McRogueFace/src/PyScene.cpp

188 lines
6.3 KiB
C++

#include "PyScene.h"
#include "ActionCode.h"
#include "Resources.h"
#include "PyCallable.h"
#include "UIFrame.h"
#include "UIGrid.h"
#include "McRFPy_Automation.h" // #111 - For simulated mouse position
#include <algorithm>
#include <functional>
PyScene::PyScene(GameEngine* g) : Scene(g)
{
// mouse events
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "left");
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Right, "right");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
// console (` / ~ key) - don't hard code.
//registerAction(ActionCode::KEY + sf::Keyboard::Grave, "debug_menu");
}
void PyScene::update()
{
}
void PyScene::do_mouse_input(std::string button, std::string type)
{
sf::Vector2f mousepos;
// #111 - In headless mode, use simulated mouse position
if (game->isHeadless()) {
sf::Vector2i simPos = McRFPy_Automation::getSimulatedMousePosition();
mousepos = sf::Vector2f(static_cast<float>(simPos.x), static_cast<float>(simPos.y));
} else {
auto unscaledmousepos = sf::Mouse::getPosition(game->getWindow());
// Convert window coordinates to game coordinates using the viewport
mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos));
}
// Only sort if z_index values have changed
if (ui_elements_need_sort) {
// Sort in ascending order (same as render)
std::sort(ui_elements->begin(), ui_elements->end(),
[](const auto& a, const auto& b) { return a->z_index < b->z_index; });
ui_elements_need_sort = false;
}
// Check elements in reverse z-order (highest z_index first, top to bottom)
// Use reverse iterators to go from end to beginning
for (auto it = ui_elements->rbegin(); it != ui_elements->rend(); ++it) {
const auto& element = *it;
if (!element->visible) continue;
if (auto target = element->click_at(sf::Vector2f(mousepos))) {
target->click_callable->call(mousepos, button, type);
return; // Stop after first handler
}
}
}
void PyScene::doAction(std::string name, std::string type)
{
if (name.compare("left") == 0 || name.compare("rclick") == 0 || name.compare("wheel_up") == 0 || name.compare("wheel_down") == 0) {
do_mouse_input(name, type);
}
else if ACTIONONCE("debug_menu") {
McRFPy_API::REPL();
}
}
// #140 - Mouse enter/exit tracking
void PyScene::do_mouse_hover(int x, int y)
{
// In headless mode, use the coordinates directly (already in game space)
sf::Vector2f mousepos;
if (game->isHeadless()) {
mousepos = sf::Vector2f(static_cast<float>(x), static_cast<float>(y));
} else {
// Convert window coordinates to game coordinates using the viewport
mousepos = game->windowToGameCoords(sf::Vector2f(static_cast<float>(x), static_cast<float>(y)));
}
// Helper function to process hover for a single drawable and its children
std::function<void(UIDrawable*)> processHover = [&](UIDrawable* drawable) {
if (!drawable || !drawable->visible) return;
bool is_inside = drawable->contains_point(mousepos.x, mousepos.y);
bool was_hovered = drawable->hovered;
if (is_inside && !was_hovered) {
// Mouse entered
drawable->hovered = true;
if (drawable->on_enter_callable) {
drawable->on_enter_callable->call(mousepos, "enter", "start");
}
} else if (!is_inside && was_hovered) {
// Mouse exited
drawable->hovered = false;
if (drawable->on_exit_callable) {
drawable->on_exit_callable->call(mousepos, "exit", "start");
}
}
// #141 - Fire on_move if mouse is inside and has a move callback
if (is_inside && drawable->on_move_callable) {
drawable->on_move_callable->call(mousepos, "move", "start");
}
// Process children for Frame elements
if (drawable->derived_type() == PyObjectsEnum::UIFRAME) {
auto frame = static_cast<UIFrame*>(drawable);
if (frame->children) {
for (auto& child : *frame->children) {
processHover(child.get());
}
}
}
// Process children for Grid elements
else if (drawable->derived_type() == PyObjectsEnum::UIGRID) {
auto grid = static_cast<UIGrid*>(drawable);
// #142 - Update cell hover tracking for grid
grid->updateCellHover(mousepos);
if (grid->children) {
for (auto& child : *grid->children) {
processHover(child.get());
}
}
}
};
// Process all top-level UI elements
for (auto& element : *ui_elements) {
processHover(element.get());
}
}
void PyScene::render()
{
// #118: Skip rendering if scene is not visible
if (!visible) {
return;
}
game->getRenderTarget().clear();
// Only sort if z_index values have changed
if (ui_elements_need_sort) {
std::sort(ui_elements->begin(), ui_elements->end(),
[](const std::shared_ptr<UIDrawable>& a, const std::shared_ptr<UIDrawable>& b) {
return a->z_index < b->z_index;
});
ui_elements_need_sort = false;
}
// Render in sorted order with scene-level transformations
for (auto e: *ui_elements)
{
if (e) {
// Track metrics
game->metrics.uiElements++;
if (e->visible) {
game->metrics.visibleElements++;
// Count this as a draw call (each visible element = 1+ draw calls)
game->metrics.drawCalls++;
}
// #118: Apply scene-level opacity to element
float original_opacity = e->opacity;
if (opacity < 1.0f) {
e->opacity = original_opacity * opacity;
}
// #118: Render with scene position offset
e->render(position, game->getRenderTarget());
// #118: Restore original opacity
if (opacity < 1.0f) {
e->opacity = original_opacity;
}
}
}
// Display is handled by GameEngine
}