McRogueFace/generate_api_docs_html.py

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Squashed commit of 53 Commits: [alpha_streamline_2] * Field of View, Pathing courtesy of libtcod * python-tcod emulation at `mcrfpy.libtcod` - partial implementation * documentation, tutorial drafts: in middling to good shape ┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐ │ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │ ├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤ │ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │ ├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤ │ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │ ├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤ │ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │ │ │ - sonnet-4 │ │ │ │ │ │ │ ├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤ │ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │ │ │ - sonnet-4 │ │ │ │ │ │ │ ├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤ │ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │ │ │ - sonnet-4 │ │ │ │ │ │ │ └────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘ 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> Author: John McCardle <mccardle.john@gmail.com> Draft tutorials Author: John McCardle <mccardle.john@gmail.com> docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions - Mark TCOD Integration Sprint as complete - Document FOV system with perspective rendering implementation - Update UIEntity pathfinding status to complete with A* and caching - Add comprehensive achievement entry for July 10 work - Reflect current engine capabilities accurately The engine now has all core roguelike mechanics: - Field of View with per-entity visibility - Pathfinding (both Dijkstra and A*) - Text input for in-game consoles - Performance optimizations throughout Author: John McCardle <mccardle.john@gmail.com> feat(engine): implement perspective FOV, pathfinding, and GUI text widgets Major Engine Enhancements: - Complete FOV (Field of View) system with perspective rendering - UIGrid.perspective property for entity-based visibility - Three-layer overlay colors (unexplored, explored, visible) - Per-entity visibility state tracking - Perfect knowledge updates only for explored areas - Advanced Pathfinding Integration - A* pathfinding implementation in UIGrid - Entity.path_to() method for direct pathfinding - Dijkstra maps for multi-target pathfinding - Path caching for performance optimization - GUI Text Input Widgets - TextInputWidget class with cursor, selection, scrolling - Improved widget with proper text rendering and input handling - Example showcase of multiple text input fields - Foundation for in-game console and chat systems - Performance & Architecture Improvements - PyTexture copy operations optimized - GameEngine update cycle refined - UIEntity property handling enhanced - UITestScene modernized Test Suite: - Interactive visibility demos showing FOV in action - Pathfinding comparison (A* vs Dijkstra) - Debug utilities for visibility and empty path handling - Sizzle reel demo combining pathfinding and vision - Multiple text input test scenarios This commit brings McRogueFace closer to a complete roguelike engine with essential features like line-of-sight, intelligent pathfinding, and interactive text input capabilities. Author: John McCardle <mccardle.john@gmail.com> feat(demos): enhance interactive pathfinding demos with entity.path_to() - dijkstra_interactive_enhanced.py: Animation along paths with smooth movement - M key to start movement animation - P to pause/resume - R to reset positions - Visual path gradient for better clarity - pathfinding_showcase.py: Advanced multi-entity behaviors - Chase mode: enemies pursue player - Flee mode: enemies avoid player - Patrol mode: entities follow waypoints - WASD player movement - Dijkstra distance field visualization (D key) - Larger dungeon map with multiple rooms - Both demos use new entity.path_to() method - Smooth interpolated movement animations - Real-time pathfinding recalculation - Comprehensive test coverage These demos showcase the power of integrated pathfinding for game AI. Author: John McCardle <mccardle.john@gmail.com> feat(entity): implement path_to() method for entity pathfinding - Add path_to(target_x, target_y) method to UIEntity class - Uses existing Dijkstra pathfinding implementation from UIGrid - Returns list of (x, y) coordinate tuples for complete path - Supports both positional and keyword argument formats - Proper error handling for out-of-bounds and no-grid scenarios - Comprehensive test suite covering normal and edge cases Part of TCOD integration sprint - gives entities immediate pathfinding capabilities. Author: John McCardle <mccardle.john@gmail.com> docs: update roadmap with Dijkstra