwds);
static PyObject* ColorLayer_update_perspective(PyColorLayerObject* self, PyObject* args);
static PyObject* ColorLayer_clear_perspective(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_fill_rect(PyTileLayerObject* self, PyObject* args, PyObject* kwds);
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;
}
};
}

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#include "HeadlessRenderer.h"
#include <iostream>
bool HeadlessRenderer::init(int width, int height) {
if (!render_texture.create(width, height)) {
std::cerr << "Failed to create headless render texture" << std::endl;
return false;
}
return true;
}
sf::RenderTarget& HeadlessRenderer::getRenderTarget() {
return render_texture;
}
void HeadlessRenderer::saveScreenshot(const std::string& path) {
sf::Image screenshot = render_texture.getTexture().copyToImage();
if (!screenshot.saveToFile(path)) {
std::cerr << "Failed to save screenshot to: " << path << std::endl;
} else {
std::cout << "Screenshot saved to: " << path << std::endl;
}
}
void HeadlessRenderer::display() {
render_texture.display();
}

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#ifndef HEADLESS_RENDERER_H
#define HEADLESS_RENDERER_H
#include <SFML/Graphics.hpp>
#include <memory>
#include <string>
class HeadlessRenderer {
private:
sf::RenderTexture render_texture;
public:
bool init(int width = 1024, int height = 768);
sf::RenderTarget& getRenderTarget();
void saveScreenshot(const std::string& path);
void display(); // Finalize the current frame
bool isOpen() const { return true; } // Always "open" in headless mode
};
#endif // HEADLESS_RENDERER_H

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#include "ImGuiConsole.h"
#include "imgui.h"
#include "McRFPy_API.h"
#include <Python.h>
#include <sstream>
// Static member initialization
bool ImGuiConsole::enabled = true;
ImGuiConsole::ImGuiConsole() {
addOutput("McRogueFace Python Console", false);
addOutput("Type Python commands and press Enter to execute.", false);
addOutput("", false);
}
void ImGuiConsole::toggle() {
if (enabled) {
visible = !visible;
if (visible) {
// Focus input when opening
ImGui::SetWindowFocus("Console");
}
}
}
bool ImGuiConsole::wantsKeyboardInput() const {
return visible && enabled;
}
void ImGuiConsole::addOutput(const std::string& text, bool isError) {
// Split text by newlines and add each line separately
std::istringstream stream(text);
std::string line;
while (std::getline(stream, line)) {
outputHistory.push_back({line, isError, false});
}
// Trim history if too long
while (outputHistory.size() > MAX_HISTORY) {
outputHistory.pop_front();
}
scrollToBottom = true;
}
void ImGuiConsole::executeCommand(const std::string& command) {
if (command.empty()) return;
// Add command to output with >>> prefix
outputHistory.push_back({">>> " + command, false, true});
// Add to command history
commandHistory.push_back(command);
historyIndex = -1;
// Capture Python output
// Redirect stdout/stderr to capture output
std::string captureCode = R"(
import sys
import io
_console_stdout = io.StringIO()
_console_stderr = io.StringIO()
_old_stdout = sys.stdout
_old_stderr = sys.stderr
sys.stdout = _console_stdout
sys.stderr = _console_stderr
)";
std::string restoreCode = R"(
sys.stdout = _old_stdout
sys.stderr = _old_stderr
_stdout_val = _console_stdout.getvalue()
_stderr_val = _console_stderr.getvalue()
)";
// Set up capture
PyRun_SimpleString(captureCode.c_str());
// Try to evaluate as expression first (for things like "2+2")
PyObject* main_module = PyImport_AddModule("__main__");
PyObject* main_dict = PyModule_GetDict(main_module);
// First try eval (for expressions that return values)
PyObject* result = PyRun_String(command.c_str(), Py_eval_input, main_dict, main_dict);
bool showedResult = false;
if (result == nullptr) {
// Clear the error from eval attempt
PyErr_Clear();
// Try exec (for statements)
result = PyRun_String(command.c_str(), Py_file_input, main_dict, main_dict);
if (result == nullptr) {
// Real error - capture it
PyErr_Print(); // This prints to stderr which we're capturing
}
} else if (result != Py_None) {
// Expression returned a non-None value - show its repr
PyObject* repr = PyObject_Repr(result);
if (repr) {
const char* repr_str = PyUnicode_AsUTF8(repr);
if (repr_str) {
addOutput(repr_str, false);
showedResult = true;
}
Py_DECREF(repr);
}
}
Py_XDECREF(result);
// Restore stdout/stderr
PyRun_SimpleString(restoreCode.c_str());
// Get captured stdout (only if we didn't already show a result)
PyObject* stdout_val = PyObject_GetAttrString(main_module, "_stdout_val");
if (stdout_val && PyUnicode_Check(stdout_val)) {
const char* stdout_str = PyUnicode_AsUTF8(stdout_val);
if (stdout_str && strlen(stdout_str) > 0) {
addOutput(stdout_str, false);
}
}
Py_XDECREF(stdout_val);
// Get captured stderr
PyObject* stderr_val = PyObject_GetAttrString(main_module, "_stderr_val");
if (stderr_val && PyUnicode_Check(stderr_val)) {
const char* stderr_str = PyUnicode_AsUTF8(stderr_val);
if (stderr_str && strlen(stderr_str) > 0) {
addOutput(stderr_str, true);
}
}
Py_XDECREF(stderr_val);
// Clean up temporary variables
PyRun_SimpleString("del _console_stdout, _console_stderr, _old_stdout, _old_stderr, _stdout_val, _stderr_val");
scrollToBottom = true;
}
void ImGuiConsole::render() {
if (!visible || !enabled) return;
// Set up console window
ImGuiIO& io = ImGui::GetIO();
ImGui::SetNextWindowSize(ImVec2(io.DisplaySize.x, io.DisplaySize.y * 0.4f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiCond_FirstUseEver);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse;
if (!ImGui::Begin("Console", &visible, flags)) {
ImGui::End();
return;
}
// Output area (scrollable, no horizontal scrollbar - use word wrap)
float footerHeight = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footerHeight), false, ImGuiWindowFlags_None);
// Render output lines with word wrap
for (const auto& line : outputHistory) {
if (line.isInput) {
// User input - yellow/gold color
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.9f, 0.4f, 1.0f));
} else if (line.isError) {
// Error - red color
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f));
} else {
// Normal output - default color
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.8f, 0.8f, 0.8f, 1.0f));
}
ImGui::TextWrapped("%s", line.text.c_str());
ImGui::PopStyleColor();
}
// Auto-scroll to bottom when new content is added
if (scrollToBottom || ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) {
ImGui::SetScrollHereY(1.0f);
}
scrollToBottom = false;
ImGui::EndChild();
// Input line
ImGui::Separator();
// Input field
ImGuiInputTextFlags inputFlags = ImGuiInputTextFlags_EnterReturnsTrue |
ImGuiInputTextFlags_CallbackHistory |
ImGuiInputTextFlags_CallbackCompletion;
bool reclaimFocus = false;
// Custom callback for history navigation
auto callback = [](ImGuiInputTextCallbackData* data) -> int {
ImGuiConsole* console = static_cast<ImGuiConsole*>(data->UserData);
if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) {
if (console->commandHistory.empty()) return 0;
if (data->EventKey == ImGuiKey_UpArrow) {
if (console->historyIndex < 0) {
console->historyIndex = static_cast<int>(console->commandHistory.size()) - 1;
} else if (console->historyIndex > 0) {
console->historyIndex--;
}
} else if (data->EventKey == ImGuiKey_DownArrow) {
if (console->historyIndex >= 0) {
console->historyIndex++;
if (console->historyIndex >= static_cast<int>(console->commandHistory.size())) {
console->historyIndex = -1;
}
}
}
// Update input buffer
if (console->historyIndex >= 0 && console->historyIndex < static_cast<int>(console->commandHistory.size())) {
const std::string& historyEntry = console->commandHistory[console->historyIndex];
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, historyEntry.c_str());
} else {
data->DeleteChars(0, data->BufTextLen);
}
}
return 0;
};
ImGui::PushItemWidth(-1); // Full width
if (ImGui::InputText("##Input", inputBuffer, sizeof(inputBuffer), inputFlags, callback, this)) {
std::string command(inputBuffer);
inputBuffer[0] = '\0';
executeCommand(command);
reclaimFocus = true;
}
ImGui::PopItemWidth();
// Keep focus on input
ImGui::SetItemDefaultFocus();
if (reclaimFocus || (visible && !ImGui::IsAnyItemActive())) {
ImGui::SetKeyboardFocusHere(-1);
}
ImGui::End();
}

56
src/ImGuiConsole.h Normal file
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@ -0,0 +1,56 @@
#pragma once
#include <string>
#include <vector>
#include <deque>
/**
* @brief ImGui-based debug console for Python REPL
*
* Provides an overlay console that can execute Python code
* without blocking the main game loop. Activated by grave/tilde key.
*/
class ImGuiConsole {
public:
ImGuiConsole();
// Core functionality
void render(); // Render the console UI
void toggle(); // Toggle visibility
bool isVisible() const { return visible; }
void setVisible(bool v) { visible = v; }
// Configuration (for Python API)
static bool isEnabled() { return enabled; }
static void setEnabled(bool e) { enabled = e; }
// Input handling
bool wantsKeyboardInput() const; // Returns true if ImGui wants keyboard
private:
void executeCommand(const std::string& command);
void addOutput(const std::string& text, bool isError = false);
// State
bool visible = false;
static bool enabled; // Global enable/disable (for shipping games)
// Input buffer
char inputBuffer[1024] = {0};
// Output history
struct OutputLine {
std::string text;
bool isError;
bool isInput; // True if this was user input (for styling)
};
std::deque<OutputLine> outputHistory;
static constexpr size_t MAX_HISTORY = 500;
// Command history for up/down navigation
std::vector<std::string> commandHistory;
int historyIndex = -1;
// Scroll state
bool scrollToBottom = true;
};

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@ -2,9 +2,11 @@
#include "Common.h" #include "Common.h"
#include "Python.h" #include "Python.h"
#include <list> #include <list>
#include <atomic>
#include "PyFont.h" #include "PyFont.h"
#include "PyTexture.h" #include "PyTexture.h"
#include "McRogueFaceConfig.h"
class GameEngine; // forward declared (circular members) class GameEngine; // forward declared (circular members)
@ -27,19 +29,18 @@ public:
//static void setSpriteTexture(int); //static void setSpriteTexture(int);
inline static GameEngine* game; inline static GameEngine* game;
static void api_init(); static void api_init();
static void api_init(const McRogueFaceConfig& config);
static PyStatus init_python_with_config(const McRogueFaceConfig& config);
static void api_shutdown(); static void api_shutdown();
// Python API functionality - use mcrfpy.* in scripts // Python API functionality - use mcrfpy.* in scripts
//static PyObject* _drawSprite(PyObject*, PyObject*); //static PyObject* _drawSprite(PyObject*, PyObject*);
static void REPL_device(FILE * fp, const char *filename); static void REPL_device(FILE * fp, const char *filename);
static void REPL(); static void REPL();
static std::vector<sf::SoundBuffer> soundbuffers; static std::vector<sf::SoundBuffer>* soundbuffers;
static sf::Music music; static sf::Music* music;
static sf::Sound sfx; static sf::Sound* sfx;
static std::map<std::string, PyObject*> callbacks;
static PyObject* _registerPyAction(PyObject*, PyObject*);
static PyObject* _registerInputAction(PyObject*, PyObject*);
static PyObject* _createSoundBuffer(PyObject*, PyObject*); static PyObject* _createSoundBuffer(PyObject*, PyObject*);
static PyObject* _loadMusic(PyObject*, PyObject*); static PyObject* _loadMusic(PyObject*, PyObject*);
@ -61,17 +62,45 @@ public:
static PyObject* _setTimer(PyObject*, PyObject*); static PyObject* _setTimer(PyObject*, PyObject*);
static PyObject* _delTimer(PyObject*, PyObject*); static PyObject* _delTimer(PyObject*, PyObject*);
// #153 - Headless simulation control
static PyObject* _step(PyObject*, PyObject*);
static PyObject* _exit(PyObject*, PyObject*); static PyObject* _exit(PyObject*, PyObject*);
static PyObject* _setScale(PyObject*, PyObject*); static PyObject* _setScale(PyObject*, PyObject*);
// accept keyboard input from scene // accept keyboard input from scene
static sf::Vector2i cursor_position; static sf::Vector2i cursor_position;
static void player_input(int, int);
static void computerTurn();
static void playerTurn();
static void doAction(std::string);
static void executeScript(std::string); static void executeScript(std::string);
static void executePyString(std::string); static void executePyString(std::string);
// Helper to mark scenes as needing z_index resort
static void markSceneNeedsSort();
// Name-based finding methods
static PyObject* _find(PyObject*, PyObject*);
static PyObject* _findAll(PyObject*, PyObject*);
// Profiling/metrics
static PyObject* _getMetrics(PyObject*, PyObject*);
// Benchmark logging (#104)
static PyObject* _startBenchmark(PyObject*, PyObject*);
static PyObject* _endBenchmark(PyObject*, PyObject*);
static PyObject* _logBenchmark(PyObject*, PyObject*);
// Developer console
static PyObject* _setDevConsole(PyObject*, PyObject*);
// Scene lifecycle management for Python Scene objects
static void triggerSceneChange(const std::string& from_scene, const std::string& to_scene);
static void updatePythonScenes(float dt);
static void triggerResize(int width, int height);
// Exception handling - signal game loop to exit on unhandled Python exceptions
static std::atomic<bool> exception_occurred;
static std::atomic<int> exit_code;
static void signalPythonException(); // Called by exception handlers
static bool shouldExit(); // Checked by game loop
}; };

