84 lines
4.9 KiB
Markdown
84 lines
4.9 KiB
Markdown
```
|
|
* python API overhaul
|
|
* At the very least, a function to turn a color tuple to sf::Color would be good.
|
|
All the sf::Color objects going into / out of Python need to support transparency (4th value of Alpha) - Python would tolerate it, C++ needs to allow it (parse "iii|i", default alpha of 0 for fully nontransparent)
|
|
* The entire method of reading properties to re-ingest Grids/Menus is stupid.
|
|
C++ classes should be exposed more directly, or have clean methods to accept the changes from Python code.
|
|
* return actual exceptions instead of std::cout and NULL
|
|
* smart pointers (`std::shared_ptr<PyObject>`) to C++-ify Python object passing? Can this be made to work with reference counting?
|
|
* Raise Exceptions - see *janknote* in the Animation API method
|
|
* C++ hygene: Make data members private, call getter/setter methods
|
|
* std::shared_ptr, not bare pointers. The grid/entity/component connections suffer from this
|
|
* SFML: "widget" hierarchy. Keep all sizes/positions in the RectangleShape objects. Make Grid and UIMenu subclasses of the same base, and keep a single map of drawable widgets.
|
|
* UIMenu should become a "frame", and draw any objects of the "Widget" class relatively to its own positions
|
|
* "Widget" as an abstract class should set the template for going to/from Python; don't copy to and from Python, the C++ object *is* the Python object.
|
|
* ==Buttons don't know their parent...?== So there's arithmetic happening in the event loop to determine it's actual positions. Fix this with the widgets-on-widgets system (so we can go deeper, and just ask the widgets if they or their children were clicked)
|
|
* Keep aspect ratio correct (and hopefully unbork any mouse issues) when maximizing / full screening the game
|
|
```
|
|
|
|
# r/RoguelikeDev Does the Complete Roguelike Tutorial - July 2023
|
|
|
|
## Planning
|
|
|
|
Event ends roughly 26 August (last post will be 22 August)
|
|
|
|
* Add and remove keystroke registration from Python scripts
|
|
* Error checking: raise Python exceptions instead of null reference segfault in C++
|
|
* Proper exception handling: figure out the "any code at REPL shows the unhandled exception" bug thingy
|
|
* Extra clarity: display more status info about what Python stuff is being done
|
|
- load all files in directory at first
|
|
- list modules / classes found
|
|
- list Scenes that were found
|
|
- Read all Python modules, then call objects & methods at C++-managed events (Engine provided decorators, perhaps??)
|
|
* PythonScene version of MenuScene
|
|
- instantiate PythonScenes
|
|
* Switch Scenes from Python (edge of board / stairs / teleportation feature)
|
|
* Update the visible map from Python (fix "map blank until you move" bug)
|
|
- update "camera state" and "Recenter camera" buttons' API info as well without a whole Turn
|
|
* C++/TCOD Entity pathfinding without calling Python every Turn
|
|
* Replace jank .py files that define engine-required objects with C++ definitions inside of `mcrfpy` module
|
|
|
|
This actually a pretty big list, but there's about 7 weeks left, so it's just over one item per week.
|
|
|
|
I have no bad feelings if these items leak over to EngJam or beyond.
|
|
|
|
|
|
|
|
## Notes 12 July
|
|
|
|
Some changes to make in McRFPy_API.cpp:
|
|
* create a parallel to _registerPyAction which will register a keystroke to a Python label in the current scene.
|
|
|
|
## Notes 13 July
|
|
|
|
- working on API endpoint `_registerInputAction`.
|
|
|
|
it will add "_py" as a suffix to the action string and register it along with other scene actions.
|
|
|
|
- Adding public Scene methods. These are on the base class with default of return `false`.
|
|
|
|
`bool Scene::registerActionInjected(int code, std::string name)` and `unregisterActionInjected`
|
|
|
|
the PythonScene (and other scenes that support injected user input) can override this method, check existing registrations, and return `true` when succeeding.
|
|
|
|
- then remove `McRFPy_API::player_input`
|
|
|
|
This behavior can be more flexibly implemented in Python using keyboard registration. There's some deduplication as well, since I have a Python implementation of collision detection anyway (for items, doors, and NPCs).
|
|
|
|
Also, upgraded to C++20 (g++ `c++2a`), mostly because I want to use map::contains.
|
|
|
|
More ideas:
|
|
|
|
* Need to make "pan" and "zoom" optional on each grid (for minimap type use cases)
|
|
* clicks are handled by C++ and only used on buttons. Grids could have a Python click function (with pixel & grid coords available)
|
|
* pixel-on-menu Python click function should be possible too
|
|
* Need to call a Python update function when C++ events cause camera following to change: UI is only updating after player input
|
|
|
|
|
|
Tomorrow, start with:
|
|
|
|
* implement checks in PythonScene::registerActionInjected - Save injected actions, don't let regular actions be overwritten, return success
|
|
* Remove PythonScene key definitions and McRFPy_API::player_input
|
|
* re-implement walking via keyboard input in Python
|
|
* Find a good spot for camera following to update Python immediately
|
|
* Find a good spot for grid updates to redraw TCOD line of sight immediately |