#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" 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::vector menus; EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??) static std::vector grids; // 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* _createCaption(PyObject*, PyObject*); // calls menu.add_caption //static PyObject* _listCaptions(PyObject*, PyObject*); //static PyObject* _createButton(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* _createSprite(PyObject*, PyObject*); // Jank Functionality static UIMenu createMenu(int posx, int posy, int sizex, int sizey); //static Button createButton(UIMenu & menu, int x, int y, int w, int h); //static sf::Sprite createSprite(int tex_index, int x, int y); //static void playSound(const char * filename); //static void playMusic(const char * filename); // McRFPy_API(GameEngine*); // API functionality - use from C++ directly //void spawnEntity(int tex_index, int grid_x, int grid_y, PyObject* script); // test function, do not use in production static void drawSprite(int tex_index, int grid_x, int grid_y); 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); } */