841
src/McRFPy_Automation.cpp Normal file
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@ -0,0 +1,841 @@
#include "McRFPy_Automation.h"
#include "McRFPy_API.h"
#include "GameEngine.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <unordered_map>
// #111 - Static member for simulated mouse position in headless mode
sf::Vector2i McRFPy_Automation::simulated_mouse_pos(0, 0);
// #111 - Get simulated mouse position for headless mode
sf::Vector2i McRFPy_Automation::getSimulatedMousePosition() {
return simulated_mouse_pos;
}
// Helper function to get game engine
GameEngine* McRFPy_Automation::getGameEngine() {
return McRFPy_API::game;
}
// Sleep helper
void McRFPy_Automation::sleep_ms(int milliseconds) {
std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds));
}
// Convert string to SFML key code
sf::Keyboard::Key McRFPy_Automation::stringToKey(const std::string& keyName) {
static const std::unordered_map<std::string, sf::Keyboard::Key> keyMap = {
// Letters
{"a", sf::Keyboard::A}, {"b", sf::Keyboard::B}, {"c", sf::Keyboard::C},
{"d", sf::Keyboard::D}, {"e", sf::Keyboard::E}, {"f", sf::Keyboard::F},
{"g", sf::Keyboard::G}, {"h", sf::Keyboard::H}, {"i", sf::Keyboard::I},
{"j", sf::Keyboard::J}, {"k", sf::Keyboard::K}, {"l", sf::Keyboard::L},
{"m", sf::Keyboard::M}, {"n", sf::Keyboard::N}, {"o", sf::Keyboard::O},
{"p", sf::Keyboard::P}, {"q", sf::Keyboard::Q}, {"r", sf::Keyboard::R},
{"s", sf::Keyboard::S}, {"t", sf::Keyboard::T}, {"u", sf::Keyboard::U},
{"v", sf::Keyboard::V}, {"w", sf::Keyboard::W}, {"x", sf::Keyboard::X},
{"y", sf::Keyboard::Y}, {"z", sf::Keyboard::Z},
// Numbers
{"0", sf::Keyboard::Num0}, {"1", sf::Keyboard::Num1}, {"2", sf::Keyboard::Num2},
{"3", sf::Keyboard::Num3}, {"4", sf::Keyboard::Num4}, {"5", sf::Keyboard::Num5},
{"6", sf::Keyboard::Num6}, {"7", sf::Keyboard::Num7}, {"8", sf::Keyboard::Num8},
{"9", sf::Keyboard::Num9},
// Function keys
{"f1", sf::Keyboard::F1}, {"f2", sf::Keyboard::F2}, {"f3", sf::Keyboard::F3},
{"f4", sf::Keyboard::F4}, {"f5", sf::Keyboard::F5}, {"f6", sf::Keyboard::F6},
{"f7", sf::Keyboard::F7}, {"f8", sf::Keyboard::F8}, {"f9", sf::Keyboard::F9},
{"f10", sf::Keyboard::F10}, {"f11", sf::Keyboard::F11}, {"f12", sf::Keyboard::F12},
{"f13", sf::Keyboard::F13}, {"f14", sf::Keyboard::F14}, {"f15", sf::Keyboard::F15},
// Special keys
{"escape", sf::Keyboard::Escape}, {"esc", sf::Keyboard::Escape},
{"enter", sf::Keyboard::Enter}, {"return", sf::Keyboard::Enter},
{"space", sf::Keyboard::Space}, {" ", sf::Keyboard::Space},
{"tab", sf::Keyboard::Tab}, {"\t", sf::Keyboard::Tab},
{"backspace", sf::Keyboard::BackSpace},
{"delete", sf::Keyboard::Delete}, {"del", sf::Keyboard::Delete},
{"insert", sf::Keyboard::Insert},
{"home", sf::Keyboard::Home},
{"end", sf::Keyboard::End},
{"pageup", sf::Keyboard::PageUp}, {"pgup", sf::Keyboard::PageUp},
{"pagedown", sf::Keyboard::PageDown}, {"pgdn", sf::Keyboard::PageDown},
// Arrow keys
{"left", sf::Keyboard::Left},
{"right", sf::Keyboard::Right},
{"up", sf::Keyboard::Up},
{"down", sf::Keyboard::Down},
// Modifiers
{"ctrl", sf::Keyboard::LControl}, {"ctrlleft", sf::Keyboard::LControl},
{"ctrlright", sf::Keyboard::RControl},
{"alt", sf::Keyboard::LAlt}, {"altleft", sf::Keyboard::LAlt},
{"altright", sf::Keyboard::RAlt},
{"shift", sf::Keyboard::LShift}, {"shiftleft", sf::Keyboard::LShift},
{"shiftright", sf::Keyboard::RShift},
{"win", sf::Keyboard::LSystem}, {"winleft", sf::Keyboard::LSystem},
{"winright", sf::Keyboard::RSystem}, {"command", sf::Keyboard::LSystem},
// Punctuation
{",", sf::Keyboard::Comma}, {".", sf::Keyboard::Period},
{"/", sf::Keyboard::Slash}, {"\\", sf::Keyboard::BackSlash},
{";", sf::Keyboard::SemiColon}, {"'", sf::Keyboard::Quote},
{"[", sf::Keyboard::LBracket}, {"]", sf::Keyboard::RBracket},
{"-", sf::Keyboard::Dash}, {"=", sf::Keyboard::Equal},
// Numpad
{"num0", sf::Keyboard::Numpad0}, {"num1", sf::Keyboard::Numpad1},
{"num2", sf::Keyboard::Numpad2}, {"num3", sf::Keyboard::Numpad3},
{"num4", sf::Keyboard::Numpad4}, {"num5", sf::Keyboard::Numpad5},
{"num6", sf::Keyboard::Numpad6}, {"num7", sf::Keyboard::Numpad7},
{"num8", sf::Keyboard::Numpad8}, {"num9", sf::Keyboard::Numpad9},
{"add", sf::Keyboard::Add}, {"subtract", sf::Keyboard::Subtract},
{"multiply", sf::Keyboard::Multiply}, {"divide", sf::Keyboard::Divide},
// Other
{"pause", sf::Keyboard::Pause},
{"capslock", sf::Keyboard::LControl}, // Note: SFML doesn't have CapsLock
{"numlock", sf::Keyboard::LControl}, // Note: SFML doesn't have NumLock
{"scrolllock", sf::Keyboard::LControl}, // Note: SFML doesn't have ScrollLock
};
auto it = keyMap.find(keyName);
if (it != keyMap.end()) {
return it->second;
}
return sf::Keyboard::Unknown;
}
// Inject mouse event into the game engine
void McRFPy_Automation::injectMouseEvent(sf::Event::EventType type, int x, int y, sf::Mouse::Button button) {
auto engine = getGameEngine();
if (!engine) return;
// #111 - Track simulated mouse position for headless mode
if (type == sf::Event::MouseMoved ||
type == sf::Event::MouseButtonPressed ||
type == sf::Event::MouseButtonReleased) {
simulated_mouse_pos = sf::Vector2i(x, y);
}
sf::Event event;
event.type = type;
switch (type) {
case sf::Event::MouseMoved:
event.mouseMove.x = x;
event.mouseMove.y = y;
break;
case sf::Event::MouseButtonPressed:
case sf::Event::MouseButtonReleased:
event.mouseButton.button = button;
event.mouseButton.x = x;
event.mouseButton.y = y;
break;
case sf::Event::MouseWheelScrolled:
event.mouseWheelScroll.wheel = sf::Mouse::VerticalWheel;
event.mouseWheelScroll.delta = static_cast<float>(x); // x is used for scroll amount
event.mouseWheelScroll.x = x;
event.mouseWheelScroll.y = y;
break;
default:
break;
}
engine->processEvent(event);
}
// Inject keyboard event into the game engine
void McRFPy_Automation::injectKeyEvent(sf::Event::EventType type, sf::Keyboard::Key key) {
auto engine = getGameEngine();
if (!engine) return;
sf::Event event;
event.type = type;
if (type == sf::Event::KeyPressed || type == sf::Event::KeyReleased) {
event.key.code = key;
event.key.alt = sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt) ||
sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt);
event.key.control = sf::Keyboard::isKeyPressed(sf::Keyboard::LControl) ||
sf::Keyboard::isKeyPressed(sf::Keyboard::RControl);
event.key.shift = sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) ||
sf::Keyboard::isKeyPressed(sf::Keyboard::RShift);
event.key.system = sf::Keyboard::isKeyPressed(sf::Keyboard::LSystem) ||
sf::Keyboard::isKeyPressed(sf::Keyboard::RSystem);
}
engine->processEvent(event);
}
// Inject text event for typing
void McRFPy_Automation::injectTextEvent(sf::Uint32 unicode) {
auto engine = getGameEngine();
if (!engine) return;
sf::Event event;
event.type = sf::Event::TextEntered;
event.text.unicode = unicode;
engine->processEvent(event);
}
// Screenshot implementation
// #153 - In headless mode, this is now SYNCHRONOUS: renders scene then captures
PyObject* McRFPy_Automation::_screenshot(PyObject* self, PyObject* args) {
const char* filename;
if (!PyArg_ParseTuple(args, "s", &filename)) {
return NULL;
}
auto engine = getGameEngine();
if (!engine) {
PyErr_SetString(PyExc_RuntimeError, "Game engine not initialized");
return NULL;
}
// Get the render target
sf::RenderTarget* target = engine->getRenderTargetPtr();
if (!target) {
PyErr_SetString(PyExc_RuntimeError, "No render target available");
return NULL;
}
// For RenderWindow (windowed mode), capture the current buffer
if (auto* window = dynamic_cast<sf::RenderWindow*>(target)) {
sf::Vector2u windowSize = window->getSize();
sf::Texture texture;
texture.create(windowSize.x, windowSize.y);
texture.update(*window);
if (texture.copyToImage().saveToFile(filename)) {
Py_RETURN_TRUE;
} else {
Py_RETURN_FALSE;
}
}
// For RenderTexture (headless mode) - SYNCHRONOUS render then capture
else if (auto* renderTexture = dynamic_cast<sf::RenderTexture*>(target)) {
// #153 - Force a synchronous render before capturing
// This ensures we capture the CURRENT state, not the previous frame
engine->renderScene();
if (renderTexture->getTexture().copyToImage().saveToFile(filename)) {
Py_RETURN_TRUE;
} else {
Py_RETURN_FALSE;
}
}
PyErr_SetString(PyExc_RuntimeError, "Unknown render target type");
return NULL;
}
// Get current mouse position
PyObject* McRFPy_Automation::_position(PyObject* self, PyObject* args) {
auto engine = getGameEngine();
if (!engine || !engine->getRenderTargetPtr()) {
return Py_BuildValue("(ii)", simulated_mouse_pos.x, simulated_mouse_pos.y);
}
// In headless mode, return the simulated mouse position (#111)
if (engine->isHeadless()) {
return Py_BuildValue("(ii)", simulated_mouse_pos.x, simulated_mouse_pos.y);
}
// In windowed mode, return the actual mouse position relative to window
if (auto* window = dynamic_cast<sf::RenderWindow*>(engine->getRenderTargetPtr())) {
sf::Vector2i pos = sf::Mouse::getPosition(*window);
return Py_BuildValue("(ii)", pos.x, pos.y);
}
// Fallback to simulated position
return Py_BuildValue("(ii)", simulated_mouse_pos.x, simulated_mouse_pos.y);
}
// Get screen size
PyObject* McRFPy_Automation::_size(PyObject* self, PyObject* args) {
auto engine = getGameEngine();
if (!engine || !engine->getRenderTargetPtr()) {
return Py_BuildValue("(ii)", 1024, 768); // Default size
}
sf::Vector2u size = engine->getRenderTarget().getSize();
return Py_BuildValue("(ii)", size.x, size.y);
}
// Check if coordinates are on screen
PyObject* McRFPy_Automation::_onScreen(PyObject* self, PyObject* args) {
int x, y;
if (!PyArg_ParseTuple(args, "ii", &x, &y)) {
return NULL;
}
auto engine = getGameEngine();
if (!engine || !engine->getRenderTargetPtr()) {
Py_RETURN_FALSE;
}
sf::Vector2u size = engine->getRenderTarget().getSize();
if (x >= 0 && x < (int)size.x && y >= 0 && y < (int)size.y) {
Py_RETURN_TRUE;
} else {
Py_RETURN_FALSE;
}
}
// Move mouse to position
PyObject* McRFPy_Automation::_moveTo(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", "duration", NULL};
int x, y;
float duration = 0.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "ii|f", const_cast<char**>(kwlist),
&x, &y, &duration)) {
return NULL;
}
// TODO: Implement smooth movement with duration
injectMouseEvent(sf::Event::MouseMoved, x, y);
if (duration > 0) {
sleep_ms(static_cast<int>(duration * 1000));
}
Py_RETURN_NONE;
}
// Move mouse relative
PyObject* McRFPy_Automation::_moveRel(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"xOffset", "yOffset", "duration", NULL};
int xOffset, yOffset;
float duration = 0.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "ii|f", const_cast<char**>(kwlist),
&xOffset, &yOffset, &duration)) {
return NULL;
}
// Get current position
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
int currentX, currentY;
if (!PyArg_ParseTuple(pos, "ii", &currentX, &currentY)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
// Move to new position
injectMouseEvent(sf::Event::MouseMoved, currentX + xOffset, currentY + yOffset);
if (duration > 0) {
sleep_ms(static_cast<int>(duration * 1000));
}
Py_RETURN_NONE;
}
// Click implementation
PyObject* McRFPy_Automation::_click(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", "clicks", "interval", "button", NULL};
int x = -1, y = -1;
int clicks = 1;
float interval = 0.0f;
const char* button = "left";
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|iiifs", const_cast<char**>(kwlist),
&x, &y, &clicks, &interval, &button)) {
return NULL;
}
// If no position specified, use current position
if (x == -1 || y == -1) {
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
if (!PyArg_ParseTuple(pos, "ii", &x, &y)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
}
// Determine button
sf::Mouse::Button sfButton = sf::Mouse::Left;
if (strcmp(button, "right") == 0) {
sfButton = sf::Mouse::Right;
} else if (strcmp(button, "middle") == 0) {
sfButton = sf::Mouse::Middle;
}
// Move to position first
injectMouseEvent(sf::Event::MouseMoved, x, y);
// Perform clicks
for (int i = 0; i < clicks; i++) {
if (i > 0 && interval > 0) {
sleep_ms(static_cast<int>(interval * 1000));
}
injectMouseEvent(sf::Event::MouseButtonPressed, x, y, sfButton);
sleep_ms(10); // Small delay between press and release
injectMouseEvent(sf::Event::MouseButtonReleased, x, y, sfButton);
}
Py_RETURN_NONE;
}
// Right click
PyObject* McRFPy_Automation::_rightClick(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", NULL};
int x = -1, y = -1;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ii", const_cast<char**>(kwlist), &x, &y)) {
return NULL;
}
// Build new args with button="right"
PyObject* newKwargs = PyDict_New();
PyDict_SetItemString(newKwargs, "button", PyUnicode_FromString("right"));
if (x != -1) PyDict_SetItemString(newKwargs, "x", PyLong_FromLong(x));
if (y != -1) PyDict_SetItemString(newKwargs, "y", PyLong_FromLong(y));
PyObject* result = _click(self, PyTuple_New(0), newKwargs);
Py_DECREF(newKwargs);
return result;
}
// Double click
PyObject* McRFPy_Automation::_doubleClick(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", NULL};
int x = -1, y = -1;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ii", const_cast<char**>(kwlist), &x, &y)) {
return NULL;
}
PyObject* newKwargs = PyDict_New();
PyDict_SetItemString(newKwargs, "clicks", PyLong_FromLong(2));
PyDict_SetItemString(newKwargs, "interval", PyFloat_FromDouble(0.1));
if (x != -1) PyDict_SetItemString(newKwargs, "x", PyLong_FromLong(x));
if (y != -1) PyDict_SetItemString(newKwargs, "y", PyLong_FromLong(y));
PyObject* result = _click(self, PyTuple_New(0), newKwargs);
Py_DECREF(newKwargs);
return result;
}
// Type text
PyObject* McRFPy_Automation::_typewrite(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"message", "interval", NULL};
const char* message;
float interval = 0.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "s|f", const_cast<char**>(kwlist),
&message, &interval)) {
return NULL;
}
// Type each character
for (size_t i = 0; message[i] != '\0'; i++) {
if (i > 0 && interval > 0) {
sleep_ms(static_cast<int>(interval * 1000));
}
char c = message[i];
// Handle special characters
if (c == '\n') {
injectKeyEvent(sf::Event::KeyPressed, sf::Keyboard::Enter);
injectKeyEvent(sf::Event::KeyReleased, sf::Keyboard::Enter);
} else if (c == '\t') {
injectKeyEvent(sf::Event::KeyPressed, sf::Keyboard::Tab);
injectKeyEvent(sf::Event::KeyReleased, sf::Keyboard::Tab);
} else {
// For regular characters, send text event
injectTextEvent(static_cast<sf::Uint32>(c));
}
}
Py_RETURN_NONE;
}
// Press and hold key
PyObject* McRFPy_Automation::_keyDown(PyObject* self, PyObject* args) {
const char* keyName;
if (!PyArg_ParseTuple(args, "s", &keyName)) {
return NULL;
}
sf::Keyboard::Key key = stringToKey(keyName);
if (key == sf::Keyboard::Unknown) {
PyErr_Format(PyExc_ValueError, "Unknown key: %s", keyName);
return NULL;
}
injectKeyEvent(sf::Event::KeyPressed, key);
Py_RETURN_NONE;
}
// Release key
PyObject* McRFPy_Automation::_keyUp(PyObject* self, PyObject* args) {
const char* keyName;
if (!PyArg_ParseTuple(args, "s", &keyName)) {
return NULL;
}
sf::Keyboard::Key key = stringToKey(keyName);
if (key == sf::Keyboard::Unknown) {
PyErr_Format(PyExc_ValueError, "Unknown key: %s", keyName);
return NULL;
}
injectKeyEvent(sf::Event::KeyReleased, key);
Py_RETURN_NONE;
}
// Hotkey combination
PyObject* McRFPy_Automation::_hotkey(PyObject* self, PyObject* args) {
// Get all keys as separate arguments
Py_ssize_t numKeys = PyTuple_Size(args);
if (numKeys == 0) {
PyErr_SetString(PyExc_ValueError, "hotkey() requires at least one key");
return NULL;
}
// Press all keys
for (Py_ssize_t i = 0; i < numKeys; i++) {
PyObject* keyObj = PyTuple_GetItem(args, i);
const char* keyName = PyUnicode_AsUTF8(keyObj);
if (!keyName) {
return NULL;
}
sf::Keyboard::Key key = stringToKey(keyName);
if (key == sf::Keyboard::Unknown) {
PyErr_Format(PyExc_ValueError, "Unknown key: %s", keyName);
return NULL;
}
injectKeyEvent(sf::Event::KeyPressed, key);
sleep_ms(10); // Small delay between key presses
}
// Release all keys in reverse order
for (Py_ssize_t i = numKeys - 1; i >= 0; i--) {
PyObject* keyObj = PyTuple_GetItem(args, i);
const char* keyName = PyUnicode_AsUTF8(keyObj);
sf::Keyboard::Key key = stringToKey(keyName);
injectKeyEvent(sf::Event::KeyReleased, key);
sleep_ms(10);
}
Py_RETURN_NONE;
}
// Scroll wheel
PyObject* McRFPy_Automation::_scroll(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"clicks", "x", "y", NULL};
int clicks;
int x = -1, y = -1;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "i|ii", const_cast<char**>(kwlist),
&clicks, &x, &y)) {
return NULL;
}
// If no position specified, use current position
if (x == -1 || y == -1) {
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
if (!PyArg_ParseTuple(pos, "ii", &x, &y)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
}
// Inject scroll event
injectMouseEvent(sf::Event::MouseWheelScrolled, clicks, y);
Py_RETURN_NONE;
}
// Other click types using the main click function
PyObject* McRFPy_Automation::_middleClick(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", NULL};
int x = -1, y = -1;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ii", const_cast<char**>(kwlist), &x, &y)) {
return NULL;
}
PyObject* newKwargs = PyDict_New();
PyDict_SetItemString(newKwargs, "button", PyUnicode_FromString("middle"));
if (x != -1) PyDict_SetItemString(newKwargs, "x", PyLong_FromLong(x));
if (y != -1) PyDict_SetItemString(newKwargs, "y", PyLong_FromLong(y));
PyObject* result = _click(self, PyTuple_New(0), newKwargs);
Py_DECREF(newKwargs);
return result;
}
PyObject* McRFPy_Automation::_tripleClick(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", NULL};
int x = -1, y = -1;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ii", const_cast<char**>(kwlist), &x, &y)) {
return NULL;
}
PyObject* newKwargs = PyDict_New();
PyDict_SetItemString(newKwargs, "clicks", PyLong_FromLong(3));
PyDict_SetItemString(newKwargs, "interval", PyFloat_FromDouble(0.1));
if (x != -1) PyDict_SetItemString(newKwargs, "x", PyLong_FromLong(x));
if (y != -1) PyDict_SetItemString(newKwargs, "y", PyLong_FromLong(y));
PyObject* result = _click(self, PyTuple_New(0), newKwargs);
Py_DECREF(newKwargs);
return result;
}
// Mouse button press/release
PyObject* McRFPy_Automation::_mouseDown(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", "button", NULL};
int x = -1, y = -1;
const char* button = "left";
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|iis", const_cast<char**>(kwlist),
&x, &y, &button)) {
return NULL;
}
// If no position specified, use current position
if (x == -1 || y == -1) {
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
if (!PyArg_ParseTuple(pos, "ii", &x, &y)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
}
sf::Mouse::Button sfButton = sf::Mouse::Left;
if (strcmp(button, "right") == 0) {
sfButton = sf::Mouse::Right;
} else if (strcmp(button, "middle") == 0) {
sfButton = sf::Mouse::Middle;
}
injectMouseEvent(sf::Event::MouseButtonPressed, x, y, sfButton);
Py_RETURN_NONE;
}
PyObject* McRFPy_Automation::_mouseUp(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", "button", NULL};
int x = -1, y = -1;
const char* button = "left";
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|iis", const_cast<char**>(kwlist),
&x, &y, &button)) {
return NULL;
}
// If no position specified, use current position
if (x == -1 || y == -1) {
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
if (!PyArg_ParseTuple(pos, "ii", &x, &y)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
}
sf::Mouse::Button sfButton = sf::Mouse::Left;
if (strcmp(button, "right") == 0) {
sfButton = sf::Mouse::Right;
} else if (strcmp(button, "middle") == 0) {
sfButton = sf::Mouse::Middle;
}
injectMouseEvent(sf::Event::MouseButtonReleased, x, y, sfButton);
Py_RETURN_NONE;
}
// Drag operations
PyObject* McRFPy_Automation::_dragTo(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"x", "y", "duration", "button", NULL};
int x, y;
float duration = 0.0f;
const char* button = "left";
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "ii|fs", const_cast<char**>(kwlist),
&x, &y, &duration, &button)) {
return NULL;
}
// Get current position
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
int startX, startY;
if (!PyArg_ParseTuple(pos, "ii", &startX, &startY)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
// Mouse down at current position
PyObject* downArgs = Py_BuildValue("(ii)", startX, startY);
PyObject* downKwargs = PyDict_New();
PyDict_SetItemString(downKwargs, "button", PyUnicode_FromString(button));
PyObject* downResult = _mouseDown(self, downArgs, downKwargs);
Py_DECREF(downArgs);
Py_DECREF(downKwargs);
if (!downResult) return NULL;
Py_DECREF(downResult);
// Move to target position
if (duration > 0) {
// Smooth movement
int steps = static_cast<int>(duration * 60); // 60 FPS
for (int i = 1; i <= steps; i++) {
int currentX = startX + (x - startX) * i / steps;
int currentY = startY + (y - startY) * i / steps;
injectMouseEvent(sf::Event::MouseMoved, currentX, currentY);
sleep_ms(1000 / 60); // 60 FPS
}
} else {
injectMouseEvent(sf::Event::MouseMoved, x, y);
}
// Mouse up at target position
PyObject* upArgs = Py_BuildValue("(ii)", x, y);
PyObject* upKwargs = PyDict_New();
PyDict_SetItemString(upKwargs, "button", PyUnicode_FromString(button));
PyObject* upResult = _mouseUp(self, upArgs, upKwargs);
Py_DECREF(upArgs);
Py_DECREF(upKwargs);
if (!upResult) return NULL;
Py_DECREF(upResult);
Py_RETURN_NONE;
}
PyObject* McRFPy_Automation::_dragRel(PyObject* self, PyObject* args, PyObject* kwargs) {
static const char* kwlist[] = {"xOffset", "yOffset", "duration", "button", NULL};
int xOffset, yOffset;
float duration = 0.0f;
const char* button = "left";
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "ii|fs", const_cast<char**>(kwlist),
&xOffset, &yOffset, &duration, &button)) {
return NULL;
}
// Get current position
PyObject* pos = _position(self, NULL);
if (!pos) return NULL;
int currentX, currentY;
if (!PyArg_ParseTuple(pos, "ii", &currentX, &currentY)) {
Py_DECREF(pos);
return NULL;
}
Py_DECREF(pos);
// Call dragTo with absolute position
PyObject* dragArgs = Py_BuildValue("(ii)", currentX + xOffset, currentY + yOffset);
PyObject* dragKwargs = PyDict_New();
PyDict_SetItemString(dragKwargs, "duration", PyFloat_FromDouble(duration));
PyDict_SetItemString(dragKwargs, "button", PyUnicode_FromString(button));
PyObject* result = _dragTo(self, dragArgs, dragKwargs);
Py_DECREF(dragArgs);
Py_DECREF(dragKwargs);
return result;
}
// Method definitions for the automation module
static PyMethodDef automationMethods[] = {
{"screenshot", McRFPy_Automation::_screenshot, METH_VARARGS,
"screenshot(filename) - Save a screenshot to the specified file"},
{"position", McRFPy_Automation::_position, METH_NOARGS,
"position() - Get current mouse position as (x, y) tuple"},
{"size", McRFPy_Automation::_size, METH_NOARGS,
"size() - Get screen size as (width, height) tuple"},
{"onScreen", McRFPy_Automation::_onScreen, METH_VARARGS,
"onScreen(x, y) - Check if coordinates are within screen bounds"},
{"moveTo", (PyCFunction)McRFPy_Automation::_moveTo, METH_VARARGS | METH_KEYWORDS,
"moveTo(x, y, duration=0.0) - Move mouse to absolute position"},
{"moveRel", (PyCFunction)McRFPy_Automation::_moveRel, METH_VARARGS | METH_KEYWORDS,
"moveRel(xOffset, yOffset, duration=0.0) - Move mouse relative to current position"},
{"dragTo", (PyCFunction)McRFPy_Automation::_dragTo, METH_VARARGS | METH_KEYWORDS,
"dragTo(x, y, duration=0.0, button='left') - Drag mouse to position"},
{"dragRel", (PyCFunction)McRFPy_Automation::_dragRel, METH_VARARGS | METH_KEYWORDS,
"dragRel(xOffset, yOffset, duration=0.0, button='left') - Drag mouse relative to current position"},
{"click", (PyCFunction)McRFPy_Automation::_click, METH_VARARGS | METH_KEYWORDS,
"click(x=None, y=None, clicks=1, interval=0.0, button='left') - Click at position"},
{"rightClick", (PyCFunction)McRFPy_Automation::_rightClick, METH_VARARGS | METH_KEYWORDS,
"rightClick(x=None, y=None) - Right click at position"},
{"middleClick", (PyCFunction)McRFPy_Automation::_middleClick, METH_VARARGS | METH_KEYWORDS,
"middleClick(x=None, y=None) - Middle click at position"},
{"doubleClick", (PyCFunction)McRFPy_Automation::_doubleClick, METH_VARARGS | METH_KEYWORDS,
"doubleClick(x=None, y=None) - Double click at position"},
{"tripleClick", (PyCFunction)McRFPy_Automation::_tripleClick, METH_VARARGS | METH_KEYWORDS,
"tripleClick(x=None, y=None) - Triple click at position"},
{"scroll", (PyCFunction)McRFPy_Automation::_scroll, METH_VARARGS | METH_KEYWORDS,
"scroll(clicks, x=None, y=None) - Scroll wheel at position"},
{"mouseDown", (PyCFunction)McRFPy_Automation::_mouseDown, METH_VARARGS | METH_KEYWORDS,
"mouseDown(x=None, y=None, button='left') - Press mouse button"},
{"mouseUp", (PyCFunction)McRFPy_Automation::_mouseUp, METH_VARARGS | METH_KEYWORDS,
"mouseUp(x=None, y=None, button='left') - Release mouse button"},
{"typewrite", (PyCFunction)McRFPy_Automation::_typewrite, METH_VARARGS | METH_KEYWORDS,
"typewrite(message, interval=0.0) - Type text with optional interval between keystrokes"},
{"hotkey", McRFPy_Automation::_hotkey, METH_VARARGS,
"hotkey(*keys) - Press a hotkey combination (e.g., hotkey('ctrl', 'c'))"},
{"keyDown", McRFPy_Automation::_keyDown, METH_VARARGS,
"keyDown(key) - Press and hold a key"},
{"keyUp", McRFPy_Automation::_keyUp, METH_VARARGS,
"keyUp(key) - Release a key"},
{NULL, NULL, 0, NULL}
};
// Module definition for mcrfpy.automation
static PyModuleDef automationModule = {
PyModuleDef_HEAD_INIT,
"mcrfpy.automation",
"Automation API for McRogueFace - PyAutoGUI-compatible interface",
-1,
automationMethods
};
// Initialize automation submodule
PyObject* McRFPy_Automation::init_automation_module() {
PyObject* module = PyModule_Create(&automationModule);
if (module == NULL) {
return NULL;
}
return module;
}

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#pragma once
#include "Common.h"
#include "Python.h"
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <string>
#include <chrono>
#include <thread>
class GameEngine;
class McRFPy_Automation {
public:
// Initialize the automation submodule
static PyObject* init_automation_module();
// Screenshot functionality
static PyObject* _screenshot(PyObject* self, PyObject* args);
// Mouse position and screen info
static PyObject* _position(PyObject* self, PyObject* args);
static PyObject* _size(PyObject* self, PyObject* args);
static PyObject* _onScreen(PyObject* self, PyObject* args);
// Mouse movement
static PyObject* _moveTo(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _moveRel(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _dragTo(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _dragRel(PyObject* self, PyObject* args, PyObject* kwargs);
// Mouse clicks
static PyObject* _click(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _rightClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _middleClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _doubleClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _tripleClick(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _scroll(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _mouseDown(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _mouseUp(PyObject* self, PyObject* args, PyObject* kwargs);
// Keyboard
static PyObject* _typewrite(PyObject* self, PyObject* args, PyObject* kwargs);
static PyObject* _hotkey(PyObject* self, PyObject* args);
static PyObject* _keyDown(PyObject* self, PyObject* args);
static PyObject* _keyUp(PyObject* self, PyObject* args);
// Helper functions
static void injectMouseEvent(sf::Event::EventType type, int x, int y, sf::Mouse::Button button = sf::Mouse::Left);
static void injectKeyEvent(sf::Event::EventType type, sf::Keyboard::Key key);
static void injectTextEvent(sf::Uint32 unicode);
static sf::Keyboard::Key stringToKey(const std::string& keyName);
static void sleep_ms(int milliseconds);
// #111 - Simulated mouse position for headless mode
static sf::Vector2i getSimulatedMousePosition();
private:
static GameEngine* getGameEngine();
// #111 - Track simulated mouse position for headless mode
static sf::Vector2i simulated_mouse_pos;
};

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#ifndef MCRFPY_DOC_H
#define MCRFPY_DOC_H
// Section builders for documentation
#define MCRF_SIG(params, ret) params " -> " ret "\n\n"
#define MCRF_DESC(text) text "\n\n"
#define MCRF_ARGS_START "Args:\n"
#define MCRF_ARG(name, desc) " " name ": " desc "\n"
#define MCRF_RETURNS(text) "\nReturns:\n " text "\n"
#define MCRF_RAISES(exc, desc) "\nRaises:\n " exc ": " desc "\n"
#define MCRF_NOTE(text) "\nNote:\n " text "\n"
// Link to external documentation
// Format: MCRF_LINK("docs/file.md", "Link Text")
// Parsers detect this pattern and format per output type
#define MCRF_LINK(ref, text) "\nSee also: " text " (" ref ")\n"
// Main documentation macros
#define MCRF_METHOD_DOC(name, sig, desc, ...) \
name sig desc __VA_ARGS__
#define MCRF_FUNCTION(name, ...) \
MCRF_METHOD_DOC(#name, __VA_ARGS__)
#define MCRF_METHOD(cls, name, ...) \
MCRF_METHOD_DOC(#name, __VA_ARGS__)
#define MCRF_PROPERTY(name, desc) \
desc
#endif // MCRFPY_DOC_H

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#include "McRFPy_Libtcod.h"
#include "McRFPy_API.h"
#include "UIGrid.h"
#include <vector>
// Helper function to get UIGrid from Python object
static UIGrid* get_grid_from_pyobject(PyObject* obj) {
auto grid_type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid");
if (!grid_type) {
PyErr_SetString(PyExc_RuntimeError, "Could not find Grid type");
return nullptr;
}
if (!PyObject_IsInstance(obj, (PyObject*)grid_type)) {
Py_DECREF(grid_type);
PyErr_SetString(PyExc_TypeError, "First argument must be a Grid object");
return nullptr;
}
Py_DECREF(grid_type);
PyUIGridObject* pygrid = (PyUIGridObject*)obj;
return pygrid->data.get();
}
// Field of View computation
static PyObject* McRFPy_Libtcod::compute_fov(PyObject* self, PyObject* args) {
PyObject* grid_obj;
int x, y, radius;
int light_walls = 1;
int algorithm = FOV_BASIC;
if (!PyArg_ParseTuple(args, "Oiii|ii", &grid_obj, &x, &y, &radius,
&light_walls, &algorithm)) {
return NULL;
}
UIGrid* grid = get_grid_from_pyobject(grid_obj);
if (!grid) return NULL;
// Compute FOV using grid's method
grid->computeFOV(x, y, radius, light_walls, (TCOD_fov_algorithm_t)algorithm);
// Return list of visible cells
PyObject* visible_list = PyList_New(0);
for (int gy = 0; gy < grid->grid_y; gy++) {
for (int gx = 0; gx < grid->grid_x; gx++) {
if (grid->isInFOV(gx, gy)) {
PyObject* pos = Py_BuildValue("(ii)", gx, gy);
PyList_Append(visible_list, pos);
Py_DECREF(pos);
}
}
}
return visible_list;
}
// A* Pathfinding
static PyObject* McRFPy_Libtcod::find_path(PyObject* self, PyObject* args) {
PyObject* grid_obj;
int x1, y1, x2, y2;
float diagonal_cost = 1.41f;
if (!PyArg_ParseTuple(args, "Oiiii|f", &grid_obj, &x1, &y1, &x2, &y2, &diagonal_cost)) {
return NULL;
}
UIGrid* grid = get_grid_from_pyobject(grid_obj);
if (!grid) return NULL;
// Get path from grid
std::vector<std::pair<int, int>> path = grid->findPath(x1, y1, x2, y2, diagonal_cost);
// Convert to Python list
PyObject* path_list = PyList_New(path.size());
for (size_t i = 0; i < path.size(); i++) {
PyObject* pos = Py_BuildValue("(ii)", path[i].first, path[i].second);
PyList_SetItem(path_list, i, pos); // steals reference
}
return path_list;
}
// Line drawing algorithm
static PyObject* McRFPy_Libtcod::line(PyObject* self, PyObject* args) {
int x1, y1, x2, y2;
if (!PyArg_ParseTuple(args, "iiii", &x1, &y1, &x2, &y2)) {
return NULL;
}
// Use TCOD's line algorithm
TCODLine::init(x1, y1, x2, y2);
PyObject* line_list = PyList_New(0);
int x, y;
// Step through line
while (!TCODLine::step(&x, &y)) {
PyObject* pos = Py_BuildValue("(ii)", x, y);
PyList_Append(line_list, pos);
Py_DECREF(pos);
}
return line_list;
}
// Line iterator (generator-like function)
static PyObject* McRFPy_Libtcod::line_iter(PyObject* self, PyObject* args) {
// For simplicity, just call line() for now
// A proper implementation would create an iterator object
return line(self, args);
}
// Dijkstra pathfinding
static PyObject* McRFPy_Libtcod::dijkstra_new(PyObject* self, PyObject* args) {
PyObject* grid_obj;
float diagonal_cost = 1.41f;
if (!PyArg_ParseTuple(args, "O|f", &grid_obj, &diagonal_cost)) {
return NULL;
}
UIGrid* grid = get_grid_from_pyobject(grid_obj);
if (!grid) return NULL;
// For now, just return the grid object since Dijkstra is part of the grid
Py_INCREF(grid_obj);
return grid_obj;
}
static PyObject* McRFPy_Libtcod::dijkstra_compute(PyObject* self, PyObject* args) {
PyObject* grid_obj;
int root_x, root_y;
if (!PyArg_ParseTuple(args, "Oii", &grid_obj, &root_x, &root_y)) {
return NULL;
}
UIGrid* grid = get_grid_from_pyobject(grid_obj);
if (!grid) return NULL;
grid->computeDijkstra(root_x, root_y);
Py_RETURN_NONE;
}
static PyObject* McRFPy_Libtcod::dijkstra_get_distance(PyObject* self, PyObject* args) {
PyObject* grid_obj;
int x, y;
if (!PyArg_ParseTuple(args, "Oii", &grid_obj, &x, &y)) {
return NULL;
}
UIGrid* grid = get_grid_from_pyobject(grid_obj);
if (!grid) return NULL;
float distance = grid->getDijkstraDistance(x, y);
if (distance < 0) {
Py_RETURN_NONE;
}
return PyFloat_FromDouble(distance);
}
static PyObject* McRFPy_Libtcod::dijkstra_path_to(PyObject* self, PyObject* args) {
PyObject* grid_obj;
int x, y;
if (!PyArg_ParseTuple(args, "Oii", &grid_obj, &x, &y)) {
return NULL;
}
UIGrid* grid = get_grid_from_pyobject(grid_obj);
if (!grid) return NULL;
std::vector<std::pair<int, int>> path = grid->getDijkstraPath(x, y);
PyObject* path_list = PyList_New(path.size());
for (size_t i = 0; i < path.size(); i++) {
PyObject* pos = Py_BuildValue("(ii)", path[i].first, path[i].second);
PyList_SetItem(path_list, i, pos); // steals reference
}
return path_list;
}
// FOV algorithm constants removed - use mcrfpy.FOV enum instead (#114)
// Method definitions
static PyMethodDef libtcodMethods[] = {
{"compute_fov", McRFPy_Libtcod::compute_fov, METH_VARARGS,
"compute_fov(grid, x, y, radius, light_walls=True, algorithm=mcrfpy.FOV.BASIC)\n\n"
"Compute field of view from a position.\n\n"
"Args:\n"
" grid: Grid object to compute FOV on\n"
" x, y: Origin position\n"
" radius: Maximum sight radius\n"
" light_walls: Whether walls are lit when in FOV\n"
" algorithm: FOV algorithm (mcrfpy.FOV.BASIC, mcrfpy.FOV.SHADOW, etc.)\n\n"
"Returns:\n"
" List of (x, y) tuples for visible cells"},
{"find_path", McRFPy_Libtcod::find_path, METH_VARARGS,
"find_path(grid, x1, y1, x2, y2, diagonal_cost=1.41)\n\n"
"Find shortest path between two points using A*.\n\n"
"Args:\n"
" grid: Grid object to pathfind on\n"
" x1, y1: Starting position\n"
" x2, y2: Target position\n"
" diagonal_cost: Cost of diagonal movement\n\n"
"Returns:\n"
" List of (x, y) tuples representing the path, or empty list if no path exists"},
{"line", McRFPy_Libtcod::line, METH_VARARGS,
"line(x1, y1, x2, y2)\n\n"
"Get cells along a line using Bresenham's algorithm.\n\n"
"Args:\n"
" x1, y1: Starting position\n"
" x2, y2: Ending position\n\n"
"Returns:\n"
" List of (x, y) tuples along the line"},
{"line_iter", McRFPy_Libtcod::line_iter, METH_VARARGS,
"line_iter(x1, y1, x2, y2)\n\n"
"Iterate over cells along a line.\n\n"
"Args:\n"
" x1, y1: Starting position\n"
" x2, y2: Ending position\n\n"
"Returns:\n"
" Iterator of (x, y) tuples along the line"},
{"dijkstra_new", McRFPy_Libtcod::dijkstra_new, METH_VARARGS,
"dijkstra_new(grid, diagonal_cost=1.41)\n\n"
"Create a Dijkstra pathfinding context for a grid.\n\n"
"Args:\n"
" grid: Grid object to use for pathfinding\n"
" diagonal_cost: Cost of diagonal movement\n\n"
"Returns:\n"
" Grid object configured for Dijkstra pathfinding"},
{"dijkstra_compute", McRFPy_Libtcod::dijkstra_compute, METH_VARARGS,
"dijkstra_compute(grid, root_x, root_y)\n\n"
"Compute Dijkstra distance map from root position.\n\n"
"Args:\n"
" grid: Grid object with Dijkstra context\n"
" root_x, root_y: Root position to compute distances from"},
{"dijkstra_get_distance", McRFPy_Libtcod::dijkstra_get_distance, METH_VARARGS,
"dijkstra_get_distance(grid, x, y)\n\n"
"Get distance from root to a position.\n\n"
"Args:\n"
" grid: Grid object with computed Dijkstra map\n"
" x, y: Position to get distance for\n\n"
"Returns:\n"
" Float distance or None if position is invalid/unreachable"},
{"dijkstra_path_to", McRFPy_Libtcod::dijkstra_path_to, METH_VARARGS,
"dijkstra_path_to(grid, x, y)\n\n"
"Get shortest path from position to Dijkstra root.\n\n"
"Args:\n"
" grid: Grid object with computed Dijkstra map\n"
" x, y: Starting position\n\n"
"Returns:\n"
" List of (x, y) tuples representing the path to root"},
{NULL, NULL, 0, NULL}
};
// Module definition
static PyModuleDef libtcodModule = {
PyModuleDef_HEAD_INIT,
"mcrfpy.libtcod",
"TCOD-compatible algorithms for field of view, pathfinding, and line drawing.\n\n"
"This module provides access to TCOD's algorithms integrated with McRogueFace grids.\n"
"Unlike the original TCOD, these functions work directly with Grid objects.\n\n"
"FOV Algorithms (use mcrfpy.FOV enum):\n"
" mcrfpy.FOV.BASIC - Basic circular FOV\n"
" mcrfpy.FOV.SHADOW - Shadow casting (recommended)\n"
" mcrfpy.FOV.DIAMOND - Diamond-shaped FOV\n"
" mcrfpy.FOV.PERMISSIVE_0 through PERMISSIVE_8 - Permissive variants\n"
" mcrfpy.FOV.RESTRICTIVE - Most restrictive FOV\n"
" mcrfpy.FOV.SYMMETRIC_SHADOWCAST - Symmetric shadow casting\n\n"
"Example:\n"
" import mcrfpy\n"
" from mcrfpy import libtcod\n\n"
" grid = mcrfpy.Grid(50, 50)\n"
" visible = libtcod.compute_fov(grid, 25, 25, 10)\n"
" path = libtcod.find_path(grid, 0, 0, 49, 49)",
-1,
libtcodMethods
};
// Module initialization
PyObject* McRFPy_Libtcod::init_libtcod_module() {
PyObject* m = PyModule_Create(&libtcodModule);
if (m == NULL) {
return NULL;
}
// FOV algorithm constants now provided by mcrfpy.FOV enum (#114)
return m;
}