pathfinding progress - Mark UIGrid TCOD Integration as completed - Document critical PyArg bug fix achievement - Update UIEntity Pathfinding to 50% complete - Add detailed progress notes for July 9 sprint work Author: John McCardle <mccardle.john@gmail.com> feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix - Add complete Dijkstra pathfinding to UIGrid class - compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path() - Full TCODMap and TCODDijkstra integration - Proper memory management in constructors/destructors - Create mcrfpy.libtcod submodule with Python bindings - dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path() - line() function for drawing corridors - Foundation for future FOV and pathfinding algorithms - Fix critical PyArg bug in UIGridPoint color setter - PyObject_to_sfColor() now handles both Color objects and tuples - Prevents "SystemError: new style getargs format but argument is not a tuple" - Proper error handling and exception propagation - Add comprehensive test suite - test_dijkstra_simple.py validates all pathfinding operations - dijkstra_test.py for headless testing with screenshots - dijkstra_interactive.py for full user interaction demos - Consolidate and clean up test files - Removed 6 duplicate/broken demo attempts - Two clean versions: headless test + interactive demo Part of TCOD integration sprint for RoguelikeDev Tutorial Event. Author: John McCardle <mccardle.john@gmail.com> Roguelike Tutorial Planning + Prep Author: John McCardle <mccardle.john@gmail.com> feat(docs): complete markdown API documentation export - Created comprehensive markdown documentation matching HTML completeness - Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods - Zero ellipsis instances - complete coverage with no missing documentation - Added proper markdown formatting with code blocks and navigation - Included full parameter documentation, return values, and examples Key features: - 23KB GitHub-compatible markdown documentation - 47 argument sections with detailed parameters - 35 return value specifications - 23 code examples with syntax highlighting - 38 explanatory notes and 10 exception specifications - Full table of contents with anchor links - Professional markdown formatting Both export formats now available: - HTML: docs/api_reference_complete.html (54KB, rich styling) - Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible) Author: John McCardle <mccardle.john@gmail.com> feat(docs): complete API documentation with zero missing methods - Eliminated ALL ellipsis instances (0 remaining) - Documented 40 functions with complete signatures and examples - Documented 21 classes with full method and property documentation - Added 56 method descriptions with detailed parameters and return values - Included 15 complete property specifications - Added 24 code examples and 38 explanatory notes - Comprehensive coverage of all collection methods, system classes, and functions Key highlights: - EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index) - Animation: Full property and method documentation with examples - Color: All manipulation methods (from_hex, to_hex, lerp) with examples - Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy) - Scene: All management methods including register_keyboard - Timer: Complete control methods (pause, resume, cancel, restart) - Window: All management methods (get, center, screenshot) - System functions: Complete audio, scene, UI, and system function documentation Author: John McCardle <mccardle.john@gmail.com> feat(docs): create professional HTML API documentation - Fixed all formatting issues from original HTML output - Added comprehensive constructor documentation for all classes - Enhanced visual design with modern styling and typography - Fixed literal newline display and markdown link conversion - Added proper semantic HTML structure and navigation - Includes detailed documentation for Entity, collections, and system types Author: John McCardle <mccardle.john@gmail.com> feat: complete API reference generator and finish Phase 7 documentation Implemented comprehensive API documentation generator that: - Introspects live mcrfpy module for accurate documentation - Generates organized Markdown reference (docs/API_REFERENCE.md) - Categorizes classes and functions by type - Includes full automation module documentation - Provides summary statistics Results: - 20 classes documented - 19 module functions documented - 20 automation methods documented - 100% coverage of public API - Clean, readable Markdown output Phase 7 Summary: - Completed 4/5 tasks (1 cancelled as architecturally inappropriate) - All documentation tasks successful - Type stubs, docstrings, and API reference all complete Author: John McCardle <mccardle.john@gmail.com> docs: cancel