83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
#include "UIEntity.h"
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#include "UIGrid.h"
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UIEntity::UIEntity() {} // this will not work lol. TODO remove default constructor by finding the shared pointer inits that use it
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UIEntity::UIEntity(UIGrid& grid)
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: gridstate(grid.grid_x * grid.grid_y)
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{
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}
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PyObject* UIEntity::at(PyUIEntityObject* self, PyObject* o) {
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int x, y;
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if (!PyArg_ParseTuple(o, "ii", &x, &y)) {
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PyErr_SetString(PyExc_TypeError, "UIEntity.at requires two integer arguments: (x, y)");
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return NULL;
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}
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if (self->data->grid == NULL) {
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PyErr_SetString(PyExc_ValueError, "Entity cannot access surroundings because it is not associated with a grid");
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return NULL;
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}
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PyUIGridPointStateObject* obj = (PyUIGridPointStateObject*)((&mcrfpydef::PyUIGridPointStateType)->tp_alloc(&mcrfpydef::PyUIGridPointStateType, 0));
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//auto target = std::static_pointer_cast<UIEntity>(target);
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obj->data = &(self->data->gridstate[y + self->data->grid->grid_x * x]);
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obj->grid = self->data->grid;
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obj->entity = self->data;
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return (PyObject*)obj;
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}
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int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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static const char* keywords[] = { "x", "y", "texture", "sprite_index", "grid", nullptr };
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float x = 0.0f, y = 0.0f, scale = 1.0f;
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int sprite_index = -1;
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PyObject* texture = NULL;
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PyObject* grid = NULL;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "ffOi|O",
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const_cast<char**>(keywords), &x, &y, &texture, &sprite_index, &grid))
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{
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return -1;
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}
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// check types for texture
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//
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// Set Texture
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//
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if (texture != NULL && !PyObject_IsInstance(texture, (PyObject*)&mcrfpydef::PyTextureType)){
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PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance");
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return -1;
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} /*else if (texture != NULL) // this section needs to go; texture isn't optional and isn't managed by the UI objects anymore
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{
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self->texture = texture;
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Py_INCREF(texture);
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} else
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{
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// default tex?
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}*/
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if (grid != NULL && !PyObject_IsInstance(grid, (PyObject*)&mcrfpydef::PyUIGridType)) {
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PyErr_SetString(PyExc_TypeError, "grid must be a mcrfpy.Grid instance");
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return -1;
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}
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auto pytexture = (PyTextureObject*)texture;
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if (grid == NULL)
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self->data = std::make_shared<UIEntity>();
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else
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self->data = std::make_shared<UIEntity>(*((PyUIGridObject*)grid)->data);
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// TODO - PyTextureObjects and IndexTextures are a little bit of a mess with shared/unshared pointers
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self->data->sprite = UISprite(pytexture->data, sprite_index, sf::Vector2f(0,0), 1.0);
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self->data->position = sf::Vector2f(x, y);
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if (grid != NULL) {
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PyUIGridObject* pygrid = (PyUIGridObject*)grid;
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self->data->grid = pygrid->data;
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// todone - on creation of Entity with Grid assignment, also append it to the entity list
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pygrid->data->entities->push_back(self->data);
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}
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return 0;
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}
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