#pragma once #include "Common.h" #include "Entity.h" //#include "EntityManager.h" //#include "Scene.h" //#include "GameEngine.h" // can't - need forward declaration //#include "ActionCode.h" #include "Python.h" #include "UIMenu.h" #include "Grid.h" #include "IndexSprite.h" #include "EntityManager.h" #include // implementation required to link templates #include "Animation.h" class GameEngine; // forward declared (circular members) class McRFPy_API { private: static const int texture_size = 16, // w & h (pixels) of one sprite in the tex texture_width = 12, texture_height = 11, // w & h sprite/frame count texture_sprite_count = 11 * 12; // t_width * t_height, minus blanks? // TODO: this is wrong, load resources @ GameEngineSprite sprite; // sf::Texture texture; //std::vector mcrfpyMethodsVector; //static PyObject* PyInit_mcrfpy(); McRFPy_API(); public: inline static sf::Sprite sprite; inline static sf::Texture texture; static void setSpriteTexture(int); inline static GameEngine* game; static void api_init(); static void api_shutdown(); // Python API functionality - use mcrfpy.* in scripts static PyObject* _drawSprite(PyObject*, PyObject*); static void REPL_device(FILE * fp, const char *filename); static void REPL(); // Jank mode engage: let the API hold data for Python to hack on static std::map menus; static EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??) static std::map grids; static std::list animations; static std::vector soundbuffers; static sf::Music music; static sf::Sound sfx; static std::shared_ptr player; static std::map callbacks; // Jank Python Method Exposures static PyObject* _createMenu(PyObject*, PyObject*); // creates a new menu object in McRFPy_API::menus static PyObject* _listMenus(PyObject*, PyObject*); static PyObject* _modMenu(PyObject*, PyObject*); static PyObject* _createCaption(PyObject*, PyObject*); // calls menu.add_caption static PyObject* _createButton(PyObject*, PyObject*); static PyObject* _createTexture(PyObject*, PyObject*); static PyObject* _listTextures(PyObject*, PyObject*); static PyObject* _createSprite(PyObject*, PyObject*); // use _listMenus, probably will not implement //static PyObject* _listCaptions(PyObject*, PyObject*); //static PyObject* _listButtons(PyObject*, PyObject*); static PyObject* _createEntity(PyObject*, PyObject*); //static PyObject* _listEntities(PyObject*, PyObject*); static PyObject* _createGrid(PyObject*, PyObject*); static PyObject* _listGrids(PyObject*, PyObject*); static PyObject* _modGrid(PyObject*, PyObject*); static PyObject* _createAnimation(PyObject*, PyObject*); static PyObject* _registerPyAction(PyObject*, PyObject*); static PyObject* _registerInputAction(PyObject*, PyObject*); static PyObject* _createSoundBuffer(PyObject*, PyObject*); static PyObject* _loadMusic(PyObject*, PyObject*); static PyObject* _setMusicVolume(PyObject*, PyObject*); static PyObject* _setSoundVolume(PyObject*, PyObject*); static PyObject* _playSound(PyObject*, PyObject*); static PyObject* _getMusicVolume(PyObject*, PyObject*); static PyObject* _getSoundVolume(PyObject*, PyObject*); // allow all player actions (items, menus, movement, combat) static PyObject* _unlockPlayerInput(PyObject*, PyObject*); // disallow player actions (animating enemy actions) static PyObject* _lockPlayerInput(PyObject*, PyObject*); // prompt C++/Grid Objects to callback with a target Entity or grid space static PyObject* _requestGridTarget(PyObject*, PyObject*); // string for labeling the map static std::string active_grid; static PyObject* _activeGrid(PyObject*, PyObject*); static PyObject* _setActiveGrid(PyObject*, PyObject*); // string for prompting input static std::string input_mode; static PyObject* _inputMode(PyObject*, PyObject*); // turn cycle static int turn_number; static PyObject* _turnNumber(PyObject*, PyObject*); static PyObject* _refreshFov(PyObject*, PyObject*); static bool do_camfollow; static void camFollow(); static PyObject* _camFollow(PyObject*, PyObject*); static PyObject* _sceneUI(PyObject*, PyObject*); // scene control static PyObject* _setScene(PyObject*, PyObject*); static PyObject* _currentScene(PyObject*, PyObject*); static PyObject* _createScene(PyObject*, PyObject*); // accept keyboard input from scene static sf::Vector2i cursor_position; static void player_input(int, int); static void computerTurn(); static void playerTurn(); // Jank Functionality static UIMenu* createMenu(int posx, int posy, int sizex, int sizey); static void createCaption(std::string menukey, std::string text, int fontsize, sf::Color textcolor); static void createButton(std::string menukey, int x, int y, int w, int h, sf::Color bgcolor, sf::Color textcolor, std::string caption, std::string action); static void createSprite(std::string menukey, int ti, int si, float x, float y, float scale); static int createTexture(std::string filename, int grid_size, int grid_width, int grid_height); //static void playSound(const char * filename); //static void playMusic(const char * filename); static void doAction(std::string); // McRFPy_API(GameEngine*); // API functionality - use from C++ directly //void spawnEntity(int tex_index, int grid_x, int grid_y, PyObject* script); static void executeScript(std::string); static void executePyString(std::string); }; /* static PyMethodDef mcrfpyMethods[] = { {"drawSprite", McRFPy_API::_drawSprite, METH_VARARGS, "Draw a sprite (index, x, y)"}, {NULL, NULL, 0, NULL} }; static PyModuleDef mcrfpyModule = { PyModuleDef_HEAD_INIT, "mcrfpy", NULL, -1, mcrfpyMethods, NULL, NULL, NULL, NULL }; // Module initializer fn, passed to PyImport_AppendInittab PyObject* PyInit_mcrfpy() { return PyModule_Create(&mcrfpyModule); } */