PyPI wheel task and add future vision for Python extension architecture Task #70 Analysis: - Discovered fundamental incompatibility with PyPI distribution - McRogueFace embeds CPython rather than being loaded by it - Traditional wheels expect to extend existing Python interpreter - Current architecture is application-with-embedded-Python Decisions: - Cancelled PyPI wheel preparation as out of scope for Alpha - Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.) - Identified better distribution methods (installers, package managers) Added Future Vision: - Comprehensive plan for pure Python extension architecture - Would allow true "pip install mcrogueface" experience - Requires major refactoring to invert control flow - Python would drive main loop with C++ performance extensions - Unscheduled but documented as long-term possibility This clarifies the architectural boundaries and sets realistic expectations for distribution methods while preserving the vision of what McRogueFace could become with significant rework. Author: John McCardle <mccardle.john@gmail.com> feat: generate comprehensive .pyi type stubs for IDE support (#108) Created complete type stub files for the mcrfpy module to enable: - Full IntelliSense/autocomplete in IDEs - Static type checking with mypy/pyright - Better documentation tooltips - Parameter hints and return types Implementation details: - Manually crafted stubs for accuracy (15KB, 533 lines) - Complete coverage: 19 classes, 112 functions/methods - Proper type annotations using typing module - @overload decorators for multiple signatures - Type aliases for common patterns (UIElement union) - Preserved all docstrings for IDE help - Automation module fully typed - PEP 561 compliant with py.typed marker Testing: - Validated Python syntax with ast.parse() - Verified all expected classes and functions - Confirmed type annotations are well-formed - Checked docstring preservation (80 docstrings) Usage: - VS Code: Add stubs/ to python.analysis.extraPaths - PyCharm: Mark stubs/ directory as Sources Root - Other IDEs will auto-detect .pyi files This significantly improves the developer experience when using McRogueFace as a Python game engine. Author: John McCardle <mccardle.john@gmail.com> docs: add comprehensive parameter documentation to all API methods (#86) Enhanced documentation for the mcrfpy module with: - Detailed docstrings for all API methods - Type hints in documentation (name: type format) - Return type specifications - Exception documentation where applicable - Usage examples for complex methods - Module-level documentation with overview and example code Specific improvements: - Audio API: Added parameter types and return values - Scene API: Documented transition types and error conditions - Timer API: Clarified handler signature and runtime parameter - UI Search: Added wildcard pattern examples for findAll() - Metrics API: Documented all dictionary keys returned Also fixed method signatures: - Changed METH_VARARGS to METH_NOARGS for parameterless methods - Ensures proper Python calling conventions Test coverage included - all documentation is accessible via Python's __doc__ attributes and shows correctly formatted information. Author: John McCardle <mccardle.john@gmail.com> docs: mark issue #85 as completed in Phase 7 Author: John McCardle <mccardle.john@gmail.com> docs: replace all 'docstring' placeholders with comprehensive documentation (#85) Added proper Python docstrings for all UI component classes: UIFrame: - Container element that can hold child drawables - Documents position, size, colors, outline, and clip_children - Includes constructor signature with all parameters UICaption: - Text display element with font and styling - Documents text content, position, font, colors, outline - Notes that w/h are computed from text content UISprite: - Texture/sprite display element - Documents position, texture, sprite_index, scale - Notes that w/h are computed from texture and scale UIGrid: - Tile-based grid for game worlds - Documents grid dimensions, tile size, texture atlas - Includes entities collection and background_color All docstrings follow consistent format: - Constructor signature with defaults - Brief description - Args section with types and defaults - Attributes section with all properties This completes Phase 7 task #85 for documentation improvements. Author: John McCardle <mccardle.john@gmail.com> docs: update ROADMAP with PyArgHelpers infrastructure completion Author: John McCardle <mccardle.john@gmail.com> refactor: implement PyArgHelpers for standardized Python argument parsing This major refactoring standardizes how position, size, and other arguments are parsed across all UI components. PyArgHelpers provides consistent handling for various argument patterns: - Position