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#pragma once
#include "Common.h"
#include "Python.h"
#include <libtcod.h>
namespace McRFPy_Libtcod
{
// Field of View algorithms
static PyObject* compute_fov(PyObject* self, PyObject* args);
// Pathfinding
static PyObject* find_path(PyObject* self, PyObject* args);
static PyObject* dijkstra_new(PyObject* self, PyObject* args);
static PyObject* dijkstra_compute(PyObject* self, PyObject* args);
static PyObject* dijkstra_get_distance(PyObject* self, PyObject* args);
static PyObject* dijkstra_path_to(PyObject* self, PyObject* args);
// Line algorithms
static PyObject* line(PyObject* self, PyObject* args);
static PyObject* line_iter(PyObject* self, PyObject* args);
// Module initialization
PyObject* init_libtcod_module();
}

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#ifndef MCROGUEFACE_CONFIG_H
#define MCROGUEFACE_CONFIG_H
#include <string>
#include <vector>
#include <filesystem>
struct McRogueFaceConfig {
// McRogueFace specific
bool headless = false;
bool audio_enabled = true;
// Python interpreter emulation
bool python_mode = false;
std::string python_command; // -c command
std::string python_module; // -m module
bool interactive_mode = false; // -i flag
bool show_version = false; // -V flag
bool show_help = false; // -h flag
// Script execution
std::filesystem::path script_path;
std::vector<std::string> script_args;
// Scripts to execute before main script (--exec flag)
std::vector<std::filesystem::path> exec_scripts;
// Screenshot functionality for headless mode
std::string screenshot_path;
bool take_screenshot = false;
// Auto-exit when no timers remain (for --headless --exec automation)
bool auto_exit_after_exec = false;
// Exception handling: exit on first Python callback exception (default: true)
// Use --continue-after-exceptions to disable
bool exit_on_exception = true;
};
#endif // MCROGUEFACE_CONFIG_H

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#include "Profiler.h"
#include <iostream>
ProfilingLogger::ProfilingLogger()
: headers_written(false)
{
}
ProfilingLogger::~ProfilingLogger() {
close();
}
bool ProfilingLogger::open(const std::string& filename, const std::vector<std::string>& columns) {
column_names = columns;
file.open(filename);
if (!file.is_open()) {
std::cerr << "Failed to open profiling log file: " << filename << std::endl;
return false;
}
// Write CSV header
for (size_t i = 0; i < columns.size(); ++i) {
file << columns[i];
if (i < columns.size() - 1) {
file << ",";
}
}
file << "\n";
file.flush();
headers_written = true;
return true;
}
void ProfilingLogger::writeRow(const std::vector<float>& values) {
if (!file.is_open()) {
return;
}
if (values.size() != column_names.size()) {
std::cerr << "ProfilingLogger: value count (" << values.size()
<< ") doesn't match column count (" << column_names.size() << ")" << std::endl;
return;
}
for (size_t i = 0; i < values.size(); ++i) {
file << values[i];
if (i < values.size() - 1) {
file << ",";
}
}
file << "\n";
}
void ProfilingLogger::close() {
if (file.is_open()) {
file.flush();
file.close();
}
}

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#pragma once
#include <chrono>
#include <string>
#include <vector>
#include <fstream>
/**
* @brief Simple RAII-based profiling timer for measuring code execution time
*
* Usage:
* float timing = 0.0f;
* {
* ScopedTimer timer(timing);
* // ... code to profile ...
* } // timing now contains elapsed milliseconds
*/
class ScopedTimer {
private:
std::chrono::high_resolution_clock::time_point start;
float& target_ms;
public:
/**
* @brief Construct a new Scoped Timer and start timing
* @param target Reference to float that will receive elapsed time in milliseconds
*/
explicit ScopedTimer(float& target)
: target_ms(target)
{
start = std::chrono::high_resolution_clock::now();
}
/**
* @brief Destructor automatically records elapsed time
*/
~ScopedTimer() {
auto end = std::chrono::high_resolution_clock::now();
target_ms = std::chrono::duration<float, std::milli>(end - start).count();
}
// Prevent copying
ScopedTimer(const ScopedTimer&) = delete;
ScopedTimer& operator=(const ScopedTimer&) = delete;
};
/**
* @brief Accumulating timer that adds elapsed time to existing value
*
* Useful for measuring total time across multiple calls in a single frame
*/
class AccumulatingTimer {
private:
std::chrono::high_resolution_clock::time_point start;
float& target_ms;
public:
explicit AccumulatingTimer(float& target)
: target_ms(target)
{
start = std::chrono::high_resolution_clock::now();
}
~AccumulatingTimer() {
auto end = std::chrono::high_resolution_clock::now();
target_ms += std::chrono::duration<float, std::milli>(end - start).count();
}
AccumulatingTimer(const AccumulatingTimer&) = delete;
AccumulatingTimer& operator=(const AccumulatingTimer&) = delete;
};
/**
* @brief CSV profiling data logger for batch analysis
*
* Writes profiling data to CSV file for later analysis with Python/pandas/Excel
*/
class ProfilingLogger {
private:
std::ofstream file;
bool headers_written;
std::vector<std::string> column_names;
public:
ProfilingLogger();
~ProfilingLogger();
/**
* @brief Open a CSV file for writing profiling data
* @param filename Path to CSV file
* @param columns Column names for the CSV header
* @return true if file opened successfully
*/
bool open(const std::string& filename, const std::vector<std::string>& columns);
/**
* @brief Write a row of profiling data
* @param values Data values (must match column count)
*/
void writeRow(const std::vector<float>& values);
/**
* @brief Close the file and flush data
*/
void close();
/**
* @brief Check if logger is ready to write
*/
bool isOpen() const { return file.is_open(); }
};

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#include "GameEngine.h"
#include <sstream>
#include <iomanip>
GameEngine::ProfilerOverlay::ProfilerOverlay(sf::Font& fontRef)
: font(fontRef), visible(false), updateInterval(10), frameCounter(0)
{
text.setFont(font);
text.setCharacterSize(14);
text.setFillColor(sf::Color::White);
text.setPosition(10.0f, 10.0f);
// Semi-transparent dark background
background.setFillColor(sf::Color(0, 0, 0, 180));
background.setPosition(5.0f, 5.0f);
}
void GameEngine::ProfilerOverlay::toggle() {
visible = !visible;
}
void GameEngine::ProfilerOverlay::setVisible(bool vis) {
visible = vis;
}
bool GameEngine::ProfilerOverlay::isVisible() const {
return visible;
}
sf::Color GameEngine::ProfilerOverlay::getPerformanceColor(float frameTimeMs) {
if (frameTimeMs < 16.6f) {
return sf::Color::Green; // 60+ FPS
} else if (frameTimeMs < 33.3f) {
return sf::Color::Yellow; // 30-60 FPS
} else {
return sf::Color::Red; // <30 FPS
}
}
std::string GameEngine::ProfilerOverlay::formatFloat(float value, int precision) {
std::stringstream ss;
ss << std::fixed << std::setprecision(precision) << value;
return ss.str();
}
std::string GameEngine::ProfilerOverlay::formatPercentage(float part, float total) {
if (total <= 0.0f) return "0%";
float pct = (part / total) * 100.0f;
return formatFloat(pct, 0) + "%";
}
void GameEngine::ProfilerOverlay::update(const ProfilingMetrics& metrics) {
if (!visible) return;
// Only update text every N frames to reduce overhead
frameCounter++;
if (frameCounter < updateInterval) {
return;
}
frameCounter = 0;
std::stringstream ss;
ss << "McRogueFace Performance Monitor\n";
ss << "================================\n";
// Frame time and FPS
float frameMs = metrics.avgFrameTime;
ss << "FPS: " << metrics.fps << " (" << formatFloat(frameMs, 1) << "ms/frame)\n";
// Performance warning
if (frameMs > 33.3f) {
ss << "WARNING: Frame time exceeds 30 FPS target!\n";
}
ss << "\n";
// Timing breakdown
ss << "Frame Time Breakdown:\n";
ss << " Grid Render: " << formatFloat(metrics.gridRenderTime, 1) << "ms ("
<< formatPercentage(metrics.gridRenderTime, frameMs) << ")\n";
ss << " Cells: " << metrics.gridCellsRendered << " rendered\n";
ss << " Entities: " << metrics.entitiesRendered << " / " << metrics.totalEntities << " drawn\n";
if (metrics.fovOverlayTime > 0.01f) {
ss << " FOV Overlay: " << formatFloat(metrics.fovOverlayTime, 1) << "ms\n";
}
if (metrics.entityRenderTime > 0.01f) {
ss << " Entity Render: " << formatFloat(metrics.entityRenderTime, 1) << "ms ("
<< formatPercentage(metrics.entityRenderTime, frameMs) << ")\n";
}
if (metrics.pythonScriptTime > 0.01f) {
ss << " Python: " << formatFloat(metrics.pythonScriptTime, 1) << "ms ("
<< formatPercentage(metrics.pythonScriptTime, frameMs) << ")\n";
}
if (metrics.animationTime > 0.01f) {
ss << " Animations: " << formatFloat(metrics.animationTime, 1) << "ms ("
<< formatPercentage(metrics.animationTime, frameMs) << ")\n";
}
ss << "\n";
// Other metrics
ss << "Draw Calls: " << metrics.drawCalls << "\n";
ss << "UI Elements: " << metrics.uiElements << " (" << metrics.visibleElements << " visible)\n";
// Calculate unaccounted time
float accountedTime = metrics.gridRenderTime + metrics.entityRenderTime +
metrics.pythonScriptTime + metrics.animationTime;
float unaccountedTime = frameMs - accountedTime;
if (unaccountedTime > 1.0f) {
ss << "\n";
ss << "Other: " << formatFloat(unaccountedTime, 1) << "ms ("
<< formatPercentage(unaccountedTime, frameMs) << ")\n";
}
ss << "\n";
ss << "Press F3 to hide this overlay";
text.setString(ss.str());
// Update background size to fit text
sf::FloatRect textBounds = text.getLocalBounds();
background.setSize(sf::Vector2f(textBounds.width + 20.0f, textBounds.height + 20.0f));
}
void GameEngine::ProfilerOverlay::render(sf::RenderTarget& target) {
if (!visible) return;
target.draw(background);
target.draw(text);
}

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#include "PyAnimation.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include "UIDrawable.h"
#include "UIFrame.h"
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UIEntity.h"
#include "UI.h" // For the PyTypeObject definitions
#include <cstring>
PyObject* PyAnimation::create(PyTypeObject* type, PyObject* args, PyObject* kwds) {
PyAnimationObject* self = (PyAnimationObject*)type->tp_alloc(type, 0);
if (self != NULL) {
// Will be initialized in init
}
return (PyObject*)self;
}
int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) {
static const char* keywords[] = {"property", "target", "duration", "easing", "delta", "callback", nullptr};
const char* property_name;
PyObject* target_value;
float duration;
const char* easing_name = "linear";
int delta = 0;
PyObject* callback = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|spO", const_cast<char**>(keywords),
&property_name, &target_value, &duration, &easing_name, &delta, &callback)) {
return -1;
}
// Validate callback is callable if provided
if (callback && callback != Py_None && !PyCallable_Check(callback)) {
PyErr_SetString(PyExc_TypeError, "callback must be callable");
return -1;
}
// Convert None to nullptr for C++
if (callback == Py_None) {
callback = nullptr;
}
// Convert Python target value to AnimationValue
AnimationValue animValue;
if (PyFloat_Check(target_value)) {
animValue = static_cast<float>(PyFloat_AsDouble(target_value));
}
else if (PyLong_Check(target_value)) {
animValue = static_cast<int>(PyLong_AsLong(target_value));
}
else if (PyList_Check(target_value)) {
// List of integers for sprite animation
std::vector<int> indices;
Py_ssize_t size = PyList_Size(target_value);
for (Py_ssize_t i = 0; i < size; i++) {
PyObject* item = PyList_GetItem(target_value, i);
if (PyLong_Check(item)) {
indices.push_back(PyLong_AsLong(item));
} else {
PyErr_SetString(PyExc_TypeError, "Sprite animation list must contain only integers");
return -1;
}
}
animValue = indices;
}
else if (PyTuple_Check(target_value)) {
Py_ssize_t size = PyTuple_Size(target_value);
if (size == 2) {
// Vector2f
float x = PyFloat_AsDouble(PyTuple_GetItem(target_value, 0));
float y = PyFloat_AsDouble(PyTuple_GetItem(target_value, 1));
animValue = sf::Vector2f(x, y);
}
else if (size == 3 || size == 4) {
// Color (RGB or RGBA)
int r = PyLong_AsLong(PyTuple_GetItem(target_value, 0));
int g = PyLong_AsLong(PyTuple_GetItem(target_value, 1));
int b = PyLong_AsLong(PyTuple_GetItem(target_value, 2));
int a = size == 4 ? PyLong_AsLong(PyTuple_GetItem(target_value, 3)) : 255;
animValue = sf::Color(r, g, b, a);
}
else {
PyErr_SetString(PyExc_ValueError, "Tuple must have 2 elements (vector) or 3-4 elements (color)");
return -1;
}
}
else if (PyUnicode_Check(target_value)) {
// String for text animation
const char* str = PyUnicode_AsUTF8(target_value);
animValue = std::string(str);
}
else {
PyErr_SetString(PyExc_TypeError, "Target value must be float, int, list, tuple, or string");
return -1;
}
// Get easing function
EasingFunction easingFunc = EasingFunctions::getByName(easing_name);
// Create the Animation
self->data = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0, callback);
return 0;
}
void PyAnimation::dealloc(PyAnimationObject* self) {
self->data.reset();
Py_TYPE(self)->tp_free((PyObject*)self);
}
PyObject* PyAnimation::get_property(PyAnimationObject* self, void* closure) {
return PyUnicode_FromString(self->data->getTargetProperty().c_str());
}
PyObject* PyAnimation::get_duration(PyAnimationObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getDuration());
}
PyObject* PyAnimation::get_elapsed(PyAnimationObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getElapsed());
}
PyObject* PyAnimation::get_is_complete(PyAnimationObject* self, void* closure) {
return PyBool_FromLong(self->data->isComplete());
}
PyObject* PyAnimation::get_is_delta(PyAnimationObject* self, void* closure) {
return PyBool_FromLong(self->data->isDelta());
}
PyObject* PyAnimation::start(PyAnimationObject* self, PyObject* args) {
PyObject* target_obj;
if (!PyArg_ParseTuple(args, "O", &target_obj)) {
return NULL;
}
// Get type objects from the module to ensure they're initialized
PyObject* frame_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame");
PyObject* caption_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption");
PyObject* sprite_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite");
PyObject* grid_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid");
PyObject* entity_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
bool handled = false;
// Use PyObject_IsInstance to support inheritance
if (frame_type && PyObject_IsInstance(target_obj, frame_type)) {
PyUIFrameObject* frame = (PyUIFrameObject*)target_obj;
if (frame->data) {
self->data->start(frame->data);
AnimationManager::getInstance().addAnimation(self->data);
handled = true;
}
}
else if (caption_type && PyObject_IsInstance(target_obj, caption_type)) {
PyUICaptionObject* caption = (PyUICaptionObject*)target_obj;
if (caption->data) {
self->data->start(caption->data);
AnimationManager::getInstance().addAnimation(self->data);
handled = true;
}
}
else if (sprite_type && PyObject_IsInstance(target_obj, sprite_type)) {
PyUISpriteObject* sprite = (PyUISpriteObject*)target_obj;
if (sprite->data) {
self->data->start(sprite->data);
AnimationManager::getInstance().addAnimation(self->data);
handled = true;
}
}
else if (grid_type && PyObject_IsInstance(target_obj, grid_type)) {
PyUIGridObject* grid = (PyUIGridObject*)target_obj;
if (grid->data) {
self->data->start(grid->data);
AnimationManager::getInstance().addAnimation(self->data);
handled = true;
}
}
else if (entity_type && PyObject_IsInstance(target_obj, entity_type)) {
// Special handling for Entity since it doesn't inherit from UIDrawable
PyUIEntityObject* entity = (PyUIEntityObject*)target_obj;
if (entity->data) {
self->data->startEntity(entity->data);
AnimationManager::getInstance().addAnimation(self->data);
handled = true;
}
}
// Clean up references
Py_XDECREF(frame_type);
Py_XDECREF(caption_type);
Py_XDECREF(sprite_type);
Py_XDECREF(grid_type);
Py_XDECREF(entity_type);
if (!handled) {
PyErr_SetString(PyExc_TypeError, "Target must be a Frame, Caption, Sprite, Grid, or Entity (or a subclass of these)");
return NULL;
}
Py_RETURN_NONE;
}
PyObject* PyAnimation::update(PyAnimationObject* self, PyObject* args) {
float deltaTime;
if (!PyArg_ParseTuple(args, "f", &deltaTime)) {
return NULL;
}
bool still_running = self->data->update(deltaTime);
return PyBool_FromLong(still_running);
}
PyObject* PyAnimation::get_current_value(PyAnimationObject* self, PyObject* args) {
AnimationValue value = self->data->getCurrentValue();
// Convert AnimationValue back to Python
return std::visit([](const auto& val) -> PyObject* {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
return PyFloat_FromDouble(val);
}
else if constexpr (std::is_same_v<T, int>) {
return PyLong_FromLong(val);
}
else if constexpr (std::is_same_v<T, std::vector<int>>) {
// This shouldn't happen as we interpolate to int
return PyLong_FromLong(0);
}
else if constexpr (std::is_same_v<T, sf::Color>) {
return Py_BuildValue("(iiii)", val.r, val.g, val.b, val.a);
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
return Py_BuildValue("(ff)", val.x, val.y);
}
else if constexpr (std::is_same_v<T, std::string>) {
return PyUnicode_FromString(val.c_str());
}
Py_RETURN_NONE;
}, value);
}
PyObject* PyAnimation::complete(PyAnimationObject* self, PyObject* args) {
if (self->data) {
self->data->complete();
}
Py_RETURN_NONE;
}
PyObject* PyAnimation::has_valid_target(PyAnimationObject* self, PyObject* args) {
if (self->data && self->data->hasValidTarget()) {
Py_RETURN_TRUE;
}
Py_RETURN_FALSE;
}
PyGetSetDef PyAnimation::getsetters[] = {
{"property", (getter)get_property, NULL,
MCRF_PROPERTY(property, "Target property name (str, read-only). The property being animated (e.g., 'pos', 'opacity', 'sprite_index')."), NULL},
{"duration", (getter)get_duration, NULL,
MCRF_PROPERTY(duration, "Animation duration in seconds (float, read-only). Total time for the animation to complete."), NULL},
{"elapsed", (getter)get_elapsed, NULL,
MCRF_PROPERTY(elapsed, "Elapsed time in seconds (float, read-only). Time since the animation started."), NULL},
{"is_complete", (getter)get_is_complete, NULL,
MCRF_PROPERTY(is_complete, "Whether animation is complete (bool, read-only). True when elapsed >= duration or complete() was called."), NULL},
{"is_delta", (getter)get_is_delta, NULL,
MCRF_PROPERTY(is_delta, "Whether animation uses delta mode (bool, read-only). In delta mode, the target value is added to the starting value."), NULL},
{NULL}
};
PyMethodDef PyAnimation::methods[] = {
{"start", (PyCFunction)start, METH_VARARGS,
MCRF_METHOD(Animation, start,
MCRF_SIG("(target: UIDrawable)", "None"),
MCRF_DESC("Start the animation on a target UI element."),
MCRF_ARGS_START
MCRF_ARG("target", "The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)")
MCRF_RETURNS("None")
MCRF_NOTE("The animation will automatically stop if the target is destroyed. Call AnimationManager.update(delta_time) each frame to progress animations.")
)},
{"update", (PyCFunction)update, METH_VARARGS,
MCRF_METHOD(Animation, update,
MCRF_SIG("(delta_time: float)", "bool"),
MCRF_DESC("Update the animation by the given time delta."),
MCRF_ARGS_START
MCRF_ARG("delta_time", "Time elapsed since last update in seconds")
MCRF_RETURNS("bool: True if animation is still running, False if complete")
MCRF_NOTE("Typically called by AnimationManager automatically. Manual calls only needed for custom animation control.")
)},
{"get_current_value", (PyCFunction)get_current_value, METH_NOARGS,
MCRF_METHOD(Animation, get_current_value,
MCRF_SIG("()", "Any"),
MCRF_DESC("Get the current interpolated value of the animation."),
MCRF_RETURNS("Any: Current value (type depends on property: float, int, Color tuple, Vector tuple, or str)")
MCRF_NOTE("Return type matches the target property type. For sprite_index returns int, for pos returns (x, y), for fill_color returns (r, g, b, a).")
)},
{"complete", (PyCFunction)complete, METH_NOARGS,
MCRF_METHOD(Animation, complete,
MCRF_SIG("()", "None"),
MCRF_DESC("Complete the animation immediately by jumping to the final value."),
MCRF_RETURNS("None")
MCRF_NOTE("Sets elapsed = duration and applies target value immediately. Completion callback will be called if set.")
)},
{"hasValidTarget", (PyCFunction)has_valid_target, METH_NOARGS,
MCRF_METHOD(Animation, hasValidTarget,
MCRF_SIG("()", "bool"),
MCRF_DESC("Check if the animation still has a valid target."),
MCRF_RETURNS("bool: True if the target still exists, False if it was destroyed")
MCRF_NOTE("Animations automatically clean up when targets are destroyed. Use this to check if manual cleanup is needed.")
)},
{NULL}
};

