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John McCardle 167636ce8c Iterators, other Python C API improvements
closes #72
ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated.
**RPATH updates**
Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer?

The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer.

**New standard object initialization**
PyColor, PyVector
  - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax
  - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp
  - Updated PyObject_New usage in UIEntity.cpp
  - All object creation now uses module-based type lookups instead of static references
  - Created centralized utilities in PyObjectUtils.h

**RAII Wrappers**
automatic reference counting via C++ object lifecycle
  - Created PyRAII.h with PyObjectRef and PyTypeRef classes
  - These provide automatic reference counting management
  - Updated PyColor::from_arg() to demonstrate RAII usage
  - Prevents memory leaks and reference counting errors

**Python object base in type defs:**
`.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}`
PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid

**convertDrawableToPython**
replace crazy macro to detect the correct Python type of a UIDrawable instance

  - Removed the problematic macro from UIDrawable.h
  - Created template-based functions in PyObjectUtils.h
  - Updated UICollection.cpp to use local helper function
  - The new approach is cleaner, more debuggable, and avoids static type references

**Iterator fixes**
tp_iter on UICollection, UIGrid, UIGridPoint, UISprite
UIGrid logic improved, standard

**List vs Vector usage analysis**
there are different use cases that weren't standardized:
  - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>>
  - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>>

The rationale is currently connected to frequency of expected changes.
* A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed.
* A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 09:11:51 -04:00
assets Whoops, never commited the UI icons spritesheet 2025-03-08 20:33:55 -05:00
deps/platform Windows build 2024-02-25 15:38:38 -05:00
modules Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
src Iterators, other Python C API improvements 2025-05-31 09:11:51 -04:00
.gitignore Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
.gitmodules Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
CMakeLists.txt Iterators, other Python C API improvements 2025-05-31 09:11:51 -04:00
LICENSE.md Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
README.md Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
css_colors.txt Squashed commit of the following: [standardize_color_handling] 2024-03-30 21:20:40 -04:00
generate_color_table.py Squashed commit of the following: [standardize_color_handling] 2024-03-30 21:20:40 -04:00
wikicrayons_colors.txt Squashed commit of the following: [standardize_color_handling] 2024-03-30 21:20:40 -04:00
xkcd_colors.txt Squashed commit of the following: [standardize_color_handling] 2024-03-30 21:20:40 -04:00

README.md

McRogueFace - 2D Game Engine

An experimental prototype game engine built for my own use in 7DRL 2023.

Blame my wife for the name

Tenets:

  • C++ first, Python close behind.
  • Entity-Component system based on David Churchill's Memorial University COMP4300 course lectures available on Youtube.
  • Graphics, particles and shaders provided by SFML.
  • Pathfinding, noise generation, and other Roguelike goodness provided by TCOD.

Why?

I did the r/RoguelikeDev TCOD tutorial in Python. I loved it, but I did not want to be limited to ASCII. I want to be able to draw pixels on top of my tiles (like lines or circles) and eventually incorporate even more polish.

To-do

  • Initial Commit
  • Integrate scene, action, entity, component system from COMP4300 engine
  • Windows / Visual Studio project
  • Draw Sprites
  • Play Sounds
  • Draw UI, spawn entity from Python code
  • Python AI for entities (NPCs on set paths, enemies towards player)
  • Walking / Collision
  • "Boards" (stairs / doors / walk off edge of screen)
  • Cutscenes - interrupt normal controls, text scroll, character portraits
  • Mouse integration - tooltips, zoom, click to select targets, cursors