as (x, y) tuple or separate x, y args - Size as (w, h) tuple or separate width, height args - Grid position and size with proper validation - Color parsing with PyColorObject support Changes across UI components: - UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support - UIFrame: Uses standardized position parsing - UISprite: Consistent position handling - UIGrid: Grid-specific position/size helpers - UIEntity: Unified argument parsing Also includes: - Improved error messages for type mismatches (int or float accepted) - Reduced code duplication across constructors - Better handling of keyword/positional argument conflicts - Maintains backward compatibility with existing API This addresses the inconsistent argument handling patterns discovered during the inheritance hierarchy work and prepares for Phase 7 documentation. Author: John McCardle <mccardle.john@gmail.com> feat(Python): establish proper inheritance hierarchy for UI types All UIDrawable-derived Python types now properly inherit from the Drawable base class in Python, matching the C++ inheritance structure. Changes: - Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance - Set tp_base = &mcrfpydef::PyDrawableType for all UI types - Add PyDrawable.h include to UI type headers - Rename _Drawable to Drawable and update error message This enables proper Python inheritance: Frame, Caption, Sprite, Grid, and Entity all inherit from Drawable, allowing shared functionality and isinstance() checks. Author: John McCardle <mccardle.john@gmail.com> refactor: move position property to UIDrawable base class (UISprite) - Update UISprite to use base class position instead of sprite position - Synchronize sprite position with base class position for rendering - Implement onPositionChanged() for position synchronization - Update all UISprite methods to use base position consistently - Add comprehensive test coverage for UISprite position handling This is part 3 of moving position to the base class. UIGrid is the final class that needs to be updated. Author: John McCardle <mccardle.john@gmail.com> refactor: move position property to UIDrawable base class (UICaption) - Update UICaption to use base class position instead of text position - Synchronize text position with base class position for rendering - Add onPositionChanged() virtual method for position synchronization - Update all UICaption methods to use base position consistently - Add comprehensive test coverage for UICaption position handling This is part 2 of moving position to the base class. UISprite and UIGrid will be updated in subsequent commits. Author: John McCardle <mccardle.john@gmail.com> refactor: move position property to UIDrawable base class (UIFrame) - Add position member to UIDrawable base class - Add common position getters/setters (x, y, pos) to base class - Update UIFrame to use base class position instead of box position - Synchronize box position with base class position for rendering - Update all UIFrame methods to use base position consistently - Add comprehensive test coverage for UIFrame position handling This is part 1 of moving position to the base class. Other derived classes (UICaption, UISprite, UIGrid) will be updated in subsequent commits. Author: John McCardle <mccardle.john@gmail.com> refactor: remove UIEntity collision_pos field - Remove redundant collision_pos field from UIEntity - Update position getters/setters to use integer-cast position when needed - Remove all collision_pos synchronization code - Simplify entity position handling to use single float position field - Add comprehensive test coverage proving functionality is preserved This removes technical debt and simplifies the codebase without changing API behavior. Author: John McCardle <mccardle.john@gmail.com> feat: add PyArgHelpers infrastructure for standardized argument parsing - Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color - Support tuple-based vector arguments with conflict detection - Provide consistent error messages and validation - Add comprehensive test coverage for infrastructure This sets the foundation for standardizing all Python API constructors. Author: John McCardle <mccardle.john@gmail.com> docs: mark Phase 6 (Rendering Revolution) as complete Phase 6 is now complete with all core rendering features implemented: Completed Features: - Grid background colors (#50) - customizable backgrounds with animation - RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture - Viewport-based rendering (#8) - three scaling modes with coordinate transform Strategic Decisions: - UIGrid already has optimal RenderTexture implementation for its viewport needs - UICaption/UISprite clipping deemed unnecessary (no children to clip) - Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution. Author: John