52
src/PyAnimation.h Normal file
View File

@ -0,0 +1,52 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include "Animation.h"
#include <memory>
typedef struct {
PyObject_HEAD
std::shared_ptr<Animation> data;
} PyAnimationObject;
class PyAnimation {
public:
static PyObject* create(PyTypeObject* type, PyObject* args, PyObject* kwds);
static int init(PyAnimationObject* self, PyObject* args, PyObject* kwds);
static void dealloc(PyAnimationObject* self);
// Properties
static PyObject* get_property(PyAnimationObject* self, void* closure);
static PyObject* get_duration(PyAnimationObject* self, void* closure);
static PyObject* get_elapsed(PyAnimationObject* self, void* closure);
static PyObject* get_is_complete(PyAnimationObject* self, void* closure);
static PyObject* get_is_delta(PyAnimationObject* self, void* closure);
// Methods
static PyObject* start(PyAnimationObject* self, PyObject* args);
static PyObject* update(PyAnimationObject* self, PyObject* args);
static PyObject* get_current_value(PyAnimationObject* self, PyObject* args);
static PyObject* complete(PyAnimationObject* self, PyObject* args);
static PyObject* has_valid_target(PyAnimationObject* self, PyObject* args);
static PyGetSetDef getsetters[];
static PyMethodDef methods[];
};
namespace mcrfpydef {
static PyTypeObject PyAnimationType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Animation",
.tp_basicsize = sizeof(PyAnimationObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)PyAnimation::dealloc,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Animation object for animating UI properties"),
.tp_methods = PyAnimation::methods,
.tp_getset = PyAnimation::getsetters,
.tp_init = (initproc)PyAnimation::init,
.tp_new = PyAnimation::create,
};
}

View File

@ -1,10 +1,27 @@
#include "PyCallable.h" #include "PyCallable.h"
#include "McRFPy_API.h"
#include "GameEngine.h"
PyCallable::PyCallable(PyObject* _target) PyCallable::PyCallable(PyObject* _target)
{ {
target = Py_XNewRef(_target); target = Py_XNewRef(_target);
} }
PyCallable::PyCallable(const PyCallable& other)
{
target = Py_XNewRef(other.target);
}
PyCallable& PyCallable::operator=(const PyCallable& other)
{
if (this != &other) {
PyObject* old_target = target;
target = Py_XNewRef(other.target);
Py_XDECREF(old_target);
}
return *this;
}
PyCallable::~PyCallable() PyCallable::~PyCallable()
{ {
if (target) if (target)
@ -16,49 +33,11 @@ PyObject* PyCallable::call(PyObject* args, PyObject* kwargs)
return PyObject_Call(target, args, kwargs); return PyObject_Call(target, args, kwargs);
} }
bool PyCallable::isNone() bool PyCallable::isNone() const
{ {
return (target == Py_None || target == NULL); return (target == Py_None || target == NULL);
} }
PyTimerCallable::PyTimerCallable(PyObject* _target, int _interval, int now)
: PyCallable(_target), interval(_interval), last_ran(now)
{}
PyTimerCallable::PyTimerCallable()
: PyCallable(Py_None), interval(0), last_ran(0)
{}
bool PyTimerCallable::hasElapsed(int now)
{
return now >= last_ran + interval;
}
void PyTimerCallable::call(int now)
{
PyObject* args = Py_BuildValue("(i)", now);
PyObject* retval = PyCallable::call(args, NULL);
if (!retval)
{
PyErr_Print();
PyErr_Clear();
} else if (retval != Py_None)
{
std::cout << "timer returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
std::cout << PyUnicode_AsUTF8(PyObject_Repr(retval)) << std::endl;
}
}
bool PyTimerCallable::test(int now)
{
if(hasElapsed(now))
{
call(now);
last_ran = now;
return true;
}
return false;
}
PyClickCallable::PyClickCallable(PyObject* _target) PyClickCallable::PyClickCallable(PyObject* _target)
: PyCallable(_target) : PyCallable(_target)
@ -74,9 +53,14 @@ void PyClickCallable::call(sf::Vector2f mousepos, std::string button, std::strin
PyObject* retval = PyCallable::call(args, NULL); PyObject* retval = PyCallable::call(args, NULL);
if (!retval) if (!retval)
{ {
std::cout << "ClickCallable has raised an exception. It's going to STDERR and being dropped:" << std::endl; std::cerr << "Click callback raised an exception:" << std::endl;
PyErr_Print(); PyErr_Print();
PyErr_Clear(); PyErr_Clear();
// Check if we should exit on exception
if (McRFPy_API::game && McRFPy_API::game->getConfig().exit_on_exception) {
McRFPy_API::signalPythonException();
}
} else if (retval != Py_None) } else if (retval != Py_None)
{ {
std::cout << "ClickCallable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl; std::cout << "ClickCallable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
@ -104,9 +88,14 @@ void PyKeyCallable::call(std::string key, std::string action)
PyObject* retval = PyCallable::call(args, NULL); PyObject* retval = PyCallable::call(args, NULL);
if (!retval) if (!retval)
{ {
std::cout << "KeyCallable has raised an exception. It's going to STDERR and being dropped:" << std::endl; std::cerr << "Key callback raised an exception:" << std::endl;
PyErr_Print(); PyErr_Print();
PyErr_Clear(); PyErr_Clear();
// Check if we should exit on exception
if (McRFPy_API::game && McRFPy_API::game->getConfig().exit_on_exception) {
McRFPy_API::signalPythonException();
}
} else if (retval != Py_None) } else if (retval != Py_None)
{ {
std::cout << "KeyCallable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl; std::cout << "KeyCallable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;

View File

@ -6,24 +6,15 @@ class PyCallable
{ {
protected: protected:
PyObject* target; PyObject* target;
public:
PyCallable(PyObject*); PyCallable(PyObject*);
PyCallable(const PyCallable& other);
PyCallable& operator=(const PyCallable& other);
~PyCallable(); ~PyCallable();
PyObject* call(PyObject*, PyObject*); PyObject* call(PyObject*, PyObject*);
public: bool isNone() const;
bool isNone(); PyObject* borrow() const { return target; }
};
class PyTimerCallable: public PyCallable
{
private:
int interval;
int last_ran;
void call(int);
public:
bool hasElapsed(int);
bool test(int);
PyTimerCallable(PyObject*, int, int);
PyTimerCallable();
}; };
class PyClickCallable: public PyCallable class PyClickCallable: public PyCallable
@ -33,6 +24,11 @@ public:
PyObject* borrow(); PyObject* borrow();
PyClickCallable(PyObject*); PyClickCallable(PyObject*);
PyClickCallable(); PyClickCallable();
PyClickCallable(const PyClickCallable& other) : PyCallable(other) {}
PyClickCallable& operator=(const PyClickCallable& other) {
PyCallable::operator=(other);
return *this;
}
}; };
class PyKeyCallable: public PyCallable class PyKeyCallable: public PyCallable

View File

@ -1,11 +1,51 @@
#include "PyColor.h" #include "PyColor.h"
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "PyObjectUtils.h"
#include "PyRAII.h"
#include "McRFPy_Doc.h"
#include <string>
#include <cstdio>
PyGetSetDef PyColor::getsetters[] = { PyGetSetDef PyColor::getsetters[] = {
{"r", (getter)PyColor::get_member, (setter)PyColor::set_member, "Red component", (void*)0}, {"r", (getter)PyColor::get_member, (setter)PyColor::set_member,
{"g", (getter)PyColor::get_member, (setter)PyColor::set_member, "Green component", (void*)1}, MCRF_PROPERTY(r, "Red component (0-255). Automatically clamped to valid range."), (void*)0},
{"b", (getter)PyColor::get_member, (setter)PyColor::set_member, "Blue component", (void*)2}, {"g", (getter)PyColor::get_member, (setter)PyColor::set_member,
{"a", (getter)PyColor::get_member, (setter)PyColor::set_member, "Alpha component", (void*)3}, MCRF_PROPERTY(g, "Green component (0-255). Automatically clamped to valid range."), (void*)1},
{"b", (getter)PyColor::get_member, (setter)PyColor::set_member,
MCRF_PROPERTY(b, "Blue component (0-255). Automatically clamped to valid range."), (void*)2},
{"a", (getter)PyColor::get_member, (setter)PyColor::set_member,
MCRF_PROPERTY(a, "Alpha component (0-255, where 0=transparent, 255=opaque). Automatically clamped to valid range."), (void*)3},
{NULL}
};
PyMethodDef PyColor::methods[] = {
{"from_hex", (PyCFunction)PyColor::from_hex, METH_VARARGS | METH_CLASS,
MCRF_METHOD(Color, from_hex,
MCRF_SIG("(hex_string: str)", "Color"),
MCRF_DESC("Create a Color from a hexadecimal string."),
MCRF_ARGS_START
MCRF_ARG("hex_string", "Hex color string (e.g., '#FF0000', 'FF0000', '#AABBCCDD' for RGBA)")
MCRF_RETURNS("Color: New Color object with values from hex string")
MCRF_RAISES("ValueError", "If hex string is not 6 or 8 characters (RGB or RGBA)")
MCRF_NOTE("This is a class method. Call as Color.from_hex('#FF0000')")
)},
{"to_hex", (PyCFunction)PyColor::to_hex, METH_NOARGS,
MCRF_METHOD(Color, to_hex,
MCRF_SIG("()", "str"),
MCRF_DESC("Convert this Color to a hexadecimal string."),
MCRF_RETURNS("str: Hex string in format '#RRGGBB' or '#RRGGBBAA' (if alpha < 255)")
MCRF_NOTE("Alpha component is only included if not fully opaque (< 255)")
)},
{"lerp", (PyCFunction)PyColor::lerp, METH_VARARGS,
MCRF_METHOD(Color, lerp,
MCRF_SIG("(other: Color, t: float)", "Color"),
MCRF_DESC("Linearly interpolate between this color and another."),
MCRF_ARGS_START
MCRF_ARG("other", "The target Color to interpolate towards")
MCRF_ARG("t", "Interpolation factor (0.0 = this color, 1.0 = other color). Automatically clamped to [0.0, 1.0]")
MCRF_RETURNS("Color: New Color representing the interpolated value")
MCRF_NOTE("All components (r, g, b, a) are interpolated independently")
)},
{NULL} {NULL}
}; };
@ -14,11 +54,16 @@ PyColor::PyColor(sf::Color target)
PyObject* PyColor::pyObject() PyObject* PyColor::pyObject()
{ {
PyObject* obj = PyType_GenericAlloc(&mcrfpydef::PyColorType, 0); PyTypeObject* type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color");
Py_INCREF(obj); if (!type) return nullptr;
PyColorObject* self = (PyColorObject*)obj;
self->data = data; PyColorObject* obj = (PyColorObject*)type->tp_alloc(type, 0);
return obj; Py_DECREF(type);
if (obj) {
obj->data = data;
}
return (PyObject*)obj;
} }
sf::Color PyColor::fromPy(PyObject* obj) sf::Color PyColor::fromPy(PyObject* obj)
@ -126,25 +171,190 @@ PyObject* PyColor::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds)
PyObject* PyColor::get_member(PyObject* obj, void* closure) PyObject* PyColor::get_member(PyObject* obj, void* closure)
{ {
// TODO PyColorObject* self = (PyColorObject*)obj;
return Py_None; long member = (long)closure;
switch (member) {
case 0: // r
return PyLong_FromLong(self->data.r);
case 1: // g
return PyLong_FromLong(self->data.g);
case 2: // b
return PyLong_FromLong(self->data.b);
case 3: // a
return PyLong_FromLong(self->data.a);
default:
PyErr_SetString(PyExc_AttributeError, "Invalid color member");
return NULL;
}
} }
int PyColor::set_member(PyObject* obj, PyObject* value, void* closure) int PyColor::set_member(PyObject* obj, PyObject* value, void* closure)
{ {
// TODO PyColorObject* self = (PyColorObject*)obj;
long member = (long)closure;
if (!PyLong_Check(value)) {
PyErr_SetString(PyExc_TypeError, "Color values must be integers");
return -1;
}
long val = PyLong_AsLong(value);
if (val < 0 || val > 255) {
PyErr_SetString(PyExc_ValueError, "Color values must be between 0 and 255");
return -1;
}
switch (member) {
case 0: // r
self->data.r = static_cast<sf::Uint8>(val);
break;
case 1: // g
self->data.g = static_cast<sf::Uint8>(val);
break;
case 2: // b
self->data.b = static_cast<sf::Uint8>(val);
break;
case 3: // a
self->data.a = static_cast<sf::Uint8>(val);
break;
default:
PyErr_SetString(PyExc_AttributeError, "Invalid color member");
return -1;
}
return 0; return 0;
} }
PyColorObject* PyColor::from_arg(PyObject* args) PyColorObject* PyColor::from_arg(PyObject* args)
{ {
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color"); // Use RAII for type reference management
if (PyObject_IsInstance(args, (PyObject*)type)) return (PyColorObject*)args; PyRAII::PyTypeRef type("Color", McRFPy_API::mcrf_module);
auto obj = (PyColorObject*)type->tp_alloc(type, 0); if (!type) {
int err = init(obj, args, NULL);
if (err) {
Py_DECREF(obj);
return NULL; return NULL;
} }
return obj;
// Check if args is already a Color instance
if (PyObject_IsInstance(args, (PyObject*)type.get())) {
Py_INCREF(args); // Return new reference so caller can safely DECREF
return (PyColorObject*)args;
}
// Create new Color object using RAII
PyRAII::PyObjectRef obj(type->tp_alloc(type.get(), 0), true);
if (!obj) {
return NULL;
}
// Initialize the object
int err = init((PyColorObject*)obj.get(), args, NULL);
if (err) {
// obj will be automatically cleaned up when it goes out of scope
return NULL;
}
// Release ownership and return
return (PyColorObject*)obj.release();
}
// Color helper method implementations
PyObject* PyColor::from_hex(PyObject* cls, PyObject* args)
{
const char* hex_str;
if (!PyArg_ParseTuple(args, "s", &hex_str)) {
return NULL;
}
std::string hex(hex_str);
// Remove # if present
if (hex.length() > 0 && hex[0] == '#') {
hex = hex.substr(1);
}
// Validate hex string
if (hex.length() != 6 && hex.length() != 8) {
PyErr_SetString(PyExc_ValueError, "Hex string must be 6 or 8 characters (RGB or RGBA)");
return NULL;
}
// Parse hex values
try {
unsigned int r = std::stoul(hex.substr(0, 2), nullptr, 16);
unsigned int g = std::stoul(hex.substr(2, 2), nullptr, 16);
unsigned int b = std::stoul(hex.substr(4, 2), nullptr, 16);
unsigned int a = 255;
if (hex.length() == 8) {
a = std::stoul(hex.substr(6, 2), nullptr, 16);
}
// Create new Color object
PyTypeObject* type = (PyTypeObject*)cls;
PyColorObject* color = (PyColorObject*)type->tp_alloc(type, 0);
if (color) {
color->data = sf::Color(r, g, b, a);
}
return (PyObject*)color;
} catch (const std::exception& e) {
PyErr_SetString(PyExc_ValueError, "Invalid hex string");
return NULL;
}
}
PyObject* PyColor::to_hex(PyColorObject* self, PyObject* Py_UNUSED(ignored))
{
char hex[10]; // #RRGGBBAA + null terminator
// Include alpha only if not fully opaque
if (self->data.a < 255) {
snprintf(hex, sizeof(hex), "#%02X%02X%02X%02X",
self->data.r, self->data.g, self->data.b, self->data.a);
} else {
snprintf(hex, sizeof(hex), "#%02X%02X%02X",
self->data.r, self->data.g, self->data.b);
}
return PyUnicode_FromString(hex);
}
PyObject* PyColor::lerp(PyColorObject* self, PyObject* args)
{
PyObject* other_obj;
float t;
if (!PyArg_ParseTuple(args, "Of", &other_obj, &t)) {
return NULL;
}
// Validate other color
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color");
if (!PyObject_IsInstance(other_obj, (PyObject*)type)) {
Py_DECREF(type);
PyErr_SetString(PyExc_TypeError, "First argument must be a Color");
return NULL;
}
PyColorObject* other = (PyColorObject*)other_obj;
// Clamp t to [0, 1]
if (t < 0.0f) t = 0.0f;
if (t > 1.0f) t = 1.0f;
// Perform linear interpolation
sf::Uint8 r = static_cast<sf::Uint8>(self->data.r + (other->data.r - self->data.r) * t);
sf::Uint8 g = static_cast<sf::Uint8>(self->data.g + (other->data.g - self->data.g) * t);
sf::Uint8 b = static_cast<sf::Uint8>(self->data.b + (other->data.b - self->data.b) * t);
sf::Uint8 a = static_cast<sf::Uint8>(self->data.a + (other->data.a - self->data.a) * t);
// Create new Color object
PyColorObject* result = (PyColorObject*)type->tp_alloc(type, 0);
Py_DECREF(type);
if (result) {
result->data = sf::Color(r, g, b, a);
}
return (PyObject*)result;
} }

View File

@ -28,12 +28,19 @@ public:
static PyObject* get_member(PyObject*, void*); static PyObject* get_member(PyObject*, void*);
static int set_member(PyObject*, PyObject*, void*); static int set_member(PyObject*, PyObject*, void*);
// Color helper methods
static PyObject* from_hex(PyObject* cls, PyObject* args);
static PyObject* to_hex(PyColorObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* lerp(PyColorObject* self, PyObject* args);
static PyGetSetDef getsetters[]; static PyGetSetDef getsetters[];
static PyMethodDef methods[];
static PyColorObject* from_arg(PyObject*); static PyColorObject* from_arg(PyObject*);
}; };
namespace mcrfpydef { namespace mcrfpydef {
static PyTypeObject PyColorType = { static PyTypeObject PyColorType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Color", .tp_name = "mcrfpy.Color",
.tp_basicsize = sizeof(PyColorObject), .tp_basicsize = sizeof(PyColorObject),
.tp_itemsize = 0, .tp_itemsize = 0,
@ -41,6 +48,7 @@ namespace mcrfpydef {
.tp_hash = PyColor::hash, .tp_hash = PyColor::hash,
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("SFML Color Object"), .tp_doc = PyDoc_STR("SFML Color Object"),
.tp_methods = PyColor::methods,
.tp_getset = PyColor::getsetters, .tp_getset = PyColor::getsetters,
.tp_init = (initproc)PyColor::init, .tp_init = (initproc)PyColor::init,
.tp_new = PyColor::pynew, .tp_new = PyColor::pynew,

211
src/PyDrawable.cpp Normal file
View File

@ -0,0 +1,211 @@
#include "PyDrawable.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
// Click property getter
static PyObject* PyDrawable_get_click(PyDrawableObject* self, void* closure)
{
if (!self->data->click_callable)
Py_RETURN_NONE;
PyObject* ptr = self->data->click_callable->borrow();
if (ptr && ptr != Py_None)
return ptr;
else
Py_RETURN_NONE;
}
// Click property setter
static int PyDrawable_set_click(PyDrawableObject* self, PyObject* value, void* closure)
{
if (value == Py_None) {
self->data->click_unregister();
} else if (PyCallable_Check(value)) {
self->data->click_register(value);
} else {
PyErr_SetString(PyExc_TypeError, "click must be callable or None");
return -1;
}
return 0;
}
// Z-index property getter
static PyObject* PyDrawable_get_z_index(PyDrawableObject* self, void* closure)
{
return PyLong_FromLong(self->data->z_index);
}
// Z-index property setter
static int PyDrawable_set_z_index(PyDrawableObject* self, PyObject* value, void* closure)
{
if (!PyLong_Check(value)) {
PyErr_SetString(PyExc_TypeError, "z_index must be an integer");
return -1;
}
int val = PyLong_AsLong(value);
self->data->z_index = val;
// Mark scene as needing resort
self->data->notifyZIndexChanged();
return 0;
}
// Visible property getter (new for #87)
static PyObject* PyDrawable_get_visible(PyDrawableObject* self, void* closure)
{
return PyBool_FromLong(self->data->visible);
}
// Visible property setter (new for #87)
static int PyDrawable_set_visible(PyDrawableObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "visible must be a boolean");
return -1;
}
self->data->visible = (value == Py_True);
return 0;
}
// Opacity property getter (new for #88)
static PyObject* PyDrawable_get_opacity(PyDrawableObject* self, void* closure)
{
return PyFloat_FromDouble(self->data->opacity);
}
// Opacity property setter (new for #88)
static int PyDrawable_set_opacity(PyDrawableObject* self, PyObject* value, void* closure)
{
float val;
if (PyFloat_Check(value)) {
val = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
val = PyLong_AsLong(value);
} else {
PyErr_SetString(PyExc_TypeError, "opacity must be a number");
return -1;
}
// Clamp to valid range
if (val < 0.0f) val = 0.0f;
if (val > 1.0f) val = 1.0f;
self->data->opacity = val;
return 0;
}
// GetSetDef array for properties
static PyGetSetDef PyDrawable_getsetters[] = {
{"on_click", (getter)PyDrawable_get_click, (setter)PyDrawable_set_click,
MCRF_PROPERTY(on_click,
"Callable executed when object is clicked. "
"Function receives (x, y) coordinates of click."
), NULL},
{"z_index", (getter)PyDrawable_get_z_index, (setter)PyDrawable_set_z_index,
MCRF_PROPERTY(z_index,
"Z-order for rendering (lower values rendered first). "
"Automatically triggers scene resort when changed."
), NULL},
{"visible", (getter)PyDrawable_get_visible, (setter)PyDrawable_set_visible,
MCRF_PROPERTY(visible,
"Whether the object is visible (bool). "
"Invisible objects are not rendered or clickable."
), NULL},
{"opacity", (getter)PyDrawable_get_opacity, (setter)PyDrawable_set_opacity,
MCRF_PROPERTY(opacity,
"Opacity level (0.0 = transparent, 1.0 = opaque). "
"Automatically clamped to valid range [0.0, 1.0]."
), NULL},
{NULL} // Sentinel
};
// get_bounds method implementation (#89)
static PyObject* PyDrawable_get_bounds(PyDrawableObject* self, PyObject* Py_UNUSED(args))
{
auto bounds = self->data->get_bounds();
return Py_BuildValue("(ffff)", bounds.left, bounds.top, bounds.width, bounds.height);
}
// move method implementation (#98)
static PyObject* PyDrawable_move(PyDrawableObject* self, PyObject* args)
{
float dx, dy;
if (!PyArg_ParseTuple(args, "ff", &dx, &dy)) {
return NULL;
}
self->data->move(dx, dy);
Py_RETURN_NONE;
}
// resize method implementation (#98)
static PyObject* PyDrawable_resize(PyDrawableObject* self, PyObject* args)
{
float w, h;
if (!PyArg_ParseTuple(args, "ff", &w, &h)) {
return NULL;
}
self->data->resize(w, h);
Py_RETURN_NONE;
}
// Method definitions
static PyMethodDef PyDrawable_methods[] = {
{"get_bounds", (PyCFunction)PyDrawable_get_bounds, METH_NOARGS,
MCRF_METHOD(Drawable, get_bounds,
MCRF_SIG("()", "tuple"),
MCRF_DESC("Get the bounding rectangle of this drawable element."),
MCRF_RETURNS("tuple: (x, y, width, height) representing the element's bounds")
MCRF_NOTE("The bounds are in screen coordinates and account for current position and size.")
)},
{"move", (PyCFunction)PyDrawable_move, METH_VARARGS,
MCRF_METHOD(Drawable, move,
MCRF_SIG("(dx: float, dy: float)", "None"),
MCRF_DESC("Move the element by a relative offset."),
MCRF_ARGS_START
MCRF_ARG("dx", "Horizontal offset in pixels")
MCRF_ARG("dy", "Vertical offset in pixels")
MCRF_NOTE("This modifies the x and y position properties by the given amounts.")
)},
{"resize", (PyCFunction)PyDrawable_resize, METH_VARARGS,
MCRF_METHOD(Drawable, resize,
MCRF_SIG("(width: float, height: float)", "None"),
MCRF_DESC("Resize the element to new dimensions."),
MCRF_ARGS_START
MCRF_ARG("width", "New width in pixels")
MCRF_ARG("height", "New height in pixels")
MCRF_NOTE("For Caption and Sprite, this may not change actual size if determined by content.")
)},
{NULL} // Sentinel
};
// Type initialization
static int PyDrawable_init(PyDrawableObject* self, PyObject* args, PyObject* kwds)
{
PyErr_SetString(PyExc_TypeError, "Drawable is an abstract base class and cannot be instantiated directly");
return -1;
}
namespace mcrfpydef {
PyTypeObject PyDrawableType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Drawable",
.tp_basicsize = sizeof(PyDrawableObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
PyDrawableObject* obj = (PyDrawableObject*)self;
obj->data.reset();
Py_TYPE(self)->tp_free(self);
},
.tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
.tp_doc = PyDoc_STR("Base class for all drawable UI elements"),
.tp_methods = PyDrawable_methods,
.tp_getset = PyDrawable_getsetters,
.tp_init = (initproc)PyDrawable_init,
.tp_new = PyType_GenericNew,
};
}

15
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@ -0,0 +1,15 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include "UIDrawable.h"
// Python object structure for UIDrawable base class
typedef struct {
PyObject_HEAD
std::shared_ptr<UIDrawable> data;
} PyDrawableObject;
// Declare the Python type for Drawable base class
namespace mcrfpydef {
extern PyTypeObject PyDrawableType;
}

