#!/usr/bin/env python3 """Generate .pyi type stub files for McRogueFace Python API - Version 2. This script creates properly formatted type stubs by manually defining the API based on the documentation we've created. """ import os import mcrfpy def generate_mcrfpy_stub(): """Generate the main mcrfpy.pyi stub file.""" return '''"""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.""" ... ''' def main(): """Generate type stubs.""" print("Generating comprehensive type stubs for McRogueFace...") # Create stubs directory os.makedirs('stubs', exist_ok=True) # Write main stub file with open('stubs/mcrfpy.pyi', 'w') as f: f.write(generate_mcrfpy_stub()) print("Generated stubs/mcrfpy.pyi") # Create py.typed marker with open('stubs/py.typed', 'w') as f: f.write('') print("Created py.typed marker") print("\nType stubs generated successfully!") print("\nTo use in your IDE:") print("1. Add the 'stubs' directory to your project") print("2. Most IDEs will automatically detect the .pyi files") print("3. For VS Code: add to python.analysis.extraPaths in settings.json") print("4. For PyCharm: mark 'stubs' directory as Sources Root") if __name__ == '__main__': main()