McCardle <mccardle.john@gmail.com> feat(viewport): complete viewport-based rendering system (#8) Implements a comprehensive viewport system that allows fixed game resolution with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8. Key Features: - Fixed game resolution independent of window size (window.game_resolution property) - Three scaling modes accessible via window.scaling_mode: - "center": 1:1 pixels, viewport centered in window - "stretch": viewport fills window, ignores aspect ratio - "fit": maintains aspect ratio with black bars - Automatic window-to-game coordinate transformation for mouse input - Full Python API integration with PyWindow properties Technical Implementation: - GameEngine::ViewportMode enum with Center, Stretch, Fit modes - SFML View system for efficient GPU-based viewport scaling - updateViewport() recalculates on window resize or mode change - windowToGameCoords() transforms mouse coordinates correctly - PyScene mouse input automatically uses transformed coordinates Tests: - test_viewport_simple.py: Basic API functionality - test_viewport_visual.py: Visual verification with screenshots - test_viewport_scaling.py: Interactive mode switching and resizing This completes the viewport-based rendering task and provides the foundation for resolution-independent game development as requested for Crypt of Sokoban. Author: John McCardle <mccardle.john@gmail.com> docs: update ROADMAP for Phase 6 progress - Marked Phase 6 as IN PROGRESS - Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE - Marked Grid background colors (#50) as COMPLETED - Added technical notes from implementation experience - Identified viewport rendering (#8) as next priority Author: John McCardle <mccardle.john@gmail.com> feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6) - Added RenderTexture support to UIDrawable base class - std::unique_ptr<sf::RenderTexture> for opt-in rendering - Dirty flag system for optimization - enableRenderTexture() and markDirty() methods - Implemented clip_children property for UIFrame - Python-accessible boolean property - Automatic RenderTexture creation when enabled - Proper coordinate transformation for nested frames - Updated UIFrame::render() for clipping support - Renders to RenderTexture when clip_children=true - Handles nested clipping correctly - Only re-renders when dirty flag is set - Added comprehensive dirty flag propagation - All property setters mark frame as dirty - Size changes recreate RenderTexture - Animation system integration - Created tests for clipping functionality - Basic clipping test with visual verification - Advanced nested clipping test - Dynamic resize handling test This is Phase 1 of the RenderTexture overhaul, providing the foundation for advanced rendering effects like blur, glow, and viewport rendering. Author: John McCardle <mccardle.john@gmail.com> docs: create RenderTexture overhaul design document - Comprehensive design for Issue #6 implementation - Opt-in architecture to maintain backward compatibility - Phased implementation plan with clear milestones - Performance considerations and risk mitigation - API design for clipping and future effects Also includes Grid background color test Author: John McCardle <mccardle.john@gmail.com> feat(Grid): add customizable background_color property (#50) - Added sf::Color background_color member with default dark gray - Python property getter/setter for background_color - Animation support for individual color components (r/g/b/a) - Replaces hardcoded clear color in render method - Test demonstrates color changes and property access Closes #50 Author: John McCardle <mccardle.john@gmail.com> docs: update roadmap for Phase 6 preparation - Mark Phase 5 (Window/Scene Architecture) as complete - Update issue statuses (#34, #61, #1, #105 completed) - Add Phase 6 implementation strategy for RenderTexture overhaul - Archive Phase 5 test files to .archive/ - Identify quick wins and technical approach for rendering work Author: John McCardle <mccardle.john@gmail.com> feat(Phase 5): Complete Window/Scene Architecture - Window singleton with properties (resolution, fullscreen, vsync, title) - OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update) - Window resize events trigger scene.on_resize callbacks - Scene transitions (fade, slide_left/right/up/down) with smooth animations - Full integration of Python Scene objects with C++ engine All Phase 5 tasks (#34, #1, #61, #105) completed successfully. Author: John McCardle <mccardle.john@gmail.com> research: SFML 3.0 migration analysis - Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17) - Assessed migration impact on McRogueFace (40+ files affected) - Evaluated timing relative to mcrfpy.sfml module plans - Recommended deferring migration until after mcrfpy.sfml