#include "UI.h" #include "Resources.h" #include "GameEngine.h" void UIDrawable::render() { //std::cout << "Rendering base UIDrawable\n"; render(sf::Vector2f()); } UIFrame::UIFrame(): x(0), y(0), w(0), h(0), outline(0) { children = std::make_shared>>(); /* pyOutlineColor = NULL; pyFillColor = NULL; _outlineColor = NULL; _fillColor = NULL; */ } UIFrame::UIFrame(float _x, float _y, float _w, float _h): x(_x), y(_y), w(_w), h(_h), outline(0) { children = std::make_shared>>(); /* pyOutlineColor = NULL; pyFillColor = NULL; _outlineColor = NULL; _fillColor = NULL; */ } UIFrame::~UIFrame() { children.reset(); /* if (pyOutlineColor) Py_DECREF(pyOutlineColor); else if (_outlineColor) delete _outlineColor; if (pyFillColor) Py_DECREF(pyFillColor); else if (_fillColor) delete _fillColor; */ } /* sf::Color& fillColor(); // getter void fillColor(sf::Color c); // C++ setter void fillColor(PyObject* pyColor); // Python setter sf::Color& outlineColor(); // getter void outlineColor(sf::Color c); // C++ setter void outlineColor(PyObject* pyColor); // Python setter */ PyObjectsEnum UIFrame::derived_type() { return PyObjectsEnum::UIFRAME; } void UIFrame::render(sf::Vector2f offset) { //std::cout << "Rendering UIFrame w/ offset " << offset.x << ", " << offset.y << "\n"; //std::cout << "position = " << x << ", " << y << "\n"; box.move(offset); Resources::game->getWindow().draw(box); box.move(-offset); //sf::RectangleShape box = sf::RectangleShape(sf::Vector2f(w,h)); //sf::Vector2f pos = sf::Vector2f(x, y); //box.setPosition(offset + pos); //if (_fillColor) { box.setFillColor(fillColor()); } //if (_outlineColor) { box.setOutlineColor(outlineColor()); } //box.setOutlineThickness(outline); //Resources::game->getWindow().draw(box); for (auto drawable : *children) { drawable->render(offset + box.getPosition()); } } void UICaption::render(sf::Vector2f offset) { //std::cout << "Rendering Caption with offset\n"; text.move(offset); Resources::game->getWindow().draw(text); text.move(-offset); } UISprite::UISprite() {} UISprite::UISprite(IndexTexture* _itex, int _sprite_index, float x = 0.0, float y = 0.0, float s = 1.0) : itex(_itex), sprite_index(_sprite_index) { sprite.setTexture(_itex->texture); sprite.setTextureRect(_itex->spriteCoordinates(_sprite_index)); sprite.setPosition(sf::Vector2f(x, y)); sprite.setScale(sf::Vector2f(s, s)); } UISprite::UISprite(IndexTexture* _itex, int _sprite_index, sf::Vector2f pos, float s = 1.0) : itex(_itex), sprite_index(_sprite_index) { sprite.setTexture(_itex->texture); sprite.setTextureRect(_itex->spriteCoordinates(_sprite_index)); sprite.setPosition(pos); sprite.setScale(sf::Vector2f(s, s)); } //void UISprite::update() //{ //auto& tex = Resources::game->textures[texture_index]; //sprite.setTexture(tex.texture); //sprite.setScale(sf::Vector2f(scale, scale)); //sprite.setPosition(sf::Vector2f(x, y)); //std::cout << "Drawable position: " << x << ", " << y << " -> " << s.getPosition().x << ", " << s.getPosition().y << std::endl; //sprite.setTextureRect(tex.spriteCoordinates(sprite_index)); //} void UISprite::render(sf::Vector2f offset) { sprite.move(offset); Resources::game->getWindow().draw(sprite); sprite.move(-offset); } void UISprite::setPosition(float x, float y) { setPosition(sf::Vector2f(x, y)); } void UISprite::setPosition(sf::Vector2f pos) { sprite.setPosition(pos); } void UISprite::setScale(float s) { sprite.setScale(sf::Vector2f(s, s)); } PyObjectsEnum UICaption::derived_type() { return PyObjectsEnum::UICAPTION; } PyObjectsEnum UISprite::derived_type() { return PyObjectsEnum::UISPRITE; } PyObject* DEFUNCT_py_instance(std::shared_ptr source) { // takes a UI drawable, calls its derived_type virtual function, and builds a Python object based on the return value. using namespace mcrfpydef; PyObject* newobj = NULL; std::cout << "py_instance called\n"; switch (source->derived_type()) { case PyObjectsEnum::UIFRAME: { std::cout << "UIFRAME case\n" << std::flush; PyTypeObject* UIFrameType = &PyUIFrameType; //std::cout << "tp_alloc\n" << std::flush; //PyObject* _o = UIFrameType->tp_alloc(UIFrameType, 0); //std::cout << "reinterpret_cast\n" << std::flush; //auto o = reinterpret_cast(_o); //PyUIFrameObject* o = (PyUIFrameObject*)PyObject_New(PyUIFrameObject, UIFrameType); PyUIFrameObject* o = (PyUIFrameObject*)(UIFrameType->tp_alloc(UIFrameType, 0)); //PyUIFrameObject* o = PyObject_New(PyUIFrameObject, UIFrameType); /* // backtracking the problem: instantiate a PyColor of (255, 0, 0) for testing PyTypeObject* colorType = &PyColorType; PyObject* pyColor = colorType->tp_alloc(colorType, 0); if (pyColor == NULL) { std::cout << "failure to allocate mcrfpy.Color / PyColorType" << std::endl; return NULL; } PyColorObject* pyColorObj = reinterpret_cast(pyColor); pyColorObj->data = std::make_shared(); pyColorObj->data-> r = 255; return (PyObject*)pyColorObj; */ std::cout << "pointer check: " << o << "\n" << std::flush; if (o) { std::cout << "Casting data...\n" << std::flush; auto p = std::static_pointer_cast(source); std::cout << "casted. Assigning...\n" << std::flush; //o->data = std::make_shared(); o->data = p; //std::cout << "assigned.\n" << std::flush; auto usource = o->data; //(UIFrame*)source.get(); std::cout << "Loaded data into object. " << usource->box.getPosition().x << " " << usource->box.getPosition().y << " " << usource->box.getSize().x << " " << usource->box.getSize().y << std::endl; } else { std::cout << "Allocation failed.\n" << std::flush; } newobj = (PyObject*)o; break; } case PyObjectsEnum::UICAPTION: { std::cout << "UICAPTION case\n"; PyErr_SetString(PyExc_NotImplementedError, "UICaption class not implemented in Python yet."); /* not yet implemented PyUICaptionObject* o = (PyUICaptionObject*)PyUICaptionType.tp_alloc(&PyUICaptionType, 0); if (o) o->data = std::static_pointer_cast(source); */ break; } case PyObjectsEnum::UISPRITE: { std::cout << "UISPRITE case\n"; PyErr_SetString(PyExc_NotImplementedError, "UISprite class not implemented in Python yet."); /* PyUISpriteObject* o = (PyUISpriteObject*)PyUISpriteType.tp_alloc(&PyUISpriteType, 0); if (o) o->data = std::static_pointer_cast(source); */ break; } default: return NULL; break; } return newobj; }