148
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@ -0,0 +1,148 @@
#include "PyFOV.h"
#include "McRFPy_API.h"
// Static storage for cached enum class reference
PyObject* PyFOV::fov_enum_class = nullptr;
PyObject* PyFOV::create_enum_class(PyObject* module) {
// Import IntEnum from enum module
PyObject* enum_module = PyImport_ImportModule("enum");
if (!enum_module) {
return NULL;
}
PyObject* int_enum = PyObject_GetAttrString(enum_module, "IntEnum");
Py_DECREF(enum_module);
if (!int_enum) {
return NULL;
}
// Create dict of enum members
PyObject* members = PyDict_New();
if (!members) {
Py_DECREF(int_enum);
return NULL;
}
// Add all FOV algorithm members
struct {
const char* name;
int value;
} fov_members[] = {
{"BASIC", FOV_BASIC},
{"DIAMOND", FOV_DIAMOND},
{"SHADOW", FOV_SHADOW},
{"PERMISSIVE_0", FOV_PERMISSIVE_0},
{"PERMISSIVE_1", FOV_PERMISSIVE_1},
{"PERMISSIVE_2", FOV_PERMISSIVE_2},
{"PERMISSIVE_3", FOV_PERMISSIVE_3},
{"PERMISSIVE_4", FOV_PERMISSIVE_4},
{"PERMISSIVE_5", FOV_PERMISSIVE_5},
{"PERMISSIVE_6", FOV_PERMISSIVE_6},
{"PERMISSIVE_7", FOV_PERMISSIVE_7},
{"PERMISSIVE_8", FOV_PERMISSIVE_8},
{"RESTRICTIVE", FOV_RESTRICTIVE},
{"SYMMETRIC_SHADOWCAST", FOV_SYMMETRIC_SHADOWCAST},
};
for (const auto& m : fov_members) {
PyObject* value = PyLong_FromLong(m.value);
if (!value) {
Py_DECREF(members);
Py_DECREF(int_enum);
return NULL;
}
if (PyDict_SetItemString(members, m.name, value) < 0) {
Py_DECREF(value);
Py_DECREF(members);
Py_DECREF(int_enum);
return NULL;
}
Py_DECREF(value);
}
// Call IntEnum("FOV", members) to create the enum class
PyObject* name = PyUnicode_FromString("FOV");
if (!name) {
Py_DECREF(members);
Py_DECREF(int_enum);
return NULL;
}
// IntEnum(name, members) using functional API
PyObject* args = PyTuple_Pack(2, name, members);
Py_DECREF(name);
Py_DECREF(members);
if (!args) {
Py_DECREF(int_enum);
return NULL;
}
PyObject* fov_class = PyObject_Call(int_enum, args, NULL);
Py_DECREF(args);
Py_DECREF(int_enum);
if (!fov_class) {
return NULL;
}
// Cache the reference for fast type checking
fov_enum_class = fov_class;
Py_INCREF(fov_enum_class);
// Add to module
if (PyModule_AddObject(module, "FOV", fov_class) < 0) {
Py_DECREF(fov_class);
fov_enum_class = nullptr;
return NULL;
}
return fov_class;
}
int PyFOV::from_arg(PyObject* arg, TCOD_fov_algorithm_t* out_algo, bool* was_none) {
if (was_none) *was_none = false;
// Accept None -> caller should use default
if (arg == Py_None) {
if (was_none) *was_none = true;
*out_algo = FOV_BASIC;
return 1;
}
// Accept FOV enum member (check if it's an instance of our enum)
if (fov_enum_class && PyObject_IsInstance(arg, fov_enum_class)) {
// IntEnum members have a 'value' attribute
PyObject* value = PyObject_GetAttrString(arg, "value");
if (!value) {
return 0;
}
long val = PyLong_AsLong(value);
Py_DECREF(value);
if (val == -1 && PyErr_Occurred()) {
return 0;
}
*out_algo = (TCOD_fov_algorithm_t)val;
return 1;
}
// Accept int (for backwards compatibility)
if (PyLong_Check(arg)) {
long val = PyLong_AsLong(arg);
if (val == -1 && PyErr_Occurred()) {
return 0;
}
if (val < 0 || val >= NB_FOV_ALGORITHMS) {
PyErr_Format(PyExc_ValueError,
"Invalid FOV algorithm value: %ld. Must be 0-%d or use mcrfpy.FOV enum.",
val, NB_FOV_ALGORITHMS - 1);
return 0;
}
*out_algo = (TCOD_fov_algorithm_t)val;
return 1;
}
PyErr_SetString(PyExc_TypeError,
"FOV algorithm must be mcrfpy.FOV enum member, int, or None");
return 0;
}

22
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@ -0,0 +1,22 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include <libtcod.h>
// Module-level FOV enum class (created at runtime using Python's IntEnum)
// Stored as a module attribute: mcrfpy.FOV
class PyFOV {
public:
// Create the FOV enum class and add to module
// Returns the enum class (new reference), or NULL on error
static PyObject* create_enum_class(PyObject* module);
// Helper to extract algorithm from Python arg (accepts FOV enum, int, or None)
// Returns 1 on success, 0 on error (with exception set)
// If arg is None, sets *out_algo to the default (FOV_BASIC) and sets *was_none to true
static int from_arg(PyObject* arg, TCOD_fov_algorithm_t* out_algo, bool* was_none = nullptr);
// Cached reference to the FOV enum class for fast type checking
static PyObject* fov_enum_class;
};

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@ -1,5 +1,6 @@
#include "PyFont.h" #include "PyFont.h"
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "McRFPy_Doc.h"
PyFont::PyFont(std::string filename) PyFont::PyFont(std::string filename)
@ -61,3 +62,21 @@ PyObject* PyFont::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds)
{ {
return (PyObject*)type->tp_alloc(type, 0); return (PyObject*)type->tp_alloc(type, 0);
} }
PyObject* PyFont::get_family(PyFontObject* self, void* closure)
{
return PyUnicode_FromString(self->data->font.getInfo().family.c_str());
}
PyObject* PyFont::get_source(PyFontObject* self, void* closure)
{
return PyUnicode_FromString(self->data->source.c_str());
}
PyGetSetDef PyFont::getsetters[] = {
{"family", (getter)PyFont::get_family, NULL,
MCRF_PROPERTY(family, "Font family name (str, read-only). Retrieved from font metadata."), NULL},
{"source", (getter)PyFont::get_source, NULL,
MCRF_PROPERTY(source, "Source filename path (str, read-only). The path used to load this font."), NULL},
{NULL} // Sentinel
};

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@ -21,10 +21,17 @@ public:
static Py_hash_t hash(PyObject*); static Py_hash_t hash(PyObject*);
static int init(PyFontObject*, PyObject*, PyObject*); static int init(PyFontObject*, PyObject*, PyObject*);
static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL); static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL);
// Getters for properties
static PyObject* get_family(PyFontObject* self, void* closure);
static PyObject* get_source(PyFontObject* self, void* closure);
static PyGetSetDef getsetters[];
}; };
namespace mcrfpydef { namespace mcrfpydef {
static PyTypeObject PyFontType = { static PyTypeObject PyFontType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Font", .tp_name = "mcrfpy.Font",
.tp_basicsize = sizeof(PyFontObject), .tp_basicsize = sizeof(PyFontObject),
.tp_itemsize = 0, .tp_itemsize = 0,
@ -32,6 +39,7 @@ namespace mcrfpydef {
//.tp_hash = PyFont::hash, //.tp_hash = PyFont::hash,
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("SFML Font Object"), .tp_doc = PyDoc_STR("SFML Font Object"),
.tp_getset = PyFont::getsetters,
//.tp_base = &PyBaseObject_Type, //.tp_base = &PyBaseObject_Type,
.tp_init = (initproc)PyFont::init, .tp_init = (initproc)PyFont::init,
.tp_new = PyType_GenericNew, //PyFont::pynew, .tp_new = PyType_GenericNew, //PyFont::pynew,

76
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#pragma once
#include "Common.h"
#include "Python.h"
#include "McRFPy_API.h"
#include "PyRAII.h"
namespace PyObjectUtils {
// Template for getting Python type object from module
template<typename T>
PyTypeObject* getPythonType(const char* typeName) {
PyTypeObject* type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, typeName);
if (!type) {
PyErr_Format(PyExc_RuntimeError, "Could not find %s type in module", typeName);
}
return type;
}
// Generic function to create a Python object of given type
inline PyObject* createPyObjectGeneric(const char* typeName) {
PyTypeObject* type = getPythonType<void>(typeName);
if (!type) return nullptr;
PyObject* obj = type->tp_alloc(type, 0);
Py_DECREF(type);
return obj;
}
// Helper function to allocate and initialize a Python object with data
template<typename PyObjType, typename DataType>
PyObject* createPyObjectWithData(const char* typeName, DataType data) {
PyTypeObject* type = getPythonType<void>(typeName);
if (!type) return nullptr;
PyObjType* obj = (PyObjType*)type->tp_alloc(type, 0);
Py_DECREF(type);
if (obj) {
obj->data = data;
}
return (PyObject*)obj;
}
// Function to convert UIDrawable to appropriate Python object
// This is moved to UICollection.cpp to avoid circular dependencies
// RAII-based object creation example
inline PyObject* createPyObjectGenericRAII(const char* typeName) {
PyRAII::PyTypeRef type(typeName, McRFPy_API::mcrf_module);
if (!type) {
PyErr_Format(PyExc_RuntimeError, "Could not find %s type in module", typeName);
return nullptr;
}
PyObject* obj = type->tp_alloc(type.get(), 0);
// Return the new reference (caller owns it)
return obj;
}
// Example of using PyObjectRef for safer reference management
template<typename PyObjType, typename DataType>
PyObject* createPyObjectWithDataRAII(const char* typeName, DataType data) {
PyRAII::PyObjectRef obj = PyRAII::createObject<PyObjType>(typeName, McRFPy_API::mcrf_module);
if (!obj) {
PyErr_Format(PyExc_RuntimeError, "Could not create %s object", typeName);
return nullptr;
}
// Access the object through the RAII wrapper
((PyObjType*)obj.get())->data = data;
// Release ownership to return to Python
return obj.release();
}
}

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#pragma once
#include "Python.h"
#include "PyVector.h"
#include "McRFPy_API.h"
// Helper class for standardized position argument parsing across UI classes
class PyPositionHelper {
public:
// Template structure for parsing results
struct ParseResult {
float x = 0.0f;
float y = 0.0f;
bool has_position = false;
};
struct ParseResultInt {
int x = 0;
int y = 0;
bool has_position = false;
};
// Parse position from multiple formats for UI class constructors
// Supports: (x, y), x=x, y=y, ((x,y)), (pos=(x,y)), (Vector), pos=Vector
static ParseResult parse_position(PyObject* args, PyObject* kwds,
int* arg_index = nullptr)
{
ParseResult result;
float x = 0.0f, y = 0.0f;
PyObject* pos_obj = nullptr;
int start_index = arg_index ? *arg_index : 0;
// Check for positional tuple (x, y) first
if (!kwds && PyTuple_Size(args) > start_index + 1) {
PyObject* first = PyTuple_GetItem(args, start_index);
PyObject* second = PyTuple_GetItem(args, start_index + 1);
// Check if both are numbers
if ((PyFloat_Check(first) || PyLong_Check(first)) &&
(PyFloat_Check(second) || PyLong_Check(second))) {
x = PyFloat_Check(first) ? PyFloat_AsDouble(first) : PyLong_AsLong(first);
y = PyFloat_Check(second) ? PyFloat_AsDouble(second) : PyLong_AsLong(second);
result.x = x;
result.y = y;
result.has_position = true;
if (arg_index) *arg_index += 2;
return result;
}
}
// Check for single positional argument that might be tuple or Vector
if (!kwds && PyTuple_Size(args) > start_index) {
PyObject* first = PyTuple_GetItem(args, start_index);
PyVectorObject* vec = PyVector::from_arg(first);
if (vec) {
result.x = vec->data.x;
result.y = vec->data.y;
result.has_position = true;
if (arg_index) *arg_index += 1;
return result;
}
}
// Try keyword arguments
if (kwds) {
PyObject* x_obj = PyDict_GetItemString(kwds, "x");
PyObject* y_obj = PyDict_GetItemString(kwds, "y");
PyObject* pos_kw = PyDict_GetItemString(kwds, "pos");
if (x_obj && y_obj) {
if ((PyFloat_Check(x_obj) || PyLong_Check(x_obj)) &&
(PyFloat_Check(y_obj) || PyLong_Check(y_obj))) {
result.x = PyFloat_Check(x_obj) ? PyFloat_AsDouble(x_obj) : PyLong_AsLong(x_obj);
result.y = PyFloat_Check(y_obj) ? PyFloat_AsDouble(y_obj) : PyLong_AsLong(y_obj);
result.has_position = true;
return result;
}
}
if (pos_kw) {
PyVectorObject* vec = PyVector::from_arg(pos_kw);
if (vec) {
result.x = vec->data.x;
result.y = vec->data.y;
result.has_position = true;
return result;
}
}
}
return result;
}
// Parse integer position for Grid.at() and similar
static ParseResultInt parse_position_int(PyObject* args, PyObject* kwds)
{
ParseResultInt result;
// Check for positional tuple (x, y) first
if (!kwds && PyTuple_Size(args) >= 2) {
PyObject* first = PyTuple_GetItem(args, 0);
PyObject* second = PyTuple_GetItem(args, 1);
if (PyLong_Check(first) && PyLong_Check(second)) {
result.x = PyLong_AsLong(first);
result.y = PyLong_AsLong(second);
result.has_position = true;
return result;
}
}
// Check for single tuple argument
if (!kwds && PyTuple_Size(args) == 1) {
PyObject* first = PyTuple_GetItem(args, 0);
if (PyTuple_Check(first) && PyTuple_Size(first) == 2) {
PyObject* x_obj = PyTuple_GetItem(first, 0);
PyObject* y_obj = PyTuple_GetItem(first, 1);
if (PyLong_Check(x_obj) && PyLong_Check(y_obj)) {
result.x = PyLong_AsLong(x_obj);
result.y = PyLong_AsLong(y_obj);
result.has_position = true;
return result;
}
}
}
// Try keyword arguments
if (kwds) {
PyObject* x_obj = PyDict_GetItemString(kwds, "x");
PyObject* y_obj = PyDict_GetItemString(kwds, "y");
PyObject* pos_obj = PyDict_GetItemString(kwds, "pos");
if (x_obj && y_obj && PyLong_Check(x_obj) && PyLong_Check(y_obj)) {
result.x = PyLong_AsLong(x_obj);
result.y = PyLong_AsLong(y_obj);
result.has_position = true;
return result;
}
if (pos_obj && PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
if (PyLong_Check(x_val) && PyLong_Check(y_val)) {
result.x = PyLong_AsLong(x_val);
result.y = PyLong_AsLong(y_val);
result.has_position = true;
return result;
}
}
}
return result;
}
// Error message helper
static void set_position_error() {
PyErr_SetString(PyExc_TypeError,
"Position can be specified as: (x, y), x=x, y=y, ((x,y)), pos=(x,y), or pos=Vector");
}
static void set_position_int_error() {
PyErr_SetString(PyExc_TypeError,
"Position must be specified as: (x, y), x=x, y=y, ((x,y)), or pos=(x,y) with integer values");
}
};

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@ -0,0 +1,138 @@
#pragma once
#include "Python.h"
#include <utility>
namespace PyRAII {
// RAII wrapper for PyObject* that automatically manages reference counting
class PyObjectRef {
private:
PyObject* ptr;
public:
// Constructors
PyObjectRef() : ptr(nullptr) {}
explicit PyObjectRef(PyObject* p, bool steal_ref = false) : ptr(p) {
if (ptr && !steal_ref) {
Py_INCREF(ptr);
}
}
// Copy constructor
PyObjectRef(const PyObjectRef& other) : ptr(other.ptr) {
if (ptr) {
Py_INCREF(ptr);
}
}
// Move constructor
PyObjectRef(PyObjectRef&& other) noexcept : ptr(other.ptr) {
other.ptr = nullptr;
}
// Destructor
~PyObjectRef() {
Py_XDECREF(ptr);
}
// Copy assignment
PyObjectRef& operator=(const PyObjectRef& other) {
if (this != &other) {
Py_XDECREF(ptr);
ptr = other.ptr;
if (ptr) {
Py_INCREF(ptr);
}
}
return *this;
}
// Move assignment
PyObjectRef& operator=(PyObjectRef&& other) noexcept {
if (this != &other) {
Py_XDECREF(ptr);
ptr = other.ptr;
other.ptr = nullptr;
}
return *this;
}
// Access operators
PyObject* get() const { return ptr; }
PyObject* operator->() const { return ptr; }
PyObject& operator*() const { return *ptr; }
operator bool() const { return ptr != nullptr; }
// Release ownership (for returning to Python)
PyObject* release() {
PyObject* temp = ptr;
ptr = nullptr;
return temp;
}
// Reset with new pointer
void reset(PyObject* p = nullptr, bool steal_ref = false) {
if (p != ptr) {
Py_XDECREF(ptr);
ptr = p;
if (ptr && !steal_ref) {
Py_INCREF(ptr);
}
}
}
};
// Helper class for managing PyTypeObject* references from module lookups
class PyTypeRef {
private:
PyTypeObject* type;
public:
PyTypeRef() : type(nullptr) {}
explicit PyTypeRef(const char* typeName, PyObject* module) {
type = (PyTypeObject*)PyObject_GetAttrString(module, typeName);
// GetAttrString returns a new reference, so we own it
}
~PyTypeRef() {
Py_XDECREF((PyObject*)type);
}
// Delete copy operations to prevent accidental reference issues
PyTypeRef(const PyTypeRef&) = delete;
PyTypeRef& operator=(const PyTypeRef&) = delete;
// Allow move operations
PyTypeRef(PyTypeRef&& other) noexcept : type(other.type) {
other.type = nullptr;
}
PyTypeRef& operator=(PyTypeRef&& other) noexcept {
if (this != &other) {
Py_XDECREF((PyObject*)type);
type = other.type;
other.type = nullptr;
}
return *this;
}
PyTypeObject* get() const { return type; }
PyTypeObject* operator->() const { return type; }
operator bool() const { return type != nullptr; }
};
// Convenience function to create a new object with RAII
template<typename PyObjType>
PyObjectRef createObject(const char* typeName, PyObject* module) {
PyTypeRef type(typeName, module);
if (!type) {
return PyObjectRef();
}
PyObject* obj = type->tp_alloc(type.get(), 0);
// tp_alloc returns a new reference, so we steal it
return PyObjectRef(obj, true);
}
}

View File

@ -2,6 +2,11 @@
#include "ActionCode.h" #include "ActionCode.h"
#include "Resources.h" #include "Resources.h"
#include "PyCallable.h" #include "PyCallable.h"
#include "UIFrame.h"
#include "UIGrid.h"
#include "McRFPy_Automation.h" // #111 - For simulated mouse position
#include <algorithm>
#include <functional>
PyScene::PyScene(GameEngine* g) : Scene(g) PyScene::PyScene(GameEngine* g) : Scene(g)
{ {
@ -11,7 +16,8 @@ PyScene::PyScene(GameEngine* g) : Scene(g)
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up"); registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down"); registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
registerAction(ActionCode::KEY + sf::Keyboard::Grave, "debug_menu"); // console (` / ~ key) - don't hard code.
//registerAction(ActionCode::KEY + sf::Keyboard::Grave, "debug_menu");
} }
void PyScene::update() void PyScene::update()
@ -20,38 +26,42 @@ void PyScene::update()
void PyScene::do_mouse_input(std::string button, std::string type) void PyScene::do_mouse_input(std::string button, std::string type)
{ {
sf::Vector2f mousepos;
// #111 - In headless mode, use simulated mouse position
if (game->isHeadless()) {
sf::Vector2i simPos = McRFPy_Automation::getSimulatedMousePosition();
mousepos = sf::Vector2f(static_cast<float>(simPos.x), static_cast<float>(simPos.y));
} else {
auto unscaledmousepos = sf::Mouse::getPosition(game->getWindow()); auto unscaledmousepos = sf::Mouse::getPosition(game->getWindow());
auto mousepos = game->getWindow().mapPixelToCoords(unscaledmousepos); // Convert window coordinates to game coordinates using the viewport
UIDrawable* target; mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos));
for (auto d: *ui_elements)
{
target = d->click_at(sf::Vector2f(mousepos));
if (target)
{
/*
PyObject* args = Py_BuildValue("(iiss)", (int)mousepos.x, (int)mousepos.y, button.c_str(), type.c_str());
PyObject* retval = PyObject_Call(target->click_callable, args, NULL);
if (!retval)
{
std::cout << "click_callable has raised an exception. It's going to STDERR and being dropped:" << std::endl;
PyErr_Print();
PyErr_Clear();
} else if (retval != Py_None)
{
std::cout << "click_callable returned a non-None value. It's not an error, it's just not being saved or used." << std::endl;
} }
*/
// Only sort if z_index values have changed
if (ui_elements_need_sort) {
// Sort in ascending order (same as render)
std::sort(ui_elements->begin(), ui_elements->end(),
[](const auto& a, const auto& b) { return a->z_index < b->z_index; });
ui_elements_need_sort = false;
}
// Check elements in reverse z-order (highest z_index first, top to bottom)
// Use reverse iterators to go from end to beginning
for (auto it = ui_elements->rbegin(); it != ui_elements->rend(); ++it) {
const auto& element = *it;
if (!element->visible) continue;
if (auto target = element->click_at(sf::Vector2f(mousepos))) {
target->click_callable->call(mousepos, button, type); target->click_callable->call(mousepos, button, type);
return; // Stop after first handler
} }
} }
} }
void PyScene::doAction(std::string name, std::string type) void PyScene::doAction(std::string name, std::string type)
{ {
if (ACTIONPY) { if (name.compare("left") == 0 || name.compare("right") == 0 || name.compare("wheel_up") == 0 || name.compare("wheel_down") == 0) {
McRFPy_API::doAction(name.substr(0, name.size() - 3));
}
else if (name.compare("left") == 0 || name.compare("rclick") == 0 || name.compare("wheel_up") == 0 || name.compare("wheel_down") == 0) {
do_mouse_input(name, type); do_mouse_input(name, type);
} }
else if ACTIONONCE("debug_menu") { else if ACTIONONCE("debug_menu") {
@ -59,16 +69,119 @@ void PyScene::doAction(std::string name, std::string type)
} }
} }
// #140 - Mouse enter/exit tracking
void PyScene::do_mouse_hover(int x, int y)
{
// In headless mode, use the coordinates directly (already in game space)
sf::Vector2f mousepos;
if (game->isHeadless()) {
mousepos = sf::Vector2f(static_cast<float>(x), static_cast<float>(y));
} else {
// Convert window coordinates to game coordinates using the viewport
mousepos = game->windowToGameCoords(sf::Vector2f(static_cast<float>(x), static_cast<float>(y)));
}
// Helper function to process hover for a single drawable and its children
std::function<void(UIDrawable*)> processHover = [&](UIDrawable* drawable) {
if (!drawable || !drawable->visible) return;
bool is_inside = drawable->contains_point(mousepos.x, mousepos.y);
bool was_hovered = drawable->hovered;
if (is_inside && !was_hovered) {
// Mouse entered
drawable->hovered = true;
if (drawable->on_enter_callable) {
drawable->on_enter_callable->call(mousepos, "enter", "start");
}
} else if (!is_inside && was_hovered) {
// Mouse exited
drawable->hovered = false;
if (drawable->on_exit_callable) {
drawable->on_exit_callable->call(mousepos, "exit", "start");
}
}
// #141 - Fire on_move if mouse is inside and has a move callback
if (is_inside && drawable->on_move_callable) {
drawable->on_move_callable->call(mousepos, "move", "start");
}
// Process children for Frame elements
if (drawable->derived_type() == PyObjectsEnum::UIFRAME) {
auto frame = static_cast<UIFrame*>(drawable);
if (frame->children) {
for (auto& child : *frame->children) {
processHover(child.get());
}
}
}
// Process children for Grid elements
else if (drawable->derived_type() == PyObjectsEnum::UIGRID) {
auto grid = static_cast<UIGrid*>(drawable);
// #142 - Update cell hover tracking for grid
grid->updateCellHover(mousepos);
if (grid->children) {
for (auto& child : *grid->children) {
processHover(child.get());
}
}
}
};
// Process all top-level UI elements
for (auto& element : *ui_elements) {
processHover(element.get());
}
}
void PyScene::render() void PyScene::render()
{ {
game->getWindow().clear(); // #118: Skip rendering if scene is not visible
if (!visible) {
return;
}
auto vec = *ui_elements; game->getRenderTarget().clear();
for (auto e: vec)
// Only sort if z_index values have changed
if (ui_elements_need_sort) {
std::sort(ui_elements->begin(), ui_elements->end(),
[](const std::shared_ptr<UIDrawable>& a, const std::shared_ptr<UIDrawable>& b) {
return a->z_index < b->z_index;
});
ui_elements_need_sort = false;
}
// Render in sorted order with scene-level transformations
for (auto e: *ui_elements)
{ {
if (e) if (e) {
e->render(); // Track metrics
game->metrics.uiElements++;
if (e->visible) {
game->metrics.visibleElements++;
// Count this as a draw call (each visible element = 1+ draw calls)
game->metrics.drawCalls++;
} }
game->getWindow().display(); // #118: Apply scene-level opacity to element
float original_opacity = e->opacity;
if (opacity < 1.0f) {
e->opacity = original_opacity * opacity;
}
// #118: Render with scene position offset
e->render(position, game->getRenderTarget());
// #118: Restore original opacity
if (opacity < 1.0f) {
e->opacity = original_opacity;
}
}
}
// Display is handled by GameEngine
} }

View File

@ -14,4 +14,8 @@ public:
void render() override final; void render() override final;
void do_mouse_input(std::string, std::string); void do_mouse_input(std::string, std::string);
void do_mouse_hover(int x, int y); // #140 - Mouse enter/exit tracking
// Dirty flag for z_index sorting optimization
bool ui_elements_need_sort = true;
}; };