implementation - Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy Author: John McCardle <mccardle.john@gmail.com> research: SFML exposure options analysis (#14) - Analyzed current SFML 2.6.1 usage throughout codebase - Evaluated python-sfml (abandoned, only supports SFML 2.3.2) - Recommended direct integration as mcrfpy.sfml module - Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan - Identified opportunity to provide modern SFML 2.6+ Python bindings Author: John McCardle <mccardle.john@gmail.com> feat: add basic profiling/metrics system (#104) - Add ProfilingMetrics struct to track performance data - Track frame time (current and 60-frame rolling average) - Calculate FPS from average frame time - Count draw calls, UI elements, and visible elements per frame - Track total runtime and current frame number - PyScene counts elements during render - Expose metrics via mcrfpy.getMetrics() returning dict This provides basic performance monitoring capabilities for identifying bottlenecks and optimizing rendering performance. Author: John McCardle <mccardle.john@gmail.com> fix: improve click handling with proper z-order and coordinate transforms - UIFrame: Fix coordinate transformation (subtract parent pos, not add) - UIFrame: Check children in reverse order (highest z-index first) - UIFrame: Skip invisible elements entirely - PyScene: Sort elements by z-index before checking clicks - PyScene: Stop at first element that handles the click - UIGrid: Implement entity click detection with grid coordinate transform - UIGrid: Check entities in reverse order, return sprite as target Click events now correctly respect z-order (top elements get priority), handle coordinate transforms for nested frames, and support clicking on grid entities. Elements without click handlers are transparent to clicks, allowing elements below to receive them. Note: Click testing requires non-headless mode due to PyScene limitation. feat: implement name system for finding UI elements (#39/40/41) - Add 'name' property to UIDrawable base class - All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name - Entity delegates name to its sprite member - Add find(name, scene=None) function for exact match search - Add findAll(pattern, scene=None) with wildcard support (* matches any sequence) - Both functions search recursively through Frame children and Grid entities - Comprehensive test coverage for all functionality This provides a simple way to find UI elements by name in Python scripts, supporting both exact matches and wildcard patterns. Author: John McCardle <mccardle.john@gmail.com> fix: prevent segfault when closing window via X button - Add cleanup() method to GameEngine to clear Python references before destruction - Clear timers and McRFPy_API references in proper order - Call cleanup() at end of run loop and in destructor - Ensure cleanup is only called once per GameEngine instance Also includes: - Fix audio ::stop() calls (already in place, OpenAL warning is benign) - Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10)) - Refactor UIDrawable_methods.h into UIBase.h for better organization - Move UIEntity-specific implementations to UIEntityPyMethods.h Author: John McCardle <mccardle.john@gmail.com> feat: stabilize test suite and add UIDrawable methods - Add visible, opacity properties to all UI classes (#87, #88) - Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98) - Create UIDrawable_methods.h with template implementations - Fix test termination issues - all tests now exit properly - Fix test_sprite_texture_swap.py click handler signature - Fix test_drawable_base.py segfault in headless mode - Convert audio objects to pointers for cleanup (OpenAL warning persists) - Remove debug print statements from UICaption - Special handling for UIEntity to delegate drawable methods to sprite All test files are now "airtight" - they complete successfully, terminate on their own, and handle edge cases properly. Author: John McCardle <mccardle.john@gmail.com> docs: add Phase 1-3 completion summary - Document all completed tasks across three phases - Show before/after API improvements - Highlight technical achievements - Outline next steps for Phase 4-7 Author: John McCardle <mccardle.john@gmail.com> feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103 - Created PyTimer.h/cpp with object-oriented timer interface - Enhanced PyTimerCallable with pause/resume state tracking - Added timer control methods: pause(), resume(), cancel(), restart() - Added timer properties: interval, remaining, paused, active, callback - Fixed timing logic to prevent rapid catch-up after resume - Timer objects automatically register with game engine - Added comprehensive test demonstrating all functionality Author: John McCardle <mccardle.john@gmail.com> feat(Color): add