#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; 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*); static PyObject* _sceneUI(PyObject*, PyObject*); // scene control static PyObject* _setScene(PyObject*, PyObject*); static PyObject* _currentScene(PyObject*, PyObject*); static PyObject* _createScene(PyObject*, PyObject*); static PyObject* _keypressScene(PyObject*, PyObject*); // timer control static PyObject* _setTimer(PyObject*, PyObject*); static PyObject* _delTimer(PyObject*, PyObject*); static PyObject* _exit(PyObject*, PyObject*); // accept keyboard input from scene 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 executePyString(std::string); };