464
src/PySceneObject.cpp Normal file
View File

@ -0,0 +1,464 @@
#include "PySceneObject.h"
#include "PyScene.h"
#include "GameEngine.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include <iostream>
// Static map to store Python scene objects by name
static std::map<std::string, PySceneObject*> python_scenes;
PyObject* PySceneClass::__new__(PyTypeObject* type, PyObject* args, PyObject* kwds)
{
PySceneObject* self = (PySceneObject*)type->tp_alloc(type, 0);
if (self) {
self->initialized = false;
// Don't create C++ scene yet - wait for __init__
}
return (PyObject*)self;
}
int PySceneClass::__init__(PySceneObject* self, PyObject* args, PyObject* kwds)
{
static const char* keywords[] = {"name", nullptr};
const char* name = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "s", const_cast<char**>(keywords), &name)) {
return -1;
}
// Check if scene with this name already exists
if (python_scenes.count(name) > 0) {
PyErr_Format(PyExc_ValueError, "Scene with name '%s' already exists", name);
return -1;
}
self->name = name;
// Create the C++ PyScene
McRFPy_API::game->createScene(name);
// Get reference to the created scene
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
// Store this Python object in our registry
python_scenes[name] = self;
Py_INCREF(self); // Keep a reference
// Create a Python function that routes to on_keypress
// We'll register this after the object is fully initialized
self->initialized = true;
return 0;
}
void PySceneClass::__dealloc(PyObject* self_obj)
{
PySceneObject* self = (PySceneObject*)self_obj;
// Remove from registry
if (python_scenes.count(self->name) > 0 && python_scenes[self->name] == self) {
python_scenes.erase(self->name);
}
// Call Python object destructor
Py_TYPE(self)->tp_free(self);
}
PyObject* PySceneClass::__repr__(PySceneObject* self)
{
return PyUnicode_FromFormat("<Scene '%s'>", self->name.c_str());
}
PyObject* PySceneClass::activate(PySceneObject* self, PyObject* args)
{
// Call the static method from McRFPy_API
PyObject* py_args = Py_BuildValue("(s)", self->name.c_str());
PyObject* result = McRFPy_API::_setScene(NULL, py_args);
Py_DECREF(py_args);
return result;
}
PyObject* PySceneClass::get_ui(PySceneObject* self, PyObject* args)
{
// Call the static method from McRFPy_API
PyObject* py_args = Py_BuildValue("(s)", self->name.c_str());
PyObject* result = McRFPy_API::_sceneUI(NULL, py_args);
Py_DECREF(py_args);
return result;
}
PyObject* PySceneClass::register_keyboard(PySceneObject* self, PyObject* args)
{
PyObject* callable;
if (!PyArg_ParseTuple(args, "O", &callable)) {
return NULL;
}
if (!PyCallable_Check(callable)) {
PyErr_SetString(PyExc_TypeError, "Argument must be callable");
return NULL;
}
// Store the callable
Py_INCREF(callable);
// Get the current scene and set its key_callable
GameEngine* game = McRFPy_API::game;
if (game) {
// We need to be on the right scene first
std::string old_scene = game->scene;
game->scene = self->name;
game->currentScene()->key_callable = std::make_unique<PyKeyCallable>(callable);
game->scene = old_scene;
}
Py_DECREF(callable);
Py_RETURN_NONE;
}
PyObject* PySceneClass::get_name(PySceneObject* self, void* closure)
{
return PyUnicode_FromString(self->name.c_str());
}
PyObject* PySceneClass::get_active(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
Py_RETURN_FALSE;
}
return PyBool_FromLong(game->scene == self->name);
}
// #118: Scene position getter
static PyObject* PySceneClass_get_pos(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
Py_RETURN_NONE;
}
// Get the scene by name using the public accessor
auto scene = game->getScene(self->name);
if (!scene) {
Py_RETURN_NONE;
}
// Create a Vector object
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!type) return NULL;
PyObject* args = Py_BuildValue("(ff)", scene->position.x, scene->position.y);
PyObject* result = PyObject_CallObject((PyObject*)type, args);
Py_DECREF(type);
Py_DECREF(args);
return result;
}
// #118: Scene position setter
static int PySceneClass_set_pos(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
return -1;
}
// Accept tuple or Vector
float x, y;
if (PyTuple_Check(value) && PyTuple_Size(value) == 2) {
x = PyFloat_AsDouble(PyTuple_GetItem(value, 0));
y = PyFloat_AsDouble(PyTuple_GetItem(value, 1));
} else if (PyObject_HasAttrString(value, "x") && PyObject_HasAttrString(value, "y")) {
PyObject* xobj = PyObject_GetAttrString(value, "x");
PyObject* yobj = PyObject_GetAttrString(value, "y");
x = PyFloat_AsDouble(xobj);
y = PyFloat_AsDouble(yobj);
Py_DECREF(xobj);
Py_DECREF(yobj);
} else {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector");
return -1;
}
scene->position = sf::Vector2f(x, y);
return 0;
}
// #118: Scene visible getter
static PyObject* PySceneClass_get_visible(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
Py_RETURN_TRUE;
}
auto scene = game->getScene(self->name);
if (!scene) {
Py_RETURN_TRUE;
}
return PyBool_FromLong(scene->visible);
}
// #118: Scene visible setter
static int PySceneClass_set_visible(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
return -1;
}
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "visible must be a boolean");
return -1;
}
scene->visible = PyObject_IsTrue(value);
return 0;
}
// #118: Scene opacity getter
static PyObject* PySceneClass_get_opacity(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
return PyFloat_FromDouble(1.0);
}
auto scene = game->getScene(self->name);
if (!scene) {
return PyFloat_FromDouble(1.0);
}
return PyFloat_FromDouble(scene->opacity);
}
// #118: Scene opacity setter
static int PySceneClass_set_opacity(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
return -1;
}
double opacity;
if (PyFloat_Check(value)) {
opacity = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
opacity = PyLong_AsDouble(value);
} else {
PyErr_SetString(PyExc_TypeError, "opacity must be a number");
return -1;
}
// Clamp to valid range
if (opacity < 0.0) opacity = 0.0;
if (opacity > 1.0) opacity = 1.0;
scene->opacity = opacity;
return 0;
}
// Lifecycle callbacks
void PySceneClass::call_on_enter(PySceneObject* self)
{
PyObject* method = PyObject_GetAttrString((PyObject*)self, "on_enter");
if (method && PyCallable_Check(method)) {
PyObject* result = PyObject_CallNoArgs(method);
if (result) {
Py_DECREF(result);
} else {
PyErr_Print();
}
Py_DECREF(method);
} else {
// Clear AttributeError if method doesn't exist
PyErr_Clear();
Py_XDECREF(method);
}
}
void PySceneClass::call_on_exit(PySceneObject* self)
{
PyObject* method = PyObject_GetAttrString((PyObject*)self, "on_exit");
if (method && PyCallable_Check(method)) {
PyObject* result = PyObject_CallNoArgs(method);
if (result) {
Py_DECREF(result);
} else {
PyErr_Print();
}
Py_DECREF(method);
} else {
// Clear AttributeError if method doesn't exist
PyErr_Clear();
Py_XDECREF(method);
}
}
void PySceneClass::call_on_keypress(PySceneObject* self, std::string key, std::string action)
{
PyGILState_STATE gstate = PyGILState_Ensure();
PyObject* method = PyObject_GetAttrString((PyObject*)self, "on_keypress");
if (method && PyCallable_Check(method)) {
PyObject* result = PyObject_CallFunction(method, "ss", key.c_str(), action.c_str());
if (result) {
Py_DECREF(result);
} else {
PyErr_Print();
}
Py_DECREF(method);
} else {
// Clear AttributeError if method doesn't exist
PyErr_Clear();
Py_XDECREF(method);
}
PyGILState_Release(gstate);
}
void PySceneClass::call_update(PySceneObject* self, float dt)
{
PyObject* method = PyObject_GetAttrString((PyObject*)self, "update");
if (method && PyCallable_Check(method)) {
PyObject* result = PyObject_CallFunction(method, "f", dt);
if (result) {
Py_DECREF(result);
} else {
PyErr_Print();
}
Py_DECREF(method);
} else {
// Clear AttributeError if method doesn't exist
PyErr_Clear();
Py_XDECREF(method);
}
}
void PySceneClass::call_on_resize(PySceneObject* self, int width, int height)
{
PyObject* method = PyObject_GetAttrString((PyObject*)self, "on_resize");
if (method && PyCallable_Check(method)) {
PyObject* result = PyObject_CallFunction(method, "ii", width, height);
if (result) {
Py_DECREF(result);
} else {
PyErr_Print();
}
Py_DECREF(method);
} else {
// Clear AttributeError if method doesn't exist
PyErr_Clear();
Py_XDECREF(method);
}
}
// Properties
PyGetSetDef PySceneClass::getsetters[] = {
{"name", (getter)get_name, NULL,
MCRF_PROPERTY(name, "Scene name (str, read-only). Unique identifier for this scene."), NULL},
{"active", (getter)get_active, NULL,
MCRF_PROPERTY(active, "Whether this scene is currently active (bool, read-only). Only one scene can be active at a time."), NULL},
// #118: Scene-level UIDrawable-like properties
{"pos", (getter)PySceneClass_get_pos, (setter)PySceneClass_set_pos,
MCRF_PROPERTY(pos, "Scene position offset (Vector). Applied to all UI elements during rendering."), NULL},
{"visible", (getter)PySceneClass_get_visible, (setter)PySceneClass_set_visible,
MCRF_PROPERTY(visible, "Scene visibility (bool). If False, scene is not rendered."), NULL},
{"opacity", (getter)PySceneClass_get_opacity, (setter)PySceneClass_set_opacity,
MCRF_PROPERTY(opacity, "Scene opacity (0.0-1.0). Applied to all UI elements during rendering."), NULL},
{NULL}
};
// Methods
PyMethodDef PySceneClass::methods[] = {
{"activate", (PyCFunction)activate, METH_NOARGS,
MCRF_METHOD(SceneClass, activate,
MCRF_SIG("()", "None"),
MCRF_DESC("Make this the active scene."),
MCRF_RETURNS("None")
MCRF_NOTE("Deactivates the current scene and activates this one. Scene transitions and lifecycle callbacks are triggered.")
)},
{"get_ui", (PyCFunction)get_ui, METH_NOARGS,
MCRF_METHOD(SceneClass, get_ui,
MCRF_SIG("()", "UICollection"),
MCRF_DESC("Get the UI element collection for this scene."),
MCRF_RETURNS("UICollection: Collection of UI elements (Frames, Captions, Sprites, Grids) in this scene")
MCRF_NOTE("Use to add, remove, or iterate over UI elements. Changes are reflected immediately.")
)},
{"register_keyboard", (PyCFunction)register_keyboard, METH_VARARGS,
MCRF_METHOD(SceneClass, register_keyboard,
MCRF_SIG("(callback: callable)", "None"),
MCRF_DESC("Register a keyboard event handler function."),
MCRF_ARGS_START
MCRF_ARG("callback", "Function that receives (key: str, pressed: bool) when keyboard events occur")
MCRF_RETURNS("None")
MCRF_NOTE("Alternative to overriding on_keypress() method. Handler is called for both key press and release events.")
)},
{NULL}
};
// Helper function to trigger lifecycle events
void McRFPy_API::triggerSceneChange(const std::string& from_scene, const std::string& to_scene)
{
// Call on_exit for the old scene
if (!from_scene.empty() && python_scenes.count(from_scene) > 0) {
PySceneClass::call_on_exit(python_scenes[from_scene]);
}
// Call on_enter for the new scene
if (!to_scene.empty() && python_scenes.count(to_scene) > 0) {
PySceneClass::call_on_enter(python_scenes[to_scene]);
}
}
// Helper function to update Python scenes
void McRFPy_API::updatePythonScenes(float dt)
{
GameEngine* game = McRFPy_API::game;
if (!game) return;
// Only update the active scene
if (python_scenes.count(game->scene) > 0) {
PySceneClass::call_update(python_scenes[game->scene], dt);
}
}
// Helper function to trigger resize events on Python scenes
void McRFPy_API::triggerResize(int width, int height)
{
GameEngine* game = McRFPy_API::game;
if (!game) return;
// Only notify the active scene
if (python_scenes.count(game->scene) > 0) {
PySceneClass::call_on_resize(python_scenes[game->scene], width, height);
}
}

63
src/PySceneObject.h Normal file
View File

@ -0,0 +1,63 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include <string>
#include <memory>
// Forward declarations
class PyScene;
// Python object structure for Scene
typedef struct {
PyObject_HEAD
std::string name;
std::shared_ptr<PyScene> scene; // Reference to the C++ scene
bool initialized;
} PySceneObject;
// C++ interface for Python Scene class
class PySceneClass
{
public:
// Type methods
static PyObject* __new__(PyTypeObject* type, PyObject* args, PyObject* kwds);
static int __init__(PySceneObject* self, PyObject* args, PyObject* kwds);
static void __dealloc(PyObject* self);
static PyObject* __repr__(PySceneObject* self);
// Scene methods
static PyObject* activate(PySceneObject* self, PyObject* args);
static PyObject* get_ui(PySceneObject* self, PyObject* args);
static PyObject* register_keyboard(PySceneObject* self, PyObject* args);
// Properties
static PyObject* get_name(PySceneObject* self, void* closure);
static PyObject* get_active(PySceneObject* self, void* closure);
// Lifecycle callbacks (called from C++)
static void call_on_enter(PySceneObject* self);
static void call_on_exit(PySceneObject* self);
static void call_on_keypress(PySceneObject* self, std::string key, std::string action);
static void call_update(PySceneObject* self, float dt);
static void call_on_resize(PySceneObject* self, int width, int height);
static PyGetSetDef getsetters[];
static PyMethodDef methods[];
};
namespace mcrfpydef {
static PyTypeObject PySceneType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Scene",
.tp_basicsize = sizeof(PySceneObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)PySceneClass::__dealloc,
.tp_repr = (reprfunc)PySceneClass::__repr__,
.tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, // Allow subclassing
.tp_doc = PyDoc_STR("Base class for object-oriented scenes"),
.tp_methods = nullptr, // Set in McRFPy_API.cpp
.tp_getset = nullptr, // Set in McRFPy_API.cpp
.tp_init = (initproc)PySceneClass::__init__,
.tp_new = PySceneClass::__new__,
};
}

View File

@ -1,11 +1,17 @@
#include "PyTexture.h" #include "PyTexture.h"
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "McRFPy_Doc.h"
PyTexture::PyTexture(std::string filename, int sprite_w, int sprite_h) PyTexture::PyTexture(std::string filename, int sprite_w, int sprite_h)
: source(filename), sprite_width(sprite_w), sprite_height(sprite_h) : source(filename), sprite_width(sprite_w), sprite_height(sprite_h), sheet_width(0), sheet_height(0)
{ {
texture = sf::Texture(); texture = sf::Texture();
texture.loadFromFile(source); if (!texture.loadFromFile(source)) {
// Failed to load texture - leave sheet dimensions as 0
// This will be checked in init()
return;
}
texture.setSmooth(false); // Disable smoothing for pixel art
auto size = texture.getSize(); auto size = texture.getSize();
sheet_width = (size.x / sprite_width); sheet_width = (size.x / sprite_width);
sheet_height = (size.y / sprite_height); sheet_height = (size.y / sprite_height);
@ -16,8 +22,40 @@ PyTexture::PyTexture(std::string filename, int sprite_w, int sprite_h)
} }
} }
// #144: Factory method to create texture from rendered content (snapshot)
std::shared_ptr<PyTexture> PyTexture::from_rendered(sf::RenderTexture& render_tex)
{
// Use a custom shared_ptr construction to access private default constructor
struct MakeSharedEnabler : public PyTexture {
MakeSharedEnabler() : PyTexture() {}
};
auto ptex = std::make_shared<MakeSharedEnabler>();
// Copy the rendered texture data
ptex->texture = render_tex.getTexture();
ptex->texture.setSmooth(false); // Maintain pixel art aesthetic
// Set source to indicate this is a snapshot
ptex->source = "<snapshot>";
// Treat entire texture as single sprite
auto size = ptex->texture.getSize();
ptex->sprite_width = size.x;
ptex->sprite_height = size.y;
ptex->sheet_width = 1;
ptex->sheet_height = 1;
return ptex;
}
sf::Sprite PyTexture::sprite(int index, sf::Vector2f pos, sf::Vector2f s) sf::Sprite PyTexture::sprite(int index, sf::Vector2f pos, sf::Vector2f s)
{ {
// Protect against division by zero if texture failed to load
if (sheet_width == 0 || sheet_height == 0) {
// Return an empty sprite
return sf::Sprite();
}
int tx = index % sheet_width, ty = index / sheet_width; int tx = index % sheet_width, ty = index / sheet_width;
auto ir = sf::IntRect(tx * sprite_width, ty * sprite_height, sprite_width, sprite_height); auto ir = sf::IntRect(tx * sprite_width, ty * sprite_height, sprite_width, sprite_height);
auto sprite = sf::Sprite(texture, ir); auto sprite = sf::Sprite(texture, ir);
@ -28,7 +66,6 @@ sf::Sprite PyTexture::sprite(int index, sf::Vector2f pos, sf::Vector2f s)
PyObject* PyTexture::pyObject() PyObject* PyTexture::pyObject()
{ {
std::cout << "Find type" << std::endl;
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"); auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture");
PyObject* obj = PyTexture::pynew(type, Py_None, Py_None); PyObject* obj = PyTexture::pynew(type, Py_None, Py_None);
@ -72,7 +109,16 @@ int PyTexture::init(PyTextureObject* self, PyObject* args, PyObject* kwds)
int sprite_width, sprite_height; int sprite_width, sprite_height;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sii", const_cast<char**>(keywords), &filename, &sprite_width, &sprite_height)) if (!PyArg_ParseTupleAndKeywords(args, kwds, "sii", const_cast<char**>(keywords), &filename, &sprite_width, &sprite_height))
return -1; return -1;
// Create the texture object
self->data = std::make_shared<PyTexture>(filename, sprite_width, sprite_height); self->data = std::make_shared<PyTexture>(filename, sprite_width, sprite_height);
// Check if the texture failed to load (sheet dimensions will be 0)
if (self->data->sheet_width == 0 || self->data->sheet_height == 0) {
PyErr_Format(PyExc_IOError, "Failed to load texture from file: %s", filename);
return -1;
}
return 0; return 0;
} }
@ -80,3 +126,49 @@ PyObject* PyTexture::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds)
{ {
return (PyObject*)type->tp_alloc(type, 0); return (PyObject*)type->tp_alloc(type, 0);
} }
PyObject* PyTexture::get_sprite_width(PyTextureObject* self, void* closure)
{
return PyLong_FromLong(self->data->sprite_width);
}
PyObject* PyTexture::get_sprite_height(PyTextureObject* self, void* closure)
{
return PyLong_FromLong(self->data->sprite_height);
}
PyObject* PyTexture::get_sheet_width(PyTextureObject* self, void* closure)
{
return PyLong_FromLong(self->data->sheet_width);
}
PyObject* PyTexture::get_sheet_height(PyTextureObject* self, void* closure)
{
return PyLong_FromLong(self->data->sheet_height);
}
PyObject* PyTexture::get_sprite_count(PyTextureObject* self, void* closure)
{
return PyLong_FromLong(self->data->getSpriteCount());
}
PyObject* PyTexture::get_source(PyTextureObject* self, void* closure)
{
return PyUnicode_FromString(self->data->source.c_str());
}
PyGetSetDef PyTexture::getsetters[] = {
{"sprite_width", (getter)PyTexture::get_sprite_width, NULL,
MCRF_PROPERTY(sprite_width, "Width of each sprite in pixels (int, read-only). Specified during texture initialization."), NULL},
{"sprite_height", (getter)PyTexture::get_sprite_height, NULL,
MCRF_PROPERTY(sprite_height, "Height of each sprite in pixels (int, read-only). Specified during texture initialization."), NULL},
{"sheet_width", (getter)PyTexture::get_sheet_width, NULL,
MCRF_PROPERTY(sheet_width, "Number of sprite columns in the texture sheet (int, read-only). Calculated as texture_width / sprite_width."), NULL},
{"sheet_height", (getter)PyTexture::get_sheet_height, NULL,
MCRF_PROPERTY(sheet_height, "Number of sprite rows in the texture sheet (int, read-only). Calculated as texture_height / sprite_height."), NULL},
{"sprite_count", (getter)PyTexture::get_sprite_count, NULL,
MCRF_PROPERTY(sprite_count, "Total number of sprites in the texture sheet (int, read-only). Equals sheet_width * sheet_height."), NULL},
{"source", (getter)PyTexture::get_source, NULL,
MCRF_PROPERTY(source, "Source filename path (str, read-only). The path used to load this texture."), NULL},
{NULL} // Sentinel
};

View File

@ -15,20 +15,39 @@ private:
sf::Texture texture; sf::Texture texture;
std::string source; std::string source;
int sheet_width, sheet_height; int sheet_width, sheet_height;
// Private default constructor for factory methods
PyTexture() : source("<uninitialized>"), sprite_width(0), sprite_height(0), sheet_width(0), sheet_height(0) {}
public: public:
int sprite_width, sprite_height; // just use them read only, OK? int sprite_width, sprite_height; // just use them read only, OK?
PyTexture(std::string filename, int sprite_w, int sprite_h); PyTexture(std::string filename, int sprite_w, int sprite_h);
// #144: Factory method to create texture from rendered content (snapshot)
static std::shared_ptr<PyTexture> from_rendered(sf::RenderTexture& render_tex);
sf::Sprite sprite(int index, sf::Vector2f pos = sf::Vector2f(0, 0), sf::Vector2f s = sf::Vector2f(1.0, 1.0)); sf::Sprite sprite(int index, sf::Vector2f pos = sf::Vector2f(0, 0), sf::Vector2f s = sf::Vector2f(1.0, 1.0));
int getSpriteCount() const { return sheet_width * sheet_height; }
PyObject* pyObject(); PyObject* pyObject();
static PyObject* repr(PyObject*); static PyObject* repr(PyObject*);
static Py_hash_t hash(PyObject*); static Py_hash_t hash(PyObject*);
static int init(PyTextureObject*, PyObject*, PyObject*); static int init(PyTextureObject*, PyObject*, PyObject*);
static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL); static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL);
// Getters for properties
static PyObject* get_sprite_width(PyTextureObject* self, void* closure);
static PyObject* get_sprite_height(PyTextureObject* self, void* closure);
static PyObject* get_sheet_width(PyTextureObject* self, void* closure);
static PyObject* get_sheet_height(PyTextureObject* self, void* closure);
static PyObject* get_sprite_count(PyTextureObject* self, void* closure);
static PyObject* get_source(PyTextureObject* self, void* closure);
static PyGetSetDef getsetters[];
}; };
namespace mcrfpydef { namespace mcrfpydef {
static PyTypeObject PyTextureType = { static PyTypeObject PyTextureType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Texture", .tp_name = "mcrfpy.Texture",
.tp_basicsize = sizeof(PyTextureObject), .tp_basicsize = sizeof(PyTextureObject),
.tp_itemsize = 0, .tp_itemsize = 0,
@ -36,6 +55,7 @@ namespace mcrfpydef {
.tp_hash = PyTexture::hash, .tp_hash = PyTexture::hash,
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("SFML Texture Object"), .tp_doc = PyDoc_STR("SFML Texture Object"),
.tp_getset = PyTexture::getsetters,
//.tp_base = &PyBaseObject_Type, //.tp_base = &PyBaseObject_Type,
.tp_init = (initproc)PyTexture::init, .tp_init = (initproc)PyTexture::init,
.tp_new = PyType_GenericNew, //PyTexture::pynew, .tp_new = PyType_GenericNew, //PyTexture::pynew,

357
src/PyTimer.cpp Normal file
View File

@ -0,0 +1,357 @@
#include "PyTimer.h"
#include "Timer.h"
#include "GameEngine.h"
#include "Resources.h"
#include "PythonObjectCache.h"
#include "McRFPy_Doc.h"
#include <sstream>
PyObject* PyTimer::repr(PyObject* self) {
PyTimerObject* timer = (PyTimerObject*)self;
std::ostringstream oss;
oss << "<Timer name='" << timer->name << "' ";
if (timer->data) {
oss << "interval=" << timer->data->getInterval() << "ms ";
if (timer->data->isOnce()) {
oss << "once=True ";
}
if (timer->data->isPaused()) {
oss << "paused";
// Get current time to show remaining
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
oss << " (remaining=" << timer->data->getRemaining(current_time) << "ms)";
} else if (timer->data->isActive()) {
oss << "active";
} else {
oss << "cancelled";
}
} else {
oss << "uninitialized";
}
oss << ">";
return PyUnicode_FromString(oss.str().c_str());
}
PyObject* PyTimer::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds) {
PyTimerObject* self = (PyTimerObject*)type->tp_alloc(type, 0);
if (self) {
new(&self->name) std::string(); // Placement new for std::string
self->data = nullptr;
self->weakreflist = nullptr; // Initialize weakref list
}
return (PyObject*)self;
}
int PyTimer::init(PyTimerObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"name", "callback", "interval", "once", NULL};
const char* name = nullptr;
PyObject* callback = nullptr;
int interval = 0;
int once = 0; // Use int for bool parameter
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOi|p", const_cast<char**>(kwlist),
&name, &callback, &interval, &once)) {
return -1;
}
if (!PyCallable_Check(callback)) {
PyErr_SetString(PyExc_TypeError, "callback must be callable");
return -1;
}
if (interval <= 0) {
PyErr_SetString(PyExc_ValueError, "interval must be positive");
return -1;
}
self->name = name;
// Get current time from game engine
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
// Create the timer
self->data = std::make_shared<Timer>(callback, interval, current_time, (bool)once);
// Register in Python object cache
if (self->data->serial_number == 0) {
self->data->serial_number = PythonObjectCache::getInstance().assignSerial();
PyObject* weakref = PyWeakref_NewRef((PyObject*)self, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(self->data->serial_number, weakref);
Py_DECREF(weakref); // Cache owns the reference now
}
}
// Register with game engine
if (Resources::game) {
Resources::game->timers[self->name] = self->data;
}
return 0;
}
void PyTimer::dealloc(PyTimerObject* self) {
// Clear weakrefs first
if (self->weakreflist != nullptr) {
PyObject_ClearWeakRefs((PyObject*)self);
}
// Remove from game engine if still registered
if (Resources::game && !self->name.empty()) {
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second == self->data) {
Resources::game->timers.erase(it);
}
}
// Explicitly destroy std::string
self->name.~basic_string();
// Clear shared_ptr
self->data.reset();
Py_TYPE(self)->tp_free((PyObject*)self);
}
// Timer control methods
PyObject* PyTimer::pause(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
self->data->pause(current_time);
Py_RETURN_NONE;
}
PyObject* PyTimer::resume(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
self->data->resume(current_time);
Py_RETURN_NONE;
}
PyObject* PyTimer::cancel(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
// Remove from game engine
if (Resources::game && !self->name.empty()) {
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second == self->data) {
Resources::game->timers.erase(it);
}
}
self->data->cancel();
self->data.reset();
Py_RETURN_NONE;
}
PyObject* PyTimer::restart(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
self->data->restart(current_time);
Py_RETURN_NONE;
}
// Property getters/setters
PyObject* PyTimer::get_interval(PyTimerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
return PyLong_FromLong(self->data->getInterval());
}
int PyTimer::set_interval(PyTimerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return -1;
}
if (!PyLong_Check(value)) {
PyErr_SetString(PyExc_TypeError, "interval must be an integer");
return -1;
}
long interval = PyLong_AsLong(value);
if (interval <= 0) {
PyErr_SetString(PyExc_ValueError, "interval must be positive");
return -1;
}
self->data->setInterval(interval);
return 0;
}
PyObject* PyTimer::get_remaining(PyTimerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
int current_time = 0;
if (Resources::game) {
current_time = Resources::game->runtime.getElapsedTime().asMilliseconds();
}
return PyLong_FromLong(self->data->getRemaining(current_time));
}
PyObject* PyTimer::get_paused(PyTimerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
return PyBool_FromLong(self->data->isPaused());
}
PyObject* PyTimer::get_active(PyTimerObject* self, void* closure) {
if (!self->data) {
return Py_False;
}
return PyBool_FromLong(self->data->isActive());
}
PyObject* PyTimer::get_callback(PyTimerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
PyObject* callback = self->data->getCallback();
if (!callback) {
Py_RETURN_NONE;
}
Py_INCREF(callback);
return callback;
}
int PyTimer::set_callback(PyTimerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return -1;
}
if (!PyCallable_Check(value)) {
PyErr_SetString(PyExc_TypeError, "callback must be callable");
return -1;
}
self->data->setCallback(value);
return 0;
}
PyObject* PyTimer::get_once(PyTimerObject* self, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return nullptr;
}
return PyBool_FromLong(self->data->isOnce());
}
int PyTimer::set_once(PyTimerObject* self, PyObject* value, void* closure) {
if (!self->data) {
PyErr_SetString(PyExc_RuntimeError, "Timer not initialized");
return -1;
}
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "once must be a boolean");
return -1;
}
self->data->setOnce(PyObject_IsTrue(value));
return 0;
}
PyObject* PyTimer::get_name(PyTimerObject* self, void* closure) {
return PyUnicode_FromString(self->name.c_str());
}
PyGetSetDef PyTimer::getsetters[] = {
{"name", (getter)PyTimer::get_name, NULL,
MCRF_PROPERTY(name, "Timer name (str, read-only). Unique identifier for this timer."), NULL},
{"interval", (getter)PyTimer::get_interval, (setter)PyTimer::set_interval,
MCRF_PROPERTY(interval, "Timer interval in milliseconds (int). Must be positive. Can be changed while timer is running."), NULL},
{"remaining", (getter)PyTimer::get_remaining, NULL,
MCRF_PROPERTY(remaining, "Time remaining until next trigger in milliseconds (int, read-only). Preserved when timer is paused."), NULL},
{"paused", (getter)PyTimer::get_paused, NULL,
MCRF_PROPERTY(paused, "Whether the timer is paused (bool, read-only). Paused timers preserve their remaining time."), NULL},
{"active", (getter)PyTimer::get_active, NULL,
MCRF_PROPERTY(active, "Whether the timer is active and not paused (bool, read-only). False if cancelled or paused."), NULL},
{"callback", (getter)PyTimer::get_callback, (setter)PyTimer::set_callback,
MCRF_PROPERTY(callback, "The callback function to be called when timer fires (callable). Can be changed while timer is running."), NULL},
{"once", (getter)PyTimer::get_once, (setter)PyTimer::set_once,
MCRF_PROPERTY(once, "Whether the timer stops after firing once (bool). If False, timer repeats indefinitely."), NULL},
{NULL}
};
PyMethodDef PyTimer::methods[] = {
{"pause", (PyCFunction)PyTimer::pause, METH_NOARGS,
MCRF_METHOD(Timer, pause,
MCRF_SIG("()", "None"),
MCRF_DESC("Pause the timer, preserving the time remaining until next trigger."),
MCRF_RETURNS("None")
MCRF_NOTE("The timer can be resumed later with resume(). Time spent paused does not count toward the interval.")
)},
{"resume", (PyCFunction)PyTimer::resume, METH_NOARGS,
MCRF_METHOD(Timer, resume,
MCRF_SIG("()", "None"),
MCRF_DESC("Resume a paused timer from where it left off."),
MCRF_RETURNS("None")
MCRF_NOTE("Has no effect if the timer is not paused. Timer will fire after the remaining time elapses.")
)},
{"cancel", (PyCFunction)PyTimer::cancel, METH_NOARGS,
MCRF_METHOD(Timer, cancel,
MCRF_SIG("()", "None"),
MCRF_DESC("Cancel the timer and remove it from the timer system."),
MCRF_RETURNS("None")
MCRF_NOTE("The timer will no longer fire and cannot be restarted. The callback will not be called again.")
)},
{"restart", (PyCFunction)PyTimer::restart, METH_NOARGS,
MCRF_METHOD(Timer, restart,
MCRF_SIG("()", "None"),
MCRF_DESC("Restart the timer from the beginning."),
MCRF_RETURNS("None")
MCRF_NOTE("Resets the timer to fire after a full interval from now, regardless of remaining time.")
)},
{NULL}
};

90
src/PyTimer.h Normal file
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@ -0,0 +1,90 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include <memory>
#include <string>
class Timer;
typedef struct {
PyObject_HEAD
std::shared_ptr<Timer> data;
std::string name;
PyObject* weakreflist; // Weak reference support
} PyTimerObject;
class PyTimer
{
public:
// Python type methods
static PyObject* repr(PyObject* self);
static int init(PyTimerObject* self, PyObject* args, PyObject* kwds);
static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL);
static void dealloc(PyTimerObject* self);
// Timer control methods
static PyObject* pause(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* resume(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* cancel(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
static PyObject* restart(PyTimerObject* self, PyObject* Py_UNUSED(ignored));
// Timer property getters
static PyObject* get_name(PyTimerObject* self, void* closure);
static PyObject* get_interval(PyTimerObject* self, void* closure);
static int set_interval(PyTimerObject* self, PyObject* value, void* closure);
static PyObject* get_remaining(PyTimerObject* self, void* closure);
static PyObject* get_paused(PyTimerObject* self, void* closure);
static PyObject* get_active(PyTimerObject* self, void* closure);
static PyObject* get_callback(PyTimerObject* self, void* closure);
static int set_callback(PyTimerObject* self, PyObject* value, void* closure);
static PyObject* get_once(PyTimerObject* self, void* closure);
static int set_once(PyTimerObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[];
static PyMethodDef methods[];
};
namespace mcrfpydef {
static PyTypeObject PyTimerType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Timer",
.tp_basicsize = sizeof(PyTimerObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)PyTimer::dealloc,
.tp_repr = PyTimer::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Timer(name, callback, interval, once=False)\n\n"
"Create a timer that calls a function at regular intervals.\n\n"
"Args:\n"
" name (str): Unique identifier for the timer\n"
" callback (callable): Function to call - receives (timer, runtime) args\n"
" interval (int): Time between calls in milliseconds\n"
" once (bool): If True, timer stops after first call. Default: False\n\n"
"Attributes:\n"
" interval (int): Time between calls in milliseconds\n"
" remaining (int): Time until next call in milliseconds (read-only)\n"
" paused (bool): Whether timer is paused (read-only)\n"
" active (bool): Whether timer is active and not paused (read-only)\n"
" callback (callable): The callback function\n"
" once (bool): Whether timer stops after firing once\n\n"
"Methods:\n"
" pause(): Pause the timer, preserving time remaining\n"
" resume(): Resume a paused timer\n"
" cancel(): Stop and remove the timer\n"
" restart(): Reset timer to start from beginning\n\n"
"Example:\n"
" def on_timer(timer, runtime):\n"
" print(f'Timer {timer} fired at {runtime}ms')\n"
" if runtime > 5000:\n"
" timer.cancel()\n"
" \n"
" timer = mcrfpy.Timer('my_timer', on_timer, 1000)\n"
" timer.pause() # Pause timer\n"
" timer.resume() # Resume timer\n"
" timer.once = True # Make it one-shot"),
.tp_methods = PyTimer::methods,
.tp_getset = PyTimer::getsetters,
.tp_init = (initproc)PyTimer::init,
.tp_new = PyTimer::pynew,
};
}

View File

@ -1,21 +1,147 @@
#include "PyVector.h" #include "PyVector.h"
#include "PyObjectUtils.h"
#include "McRFPy_Doc.h"
#include "PyRAII.h"
#include <cmath>
PyGetSetDef PyVector::getsetters[] = { PyGetSetDef PyVector::getsetters[] = {
{"x", (getter)PyVector::get_member, (setter)PyVector::set_member, "X/horizontal component", (void*)0}, {"x", (getter)PyVector::get_member, (setter)PyVector::set_member,
{"y", (getter)PyVector::get_member, (setter)PyVector::set_member, "Y/vertical component", (void*)1}, MCRF_PROPERTY(x, "X coordinate of the vector (float)"), (void*)0},
{"y", (getter)PyVector::get_member, (setter)PyVector::set_member,
MCRF_PROPERTY(y, "Y coordinate of the vector (float)"), (void*)1},
{"int", (getter)PyVector::get_int, NULL,
MCRF_PROPERTY(int, "Integer tuple (floor of x and y) for use as dict keys. Read-only."), NULL},
{NULL} {NULL}
}; };
PyMethodDef PyVector::methods[] = {
{"magnitude", (PyCFunction)PyVector::magnitude, METH_NOARGS,
MCRF_METHOD(Vector, magnitude,
MCRF_SIG("()", "float"),
MCRF_DESC("Calculate the length/magnitude of this vector."),
MCRF_RETURNS("float: The magnitude of the vector")
)},
{"magnitude_squared", (PyCFunction)PyVector::magnitude_squared, METH_NOARGS,
MCRF_METHOD(Vector, magnitude_squared,
MCRF_SIG("()", "float"),
MCRF_DESC("Calculate the squared magnitude of this vector."),
MCRF_RETURNS("float: The squared magnitude (faster than magnitude())")
MCRF_NOTE("Use this for comparisons to avoid expensive square root calculation.")
)},
{"normalize", (PyCFunction)PyVector::normalize, METH_NOARGS,
MCRF_METHOD(Vector, normalize,
MCRF_SIG("()", "Vector"),
MCRF_DESC("Return a unit vector in the same direction."),
MCRF_RETURNS("Vector: New normalized vector with magnitude 1.0")
MCRF_NOTE("For zero vectors (magnitude 0.0), returns a zero vector rather than raising an exception")
)},
{"dot", (PyCFunction)PyVector::dot, METH_O,
MCRF_METHOD(Vector, dot,
MCRF_SIG("(other: Vector)", "float"),
MCRF_DESC("Calculate the dot product with another vector."),
MCRF_ARGS_START
MCRF_ARG("other", "The other vector")
MCRF_RETURNS("float: Dot product of the two vectors")
)},
{"distance_to", (PyCFunction)PyVector::distance_to, METH_O,
MCRF_METHOD(Vector, distance_to,
MCRF_SIG("(other: Vector)", "float"),
MCRF_DESC("Calculate the distance to another vector."),
MCRF_ARGS_START
MCRF_ARG("other", "The other vector")
MCRF_RETURNS("float: Distance between the two vectors")
)},
{"angle", (PyCFunction)PyVector::angle, METH_NOARGS,
MCRF_METHOD(Vector, angle,
MCRF_SIG("()", "float"),
MCRF_DESC("Get the angle of this vector in radians."),
MCRF_RETURNS("float: Angle in radians from positive x-axis")
)},
{"copy", (PyCFunction)PyVector::copy, METH_NOARGS,
MCRF_METHOD(Vector, copy,
MCRF_SIG("()", "Vector"),
MCRF_DESC("Create a copy of this vector."),
MCRF_RETURNS("Vector: New Vector object with same x and y values")
)},
{"floor", (PyCFunction)PyVector::floor, METH_NOARGS,
MCRF_METHOD(Vector, floor,
MCRF_SIG("()", "Vector"),
MCRF_DESC("Return a new vector with floored (integer) coordinates."),
MCRF_RETURNS("Vector: New Vector with floor(x) and floor(y)")
MCRF_NOTE("Useful for grid-based positioning. For a hashable tuple, use the .int property instead.")
)},
{NULL}
};
namespace mcrfpydef {
PyNumberMethods PyVector_as_number = {
.nb_add = PyVector::add,
.nb_subtract = PyVector::subtract,
.nb_multiply = PyVector::multiply,
.nb_remainder = 0,
.nb_divmod = 0,
.nb_power = 0,
.nb_negative = PyVector::negative,
.nb_positive = 0,
.nb_absolute = PyVector::absolute,
.nb_bool = PyVector::bool_check,
.nb_invert = 0,
.nb_lshift = 0,
.nb_rshift = 0,
.nb_and = 0,
.nb_xor = 0,
.nb_or = 0,
.nb_int = 0,
.nb_reserved = 0,
.nb_float = 0,
.nb_inplace_add = 0,
.nb_inplace_subtract = 0,
.nb_inplace_multiply = 0,
.nb_inplace_remainder = 0,
.nb_inplace_power = 0,
.nb_inplace_lshift = 0,
.nb_inplace_rshift = 0,
.nb_inplace_and = 0,
.nb_inplace_xor = 0,
.nb_inplace_or = 0,
.nb_floor_divide = 0,
.nb_true_divide = PyVector::divide,
.nb_inplace_floor_divide = 0,
.nb_inplace_true_divide = 0,
.nb_index = 0,
.nb_matrix_multiply = 0,
.nb_inplace_matrix_multiply = 0
};
PySequenceMethods PyVector_as_sequence = {
.sq_length = PyVector::sequence_length,
.sq_concat = 0,
.sq_repeat = 0,
.sq_item = PyVector::sequence_item,
.was_sq_slice = 0,
.sq_ass_item = 0,
.was_sq_ass_slice = 0,
.sq_contains = 0,
.sq_inplace_concat = 0,
.sq_inplace_repeat = 0
};
}
PyVector::PyVector(sf::Vector2f target) PyVector::PyVector(sf::Vector2f target)
:data(target) {} :data(target) {}
PyObject* PyVector::pyObject() PyObject* PyVector::pyObject()
{ {
PyObject* obj = PyType_GenericAlloc(&mcrfpydef::PyVectorType, 0); PyTypeObject* type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
Py_INCREF(obj); if (!type) return nullptr;
PyVectorObject* self = (PyVectorObject*)obj;
self->data = data; PyVectorObject* obj = (PyVectorObject*)type->tp_alloc(type, 0);
return obj; Py_DECREF(type);
if (obj) {
obj->data = data;
}
return (PyObject*)obj;
} }
sf::Vector2f PyVector::fromPy(PyObject* obj) sf::Vector2f PyVector::fromPy(PyObject* obj)
@ -100,12 +226,398 @@ PyObject* PyVector::pynew(PyTypeObject* type, PyObject* args, PyObject* kwds)
PyObject* PyVector::get_member(PyObject* obj, void* closure) PyObject* PyVector::get_member(PyObject* obj, void* closure)
{ {
// TODO PyVectorObject* self = (PyVectorObject*)obj;
return Py_None; if (reinterpret_cast<long>(closure) == 0) {
// x
return PyFloat_FromDouble(self->data.x);
} else {
// y
return PyFloat_FromDouble(self->data.y);
}
} }
int PyVector::set_member(PyObject* obj, PyObject* value, void* closure) int PyVector::set_member(PyObject* obj, PyObject* value, void* closure)
{ {
// TODO PyVectorObject* self = (PyVectorObject*)obj;
float val;
if (PyFloat_Check(value)) {
val = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
val = PyLong_AsDouble(value);
} else {
PyErr_SetString(PyExc_TypeError, "Vector members must be numeric");
return -1;
}
if (reinterpret_cast<long>(closure) == 0) {
// x
self->data.x = val;
} else {
// y
self->data.y = val;
}
return 0; return 0;
} }
PyVectorObject* PyVector::from_arg(PyObject* args)
{
// Use RAII for type reference management
PyRAII::PyTypeRef type("Vector", McRFPy_API::mcrf_module);
if (!type) {
return NULL;
}
// Check if args is already a Vector instance
if (PyObject_IsInstance(args, (PyObject*)type.get())) {
Py_INCREF(args); // Return new reference so caller can safely DECREF
return (PyVectorObject*)args;
}
// Create new Vector object using RAII
PyRAII::PyObjectRef obj(type->tp_alloc(type.get(), 0), true);
if (!obj) {
return NULL;
}
// Handle different input types
if (PyTuple_Check(args)) {
// It's already a tuple, pass it directly to init
int err = init((PyVectorObject*)obj.get(), args, NULL);
if (err) {
// obj will be automatically cleaned up when it goes out of scope
return NULL;
}
} else {
// Wrap single argument in a tuple for init
PyRAII::PyObjectRef tuple(PyTuple_Pack(1, args), true);
if (!tuple) {
return NULL;
}
int err = init((PyVectorObject*)obj.get(), tuple.get(), NULL);
if (err) {
return NULL;
}
}
// Release ownership and return
return (PyVectorObject*)obj.release();
}
// Arithmetic operations
PyObject* PyVector::add(PyObject* left, PyObject* right)
{
// Check if both operands are vectors
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
PyVectorObject* vec1 = nullptr;
PyVectorObject* vec2 = nullptr;
if (PyObject_IsInstance(left, (PyObject*)type) && PyObject_IsInstance(right, (PyObject*)type)) {
vec1 = (PyVectorObject*)left;
vec2 = (PyVectorObject*)right;
} else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = sf::Vector2f(vec1->data.x + vec2->data.x, vec1->data.y + vec2->data.y);
}
return (PyObject*)result;
}
PyObject* PyVector::subtract(PyObject* left, PyObject* right)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
PyVectorObject* vec1 = nullptr;
PyVectorObject* vec2 = nullptr;
if (PyObject_IsInstance(left, (PyObject*)type) && PyObject_IsInstance(right, (PyObject*)type)) {
vec1 = (PyVectorObject*)left;
vec2 = (PyVectorObject*)right;
} else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = sf::Vector2f(vec1->data.x - vec2->data.x, vec1->data.y - vec2->data.y);
}
return (PyObject*)result;
}
PyObject* PyVector::multiply(PyObject* left, PyObject* right)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
PyVectorObject* vec = nullptr;
double scalar = 0.0;
// Check for Vector * scalar
if (PyObject_IsInstance(left, (PyObject*)type) && (PyFloat_Check(right) || PyLong_Check(right))) {
vec = (PyVectorObject*)left;
scalar = PyFloat_AsDouble(right);
}
// Check for scalar * Vector
else if ((PyFloat_Check(left) || PyLong_Check(left)) && PyObject_IsInstance(right, (PyObject*)type)) {
scalar = PyFloat_AsDouble(left);
vec = (PyVectorObject*)right;
}
else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = sf::Vector2f(vec->data.x * scalar, vec->data.y * scalar);
}
return (PyObject*)result;
}
PyObject* PyVector::divide(PyObject* left, PyObject* right)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
// Only support Vector / scalar
if (!PyObject_IsInstance(left, (PyObject*)type) || (!PyFloat_Check(right) && !PyLong_Check(right))) {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
PyVectorObject* vec = (PyVectorObject*)left;
double scalar = PyFloat_AsDouble(right);
if (scalar == 0.0) {
PyErr_SetString(PyExc_ZeroDivisionError, "Vector division by zero");
return NULL;
}
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = sf::Vector2f(vec->data.x / scalar, vec->data.y / scalar);
}
return (PyObject*)result;
}
PyObject* PyVector::negative(PyObject* self)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
PyVectorObject* vec = (PyVectorObject*)self;
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = sf::Vector2f(-vec->data.x, -vec->data.y);
}
return (PyObject*)result;
}
PyObject* PyVector::absolute(PyObject* self)
{
PyVectorObject* vec = (PyVectorObject*)self;
return PyFloat_FromDouble(std::sqrt(vec->data.x * vec->data.x + vec->data.y * vec->data.y));
}
int PyVector::bool_check(PyObject* self)
{
PyVectorObject* vec = (PyVectorObject*)self;
return (vec->data.x != 0.0f || vec->data.y != 0.0f) ? 1 : 0;
}
PyObject* PyVector::richcompare(PyObject* left, PyObject* right, int op)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
float left_x, left_y, right_x, right_y;
// Extract left operand values
if (PyObject_IsInstance(left, (PyObject*)type)) {
PyVectorObject* vec = (PyVectorObject*)left;
left_x = vec->data.x;
left_y = vec->data.y;
} else if (PyTuple_Check(left) && PyTuple_Size(left) == 2) {
PyObject* x_obj = PyTuple_GetItem(left, 0);
PyObject* y_obj = PyTuple_GetItem(left, 1);
if ((PyFloat_Check(x_obj) || PyLong_Check(x_obj)) &&
(PyFloat_Check(y_obj) || PyLong_Check(y_obj))) {
left_x = (float)PyFloat_AsDouble(x_obj);
left_y = (float)PyFloat_AsDouble(y_obj);
} else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
} else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
// Extract right operand values
if (PyObject_IsInstance(right, (PyObject*)type)) {
PyVectorObject* vec = (PyVectorObject*)right;
right_x = vec->data.x;
right_y = vec->data.y;
} else if (PyTuple_Check(right) && PyTuple_Size(right) == 2) {
PyObject* x_obj = PyTuple_GetItem(right, 0);
PyObject* y_obj = PyTuple_GetItem(right, 1);
if ((PyFloat_Check(x_obj) || PyLong_Check(x_obj)) &&
(PyFloat_Check(y_obj) || PyLong_Check(y_obj))) {
right_x = (float)PyFloat_AsDouble(x_obj);
right_y = (float)PyFloat_AsDouble(y_obj);
} else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
} else {
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
bool result = false;
switch (op) {
case Py_EQ:
result = (left_x == right_x && left_y == right_y);
break;
case Py_NE:
result = (left_x != right_x || left_y != right_y);
break;
default:
Py_INCREF(Py_NotImplemented);
return Py_NotImplemented;
}
if (result)
Py_RETURN_TRUE;
else
Py_RETURN_FALSE;
}
// Vector-specific methods
PyObject* PyVector::magnitude(PyVectorObject* self, PyObject* Py_UNUSED(ignored))
{
float mag = std::sqrt(self->data.x * self->data.x + self->data.y * self->data.y);
return PyFloat_FromDouble(mag);
}
PyObject* PyVector::magnitude_squared(PyVectorObject* self, PyObject* Py_UNUSED(ignored))
{
float mag_sq = self->data.x * self->data.x + self->data.y * self->data.y;
return PyFloat_FromDouble(mag_sq);
}
PyObject* PyVector::normalize(PyVectorObject* self, PyObject* Py_UNUSED(ignored))
{
float mag = std::sqrt(self->data.x * self->data.x + self->data.y * self->data.y);
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
if (mag > 0.0f) {
result->data = sf::Vector2f(self->data.x / mag, self->data.y / mag);
} else {
// Zero vector remains zero
result->data = sf::Vector2f(0.0f, 0.0f);
}
}
return (PyObject*)result;
}
PyObject* PyVector::dot(PyVectorObject* self, PyObject* other)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!PyObject_IsInstance(other, (PyObject*)type)) {
PyErr_SetString(PyExc_TypeError, "Argument must be a Vector");
return NULL;
}
PyVectorObject* vec2 = (PyVectorObject*)other;
float dot_product = self->data.x * vec2->data.x + self->data.y * vec2->data.y;
return PyFloat_FromDouble(dot_product);
}
PyObject* PyVector::distance_to(PyVectorObject* self, PyObject* other)
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!PyObject_IsInstance(other, (PyObject*)type)) {
PyErr_SetString(PyExc_TypeError, "Argument must be a Vector");
return NULL;
}
PyVectorObject* vec2 = (PyVectorObject*)other;
float dx = self->data.x - vec2->data.x;
float dy = self->data.y - vec2->data.y;
float distance = std::sqrt(dx * dx + dy * dy);
return PyFloat_FromDouble(distance);
}
PyObject* PyVector::angle(PyVectorObject* self, PyObject* Py_UNUSED(ignored))
{
float angle_rad = std::atan2(self->data.y, self->data.x);
return PyFloat_FromDouble(angle_rad);
}
PyObject* PyVector::copy(PyVectorObject* self, PyObject* Py_UNUSED(ignored))
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = self->data;
}
return (PyObject*)result;
}
PyObject* PyVector::floor(PyVectorObject* self, PyObject* Py_UNUSED(ignored))
{
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
auto result = (PyVectorObject*)type->tp_alloc(type, 0);
if (result) {
result->data = sf::Vector2f(std::floor(self->data.x), std::floor(self->data.y));
}
return (PyObject*)result;
}
// Sequence protocol implementation
Py_ssize_t PyVector::sequence_length(PyObject* self)
{
return 2; // Vectors always have exactly 2 elements
}
PyObject* PyVector::sequence_item(PyObject* obj, Py_ssize_t index)
{
PyVectorObject* self = (PyVectorObject*)obj;
// Note: Python already handles negative index normalization when sq_length is defined
// So v[-1] arrives here as index=1, v[-2] as index=0
// Out-of-range negative indices (like v[-3]) arrive as negative values (e.g., -1)
if (index == 0) {
return PyFloat_FromDouble(self->data.x);
} else if (index == 1) {
return PyFloat_FromDouble(self->data.y);
} else {
PyErr_SetString(PyExc_IndexError, "Vector index out of range (must be 0 or 1)");
return NULL;
}
}
// Property: .int - returns integer tuple for use as dict keys
PyObject* PyVector::get_int(PyObject* obj, void* closure)
{
PyVectorObject* self = (PyVectorObject*)obj;
long ix = (long)std::floor(self->data.x);
long iy = (long)std::floor(self->data.y);
return Py_BuildValue("(ll)", ix, iy);
}

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@ -1,6 +1,7 @@
#pragma once #pragma once
#include "Common.h" #include "Common.h"
#include "Python.h" #include "Python.h"
#include "McRFPy_API.h"
typedef struct { typedef struct {
PyObject_HEAD PyObject_HEAD
@ -22,19 +23,59 @@ public:
static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL); static PyObject* pynew(PyTypeObject* type, PyObject* args=NULL, PyObject* kwds=NULL);
static PyObject* get_member(PyObject*, void*); static PyObject* get_member(PyObject*, void*);
static int set_member(PyObject*, PyObject*, void*); static int set_member(PyObject*, PyObject*, void*);
static PyVectorObject* from_arg(PyObject*);
// Arithmetic operations
static PyObject* add(PyObject*, PyObject*);
static PyObject* subtract(PyObject*, PyObject*);
static PyObject* multiply(PyObject*, PyObject*);
static PyObject* divide(PyObject*, PyObject*);
static PyObject* negative(PyObject*);
static PyObject* absolute(PyObject*);
static int bool_check(PyObject*);
// Comparison operations
static PyObject* richcompare(PyObject*, PyObject*, int);
// Vector operations
static PyObject* magnitude(PyVectorObject*, PyObject*);
static PyObject* magnitude_squared(PyVectorObject*, PyObject*);
static PyObject* normalize(PyVectorObject*, PyObject*);
static PyObject* dot(PyVectorObject*, PyObject*);
static PyObject* distance_to(PyVectorObject*, PyObject*);
static PyObject* angle(PyVectorObject*, PyObject*);
static PyObject* copy(PyVectorObject*, PyObject*);
static PyObject* floor(PyVectorObject*, PyObject*);
// Sequence protocol
static Py_ssize_t sequence_length(PyObject*);
static PyObject* sequence_item(PyObject*, Py_ssize_t);
// Additional properties
static PyObject* get_int(PyObject*, void*);
static PyGetSetDef getsetters[]; static PyGetSetDef getsetters[];
static PyMethodDef methods[];
}; };
namespace mcrfpydef { namespace mcrfpydef {
// Forward declare the PyNumberMethods and PySequenceMethods structures
extern PyNumberMethods PyVector_as_number;
extern PySequenceMethods PyVector_as_sequence;
static PyTypeObject PyVectorType = { static PyTypeObject PyVectorType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Vector", .tp_name = "mcrfpy.Vector",
.tp_basicsize = sizeof(PyVectorObject), .tp_basicsize = sizeof(PyVectorObject),
.tp_itemsize = 0, .tp_itemsize = 0,
.tp_repr = PyVector::repr, .tp_repr = PyVector::repr,
.tp_as_number = &PyVector_as_number,
.tp_as_sequence = &PyVector_as_sequence,
.tp_hash = PyVector::hash, .tp_hash = PyVector::hash,
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("SFML Vector Object"), .tp_doc = PyDoc_STR("SFML Vector Object"),
.tp_richcompare = PyVector::richcompare,
.tp_methods = PyVector::methods,
.tp_getset = PyVector::getsetters, .tp_getset = PyVector::getsetters,
.tp_init = (initproc)PyVector::init, .tp_init = (initproc)PyVector::init,
.tp_new = PyVector::pynew, .tp_new = PyVector::pynew,

532
src/PyWindow.cpp Normal file
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@ -0,0 +1,532 @@
#include "PyWindow.h"
#include "GameEngine.h"
#include "McRFPy_API.h"
#include "McRFPy_Doc.h"
#include <SFML/Graphics.hpp>
#include <cstring>
// Singleton instance - static variable, not a class member
static PyWindowObject* window_instance = nullptr;
PyObject* PyWindow::get(PyObject* cls, PyObject* args)
{
// Create singleton instance if it doesn't exist
if (!window_instance) {
// Use the class object passed as first argument
PyTypeObject* type = (PyTypeObject*)cls;
if (!type->tp_alloc) {
PyErr_SetString(PyExc_RuntimeError, "Window type not properly initialized");
return NULL;
}
window_instance = (PyWindowObject*)type->tp_alloc(type, 0);
if (!window_instance) {
return NULL;
}
}
Py_INCREF(window_instance);
return (PyObject*)window_instance;
}
PyObject* PyWindow::repr(PyWindowObject* self)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
return PyUnicode_FromString("<Window [no game engine]>");
}
if (game->isHeadless()) {
return PyUnicode_FromString("<Window [headless mode]>");
}
auto& window = game->getWindow();
auto size = window.getSize();
return PyUnicode_FromFormat("<Window %dx%d>", size.x, size.y);
}
// Property getters and setters
PyObject* PyWindow::get_resolution(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
if (game->isHeadless()) {
// Return headless renderer size
return Py_BuildValue("(ii)", 1024, 768); // Default headless size
}
auto& window = game->getWindow();
auto size = window.getSize();
return Py_BuildValue("(ii)", size.x, size.y);
}
int PyWindow::set_resolution(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
if (game->isHeadless()) {
PyErr_SetString(PyExc_RuntimeError, "Cannot change resolution in headless mode");
return -1;
}
int width, height;
if (!PyArg_ParseTuple(value, "ii", &width, &height)) {
PyErr_SetString(PyExc_TypeError, "Resolution must be a tuple of two integers (width, height)");
return -1;
}
if (width <= 0 || height <= 0) {
PyErr_SetString(PyExc_ValueError, "Resolution dimensions must be positive");
return -1;
}
auto& window = game->getWindow();
// Get current window settings
auto style = sf::Style::Titlebar | sf::Style::Close;
if (window.getSize() == sf::Vector2u(sf::VideoMode::getDesktopMode().width,
sf::VideoMode::getDesktopMode().height)) {
style = sf::Style::Fullscreen;
}
// Recreate window with new size
window.create(sf::VideoMode(width, height), game->getWindowTitle(), style);
// Restore vsync and framerate settings
// Note: We'll need to store these settings in GameEngine
window.setFramerateLimit(60); // Default for now
return 0;
}
PyObject* PyWindow::get_fullscreen(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
if (game->isHeadless()) {
Py_RETURN_FALSE;
}
auto& window = game->getWindow();
auto size = window.getSize();
auto desktop = sf::VideoMode::getDesktopMode();
// Check if window size matches desktop size (rough fullscreen check)
bool fullscreen = (size.x == desktop.width && size.y == desktop.height);
return PyBool_FromLong(fullscreen);
}
int PyWindow::set_fullscreen(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
if (game->isHeadless()) {
PyErr_SetString(PyExc_RuntimeError, "Cannot change fullscreen in headless mode");
return -1;
}
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "Fullscreen must be a boolean");
return -1;
}
bool fullscreen = PyObject_IsTrue(value);
auto& window = game->getWindow();
if (fullscreen) {
// Switch to fullscreen
auto desktop = sf::VideoMode::getDesktopMode();
window.create(desktop, game->getWindowTitle(), sf::Style::Fullscreen);
} else {
// Switch to windowed mode
window.create(sf::VideoMode(1024, 768), game->getWindowTitle(),
sf::Style::Titlebar | sf::Style::Close);
}
// Restore settings
window.setFramerateLimit(60);
return 0;
}
PyObject* PyWindow::get_vsync(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
return PyBool_FromLong(game->getVSync());
}
int PyWindow::set_vsync(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
if (game->isHeadless()) {
PyErr_SetString(PyExc_RuntimeError, "Cannot change vsync in headless mode");
return -1;
}
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "vsync must be a boolean");
return -1;
}
bool vsync = PyObject_IsTrue(value);
game->setVSync(vsync);
return 0;
}
PyObject* PyWindow::get_title(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
return PyUnicode_FromString(game->getWindowTitle().c_str());
}
int PyWindow::set_title(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
if (game->isHeadless()) {
// Silently ignore in headless mode
return 0;
}
const char* title = PyUnicode_AsUTF8(value);
if (!title) {
PyErr_SetString(PyExc_TypeError, "Title must be a string");
return -1;
}
game->setWindowTitle(title);
return 0;
}
PyObject* PyWindow::get_visible(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
if (game->isHeadless()) {
Py_RETURN_FALSE;
}
auto& window = game->getWindow();
bool visible = window.isOpen(); // Best approximation
return PyBool_FromLong(visible);
}
int PyWindow::set_visible(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
if (game->isHeadless()) {
// Silently ignore in headless mode
return 0;
}
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "visible must be a boolean");
return -1;
}
bool visible = PyObject_IsTrue(value);
auto& window = game->getWindow();
window.setVisible(visible);
return 0;
}
PyObject* PyWindow::get_framerate_limit(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
return PyLong_FromLong(game->getFramerateLimit());
}
int PyWindow::set_framerate_limit(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
if (game->isHeadless()) {
// Silently ignore in headless mode
return 0;
}
long limit = PyLong_AsLong(value);
if (PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "framerate_limit must be an integer");
return -1;
}
if (limit < 0) {
PyErr_SetString(PyExc_ValueError, "framerate_limit must be non-negative (0 for unlimited)");
return -1;
}
game->setFramerateLimit(limit);
return 0;
}
// Methods
PyObject* PyWindow::center(PyWindowObject* self, PyObject* args)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
if (game->isHeadless()) {
PyErr_SetString(PyExc_RuntimeError, "Cannot center window in headless mode");
return NULL;
}
auto& window = game->getWindow();
auto size = window.getSize();
auto desktop = sf::VideoMode::getDesktopMode();
int x = (desktop.width - size.x) / 2;
int y = (desktop.height - size.y) / 2;
window.setPosition(sf::Vector2i(x, y));
Py_RETURN_NONE;
}
PyObject* PyWindow::screenshot(PyWindowObject* self, PyObject* args, PyObject* kwds)
{
static const char* keywords[] = {"filename", NULL};
const char* filename = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|s", const_cast<char**>(keywords), &filename)) {
return NULL;
}
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
// Get the render target pointer
sf::RenderTarget* target = game->getRenderTargetPtr();
if (!target) {
PyErr_SetString(PyExc_RuntimeError, "No render target available");
return NULL;
}
sf::Image screenshot;
// For RenderWindow
if (auto* window = dynamic_cast<sf::RenderWindow*>(target)) {
sf::Vector2u windowSize = window->getSize();
sf::Texture texture;
texture.create(windowSize.x, windowSize.y);
texture.update(*window);
screenshot = texture.copyToImage();
}
// For RenderTexture (headless mode)
else if (auto* renderTexture = dynamic_cast<sf::RenderTexture*>(target)) {
screenshot = renderTexture->getTexture().copyToImage();
}
else {
PyErr_SetString(PyExc_RuntimeError, "Unknown render target type");
return NULL;
}
// Save to file if filename provided
if (filename) {
if (!screenshot.saveToFile(filename)) {
PyErr_SetString(PyExc_IOError, "Failed to save screenshot");
return NULL;
}
Py_RETURN_NONE;
}
// Otherwise return as bytes
auto pixels = screenshot.getPixelsPtr();
auto size = screenshot.getSize();
return PyBytes_FromStringAndSize((const char*)pixels, size.x * size.y * 4);
}
PyObject* PyWindow::get_game_resolution(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
auto resolution = game->getGameResolution();
return Py_BuildValue("(ii)", resolution.x, resolution.y);
}
int PyWindow::set_game_resolution(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
int width, height;
if (!PyArg_ParseTuple(value, "ii", &width, &height)) {
PyErr_SetString(PyExc_TypeError, "game_resolution must be a tuple of two integers (width, height)");
return -1;
}
if (width <= 0 || height <= 0) {
PyErr_SetString(PyExc_ValueError, "Game resolution dimensions must be positive");
return -1;
}
game->setGameResolution(width, height);
return 0;
}
PyObject* PyWindow::get_scaling_mode(PyWindowObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return NULL;
}
return PyUnicode_FromString(game->getViewportModeString().c_str());
}
int PyWindow::set_scaling_mode(PyWindowObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
const char* mode_str = PyUnicode_AsUTF8(value);
if (!mode_str) {
PyErr_SetString(PyExc_TypeError, "scaling_mode must be a string");
return -1;
}
GameEngine::ViewportMode mode;
if (strcmp(mode_str, "center") == 0) {
mode = GameEngine::ViewportMode::Center;
} else if (strcmp(mode_str, "stretch") == 0) {
mode = GameEngine::ViewportMode::Stretch;
} else if (strcmp(mode_str, "fit") == 0) {
mode = GameEngine::ViewportMode::Fit;
} else {
PyErr_SetString(PyExc_ValueError, "scaling_mode must be 'center', 'stretch', or 'fit'");
return -1;
}
game->setViewportMode(mode);
return 0;
}
// Property definitions
PyGetSetDef PyWindow::getsetters[] = {
{"resolution", (getter)get_resolution, (setter)set_resolution,
MCRF_PROPERTY(resolution, "Window resolution as (width, height) tuple. Setting this recreates the window."), NULL},
{"fullscreen", (getter)get_fullscreen, (setter)set_fullscreen,
MCRF_PROPERTY(fullscreen, "Window fullscreen state (bool). Setting this recreates the window."), NULL},
{"vsync", (getter)get_vsync, (setter)set_vsync,
MCRF_PROPERTY(vsync, "Vertical sync enabled state (bool). Prevents screen tearing but may limit framerate."), NULL},
{"title", (getter)get_title, (setter)set_title,
MCRF_PROPERTY(title, "Window title string (str). Displayed in the window title bar."), NULL},
{"visible", (getter)get_visible, (setter)set_visible,
MCRF_PROPERTY(visible, "Window visibility state (bool). Hidden windows still process events."), NULL},
{"framerate_limit", (getter)get_framerate_limit, (setter)set_framerate_limit,
MCRF_PROPERTY(framerate_limit, "Frame rate limit in FPS (int, 0 for unlimited). Caps maximum frame rate."), NULL},
{"game_resolution", (getter)get_game_resolution, (setter)set_game_resolution,
MCRF_PROPERTY(game_resolution, "Fixed game resolution as (width, height) tuple. Enables resolution-independent rendering with scaling."), NULL},
{"scaling_mode", (getter)get_scaling_mode, (setter)set_scaling_mode,
MCRF_PROPERTY(scaling_mode, "Viewport scaling mode (str): 'center' (no scaling), 'stretch' (fill window), or 'fit' (maintain aspect ratio)."), NULL},
{NULL}
};
// Method definitions
PyMethodDef PyWindow::methods[] = {
{"get", (PyCFunction)PyWindow::get, METH_VARARGS | METH_CLASS,
MCRF_METHOD(Window, get,
MCRF_SIG("()", "Window"),
MCRF_DESC("Get the Window singleton instance."),
MCRF_RETURNS("Window: The global window object")
MCRF_NOTE("This is a class method. Call as Window.get(). There is only one window instance per application.")
)},
{"center", (PyCFunction)PyWindow::center, METH_NOARGS,
MCRF_METHOD(Window, center,
MCRF_SIG("()", "None"),
MCRF_DESC("Center the window on the screen."),
MCRF_RETURNS("None")
MCRF_NOTE("Only works in windowed mode. Has no effect when fullscreen or in headless mode.")
)},
{"screenshot", (PyCFunction)PyWindow::screenshot, METH_VARARGS | METH_KEYWORDS,
MCRF_METHOD(Window, screenshot,
MCRF_SIG("(filename: str = None)", "bytes | None"),
MCRF_DESC("Take a screenshot of the current window contents."),
MCRF_ARGS_START
MCRF_ARG("filename", "Optional path to save screenshot. If omitted, returns raw RGBA bytes.")
MCRF_RETURNS("bytes | None: Raw RGBA pixel data if no filename given, otherwise None after saving")
MCRF_NOTE("Screenshot is taken at the actual window resolution. Use after render loop update for current frame.")
)},
{NULL}
};

69
src/PyWindow.h Normal file
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@ -0,0 +1,69 @@
#pragma once
#include "Common.h"
#include "Python.h"
// Forward declarations
class GameEngine;
// Python object structure for Window singleton
typedef struct {
PyObject_HEAD
// No data - Window is a singleton that accesses GameEngine
} PyWindowObject;
// C++ interface for the Window singleton
class PyWindow
{
public:
// Static methods for Python type
static PyObject* get(PyObject* cls, PyObject* args);
static PyObject* repr(PyWindowObject* self);
// Getters and setters for window properties
static PyObject* get_resolution(PyWindowObject* self, void* closure);
static int set_resolution(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_fullscreen(PyWindowObject* self, void* closure);
static int set_fullscreen(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_vsync(PyWindowObject* self, void* closure);
static int set_vsync(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_title(PyWindowObject* self, void* closure);
static int set_title(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_visible(PyWindowObject* self, void* closure);
static int set_visible(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_framerate_limit(PyWindowObject* self, void* closure);
static int set_framerate_limit(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_game_resolution(PyWindowObject* self, void* closure);
static int set_game_resolution(PyWindowObject* self, PyObject* value, void* closure);
static PyObject* get_scaling_mode(PyWindowObject* self, void* closure);
static int set_scaling_mode(PyWindowObject* self, PyObject* value, void* closure);
// Methods
static PyObject* center(PyWindowObject* self, PyObject* args);
static PyObject* screenshot(PyWindowObject* self, PyObject* args, PyObject* kwds);
static PyGetSetDef getsetters[];
static PyMethodDef methods[];
};
namespace mcrfpydef {
static PyTypeObject PyWindowType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Window",
.tp_basicsize = sizeof(PyWindowObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
// Don't delete the singleton instance
Py_TYPE(self)->tp_free(self);
},
.tp_repr = (reprfunc)PyWindow::repr,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Window singleton for accessing and modifying the game window properties"),
.tp_methods = nullptr, // Set in McRFPy_API.cpp after definition
.tp_getset = nullptr, // Set in McRFPy_API.cpp after definition
.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* {
PyErr_SetString(PyExc_TypeError, "Cannot instantiate Window. Use Window.get() to access the singleton.");
return NULL;
}
};
}

85
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@ -0,0 +1,85 @@
#include "PythonObjectCache.h"
#include <iostream>
PythonObjectCache* PythonObjectCache::instance = nullptr;
PythonObjectCache& PythonObjectCache::getInstance() {
if (!instance) {
instance = new PythonObjectCache();
}
return *instance;
}
PythonObjectCache::~PythonObjectCache() {
clear();
}
uint64_t PythonObjectCache::assignSerial() {
return next_serial.fetch_add(1, std::memory_order_relaxed);
}
void PythonObjectCache::registerObject(uint64_t serial, PyObject* weakref) {
if (!weakref || serial == 0) return;
std::lock_guard<std::mutex> lock(serial_mutex);
// Clean up any existing entry
auto it = cache.find(serial);
if (it != cache.end()) {
Py_DECREF(it->second);
}
// Store the new weak reference
Py_INCREF(weakref);
cache[serial] = weakref;
}
PyObject* PythonObjectCache::lookup(uint64_t serial) {
if (serial == 0) return nullptr;
// No mutex needed for read - GIL protects PyWeakref_GetObject
auto it = cache.find(serial);
if (it != cache.end()) {
PyObject* obj = PyWeakref_GetObject(it->second);
if (obj && obj != Py_None) {
Py_INCREF(obj);
return obj;
}
}
return nullptr;
}
void PythonObjectCache::remove(uint64_t serial) {
if (serial == 0) return;
std::lock_guard<std::mutex> lock(serial_mutex);
auto it = cache.find(serial);
if (it != cache.end()) {
Py_DECREF(it->second);
cache.erase(it);
}
}
void PythonObjectCache::cleanup() {
std::lock_guard<std::mutex> lock(serial_mutex);
auto it = cache.begin();
while (it != cache.end()) {
PyObject* obj = PyWeakref_GetObject(it->second);
if (!obj || obj == Py_None) {
Py_DECREF(it->second);
it = cache.erase(it);
} else {
++it;
}
}
}
void PythonObjectCache::clear() {
std::lock_guard<std::mutex> lock(serial_mutex);
for (auto& pair : cache) {
Py_DECREF(pair.second);
}
cache.clear();
}

40
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@ -0,0 +1,40 @@
#pragma once
#include <Python.h>
#include <unordered_map>
#include <mutex>
#include <atomic>
#include <cstdint>
class PythonObjectCache {
private:
static PythonObjectCache* instance;
std::mutex serial_mutex;
std::atomic<uint64_t> next_serial{1};
std::unordered_map<uint64_t, PyObject*> cache;
PythonObjectCache() = default;
~PythonObjectCache();
public:
static PythonObjectCache& getInstance();
// Assign a new serial number
uint64_t assignSerial();
// Register a Python object with a serial number
void registerObject(uint64_t serial, PyObject* weakref);
// Lookup a Python object by serial number
// Returns new reference or nullptr
PyObject* lookup(uint64_t serial);
// Remove an entry from the cache
void remove(uint64_t serial);
// Clean up dead weak references
void cleanup();
// Clear entire cache (for module cleanup)
void clear();
};

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@ -30,16 +30,6 @@ std::string Scene::action(int code)
return actions[code]; return actions[code];
} }
bool Scene::registerActionInjected(int code, std::string name)
{
std::cout << "Inject registered action - default implementation\n";
return false;
}
bool Scene::unregisterActionInjected(int code, std::string name)
{
return false;
}
void Scene::key_register(PyObject* callable) void Scene::key_register(PyObject* callable)
{ {
@ -64,3 +54,43 @@ void Scene::key_unregister()
*/ */
key_callable.reset(); key_callable.reset();
} }
// #118: Scene animation property support
bool Scene::setProperty(const std::string& name, float value)
{
if (name == "x") {
position.x = value;
return true;
}
if (name == "y") {
position.y = value;
return true;
}
if (name == "opacity") {
opacity = std::max(0.0f, std::min(1.0f, value));
return true;
}
if (name == "visible") {
visible = (value != 0.0f);
return true;
}
return false;
}
bool Scene::setProperty(const std::string& name, const sf::Vector2f& value)
{
if (name == "pos" || name == "position") {
position = value;
return true;
}
return false;
}
float Scene::getProperty(const std::string& name) const
{
if (name == "x") return position.x;
if (name == "y") return position.y;
if (name == "opacity") return opacity;
if (name == "visible") return visible ? 1.0f : 0.0f;
return 0.0f;
}

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@ -4,7 +4,6 @@
#define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0) #define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0)
#define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name])) #define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name]))
#define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0)) #define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0))
#define ACTIONPY ((name.size() > 3 && name.compare(name.size() - 3, 3, "_py") == 0))
#include "Common.h" #include "Common.h"
#include <list> #include <list>
@ -37,8 +36,6 @@ public:
bool hasAction(int); bool hasAction(int);
std::string action(int); std::string action(int);
virtual bool registerActionInjected(int, std::string);
virtual bool unregisterActionInjected(int, std::string);
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> ui_elements; std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> ui_elements;
@ -46,4 +43,14 @@ public:
std::unique_ptr<PyKeyCallable> key_callable; std::unique_ptr<PyKeyCallable> key_callable;
void key_register(PyObject*); void key_register(PyObject*);
void key_unregister(); void key_unregister();
// #118: Scene-level UIDrawable-like properties for animations/transitions
sf::Vector2f position{0.0f, 0.0f}; // Offset applied to all ui_elements
bool visible = true; // Controls rendering of scene
float opacity = 1.0f; // Applied to all ui_elements (0.0-1.0)
// Animation support for scene properties
bool setProperty(const std::string& name, float value);
bool setProperty(const std::string& name, const sf::Vector2f& value);
float getProperty(const std::string& name) const;
}; };

85
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@ -0,0 +1,85 @@
#include "SceneTransition.h"
void SceneTransition::start(TransitionType t, const std::string& from, const std::string& to, float dur) {
type = t;
fromScene = from;
toScene = to;
duration = dur;
elapsed = 0.0f;
// Initialize render textures if needed
if (!oldSceneTexture) {
oldSceneTexture = std::make_unique<sf::RenderTexture>();
oldSceneTexture->create(1024, 768);
}
if (!newSceneTexture) {
newSceneTexture = std::make_unique<sf::RenderTexture>();
newSceneTexture->create(1024, 768);
}
}
void SceneTransition::update(float dt) {
if (type == TransitionType::None) return;
elapsed += dt;
}
void SceneTransition::render(sf::RenderTarget& target) {
if (type == TransitionType::None) return;
float progress = getProgress();
float easedProgress = easeInOut(progress);
// Update sprites with current textures
oldSprite.setTexture(oldSceneTexture->getTexture());
newSprite.setTexture(newSceneTexture->getTexture());
switch (type) {
case TransitionType::Fade:
// Fade out old scene, fade in new scene
oldSprite.setColor(sf::Color(255, 255, 255, 255 * (1.0f - easedProgress)));
newSprite.setColor(sf::Color(255, 255, 255, 255 * easedProgress));
target.draw(oldSprite);
target.draw(newSprite);
break;
case TransitionType::SlideLeft:
// Old scene slides out to left, new scene slides in from right
oldSprite.setPosition(-1024 * easedProgress, 0);
newSprite.setPosition(1024 * (1.0f - easedProgress), 0);
target.draw(oldSprite);
target.draw(newSprite);
break;
case TransitionType::SlideRight:
// Old scene slides out to right, new scene slides in from left
oldSprite.setPosition(1024 * easedProgress, 0);
newSprite.setPosition(-1024 * (1.0f - easedProgress), 0);
target.draw(oldSprite);
target.draw(newSprite);
break;
case TransitionType::SlideUp:
// Old scene slides up, new scene slides in from bottom
oldSprite.setPosition(0, -768 * easedProgress);
newSprite.setPosition(0, 768 * (1.0f - easedProgress));
target.draw(oldSprite);
target.draw(newSprite);
break;
case TransitionType::SlideDown:
// Old scene slides down, new scene slides in from top
oldSprite.setPosition(0, 768 * easedProgress);
newSprite.setPosition(0, -768 * (1.0f - easedProgress));
target.draw(oldSprite);
target.draw(newSprite);
break;
default:
break;
}
}
float SceneTransition::easeInOut(float t) {
// Smooth ease-in-out curve
return t < 0.5f ? 2 * t * t : -1 + (4 - 2 * t) * t;
}

42
src/SceneTransition.h Normal file
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#pragma once
#include "Common.h"
#include <SFML/Graphics.hpp>
#include <string>
#include <memory>
enum class TransitionType {
None,
Fade,
SlideLeft,
SlideRight,
SlideUp,
SlideDown
};
class SceneTransition {
public:
TransitionType type = TransitionType::None;
float duration = 0.0f;
float elapsed = 0.0f;
std::string fromScene;
std::string toScene;
// Render textures for transition
std::unique_ptr<sf::RenderTexture> oldSceneTexture;
std::unique_ptr<sf::RenderTexture> newSceneTexture;
// Sprites for rendering textures
sf::Sprite oldSprite;
sf::Sprite newSprite;
SceneTransition() = default;
void start(TransitionType t, const std::string& from, const std::string& to, float dur);
void update(float dt);
void render(sf::RenderTarget& target);
bool isComplete() const { return elapsed >= duration; }
float getProgress() const { return duration > 0 ? std::min(elapsed / duration, 1.0f) : 1.0f; }
// Easing function for smooth transitions
static float easeInOut(float t);
};

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