helper methods from_hex, to_hex, lerp closes #94 - Add Color.from_hex(hex_string) class method for creating colors from hex - Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA - Add color.to_hex() to convert Color to hex string - Add color.lerp(other, t) for smooth color interpolation - Comprehensive test coverage for all methods Author: John McCardle <mccardle.john@gmail.com> fix: properly configure UTF-8 encoding for Python stdio - Use PyConfig to set stdio_encoding="UTF-8" during initialization - Set stdio_errors="surrogateescape" for robust handling - Configure in both init_python() and init_python_with_config() - Cleaner solution than wrapping streams after initialization - Fixes UnicodeEncodeError when printing unicode characters Author: John McCardle <mccardle.john@gmail.com> feat(Vector): implement arithmetic operations closes #93 - Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute - Add rich comparison for equality/inequality checks - Add boolean check (zero vector is False) - Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy() - Fix UIDrawable::get_click() segfault when click_callable is null - Comprehensive test coverage for all arithmetic operations Author: John McCardle <mccardle.john@gmail.com> feat: Complete position argument standardization for all UI classes - Frame and Sprite now support pos keyword override - Entity now accepts x,y arguments (was pos-only before) - All UI classes now consistently support: - (x, y) positional - ((x, y)) tuple - x=x, y=y keywords - pos=(x,y) keyword - pos=Vector keyword - Improves API consistency and flexibility Author: John McCardle <mccardle.john@gmail.com> feat: Standardize position arguments across all UI classes - Create PyPositionHelper for consistent position parsing - Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y) - Caption now accepts x,y args in addition to pos - Grid init fully supports keyword arguments - Maintain backward compatibility for all formats - Consistent error messages across classes Author: John McCardle <mccardle.john@gmail.com> feat: Add Entity.die() method for lifecycle management closes #30 - Remove entity from its grid's entity list - Clear grid reference after removal - Safe to call multiple times (no-op if not on grid) - Works with shared_ptr entity management Author: John McCardle <mccardle.john@gmail.com> perf: Skip out-of-bounds entities during Grid rendering closes #52 - Add visibility bounds check in entity render loop - Skip entities outside view with 1 cell margin - Improves performance for large grids with many entities - Bounds check considers zoom and pan settings Author: John McCardle <mccardle.john@gmail.com> verify: Sprite texture swapping functionality closes #19 - Texture property getter/setter already implemented - Position/scale preservation during swap confirmed - Type validation for texture assignment working - Tests verify functionality is complete Author: John McCardle <mccardle.john@gmail.com> feat: Grid size tuple support closes #90 - Add grid_size keyword parameter to Grid.__init__ - Accept tuple or list of two integers - Override grid_x/grid_y if grid_size provided - Maintain backward compatibility - Add comprehensive test coverage Author: John McCardle <mccardle.john@gmail.com> feat: Phase 1 - safe constructors and _Drawable foundation Closes #7 - Make all UI class constructors safe: - Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption - Initialize all members to predictable values - Made Python init functions accept no arguments - Added x,y properties to UIEntity Closes #71 - Create _Drawable Python base class: - Created PyDrawable.h/cpp with base type (not yet inherited by UI types) - Registered in module initialization Closes #87 - Add visible property: - Added bool visible=true to UIDrawable base class - All render methods check visibility before drawing Closes #88 - Add opacity property: - Added float opacity=1.0 to UIDrawable base class - UICaption and UISprite apply opacity to alpha channel Closes #89 - Add get_bounds() method: - Virtual method returns sf::FloatRect(x,y,w,h) - Implemented in Frame, Caption, Sprite, Grid Closes #98 - Add move() and resize() methods: - move(dx,dy) for relative movement - resize(w,h) for absolute sizing - Caption resize is no-op (size controlled by font) Author: John McCardle <mccardle.john@gmail.com> docs: comprehensive alpha_streamline_2 plan and strategic vision - Add 7-phase development plan for alpha_streamline_2 branch - Define architectural dependencies and critical path - Identify new issues needed (Timer objects, event system, etc.) - Add strategic vision document with 3 transformative directions - Timeline: 10-12 weeks to solid Beta foundation Author: John McCardle <mccardle.john@gmail.com> feat(Grid): flexible at() method arguments - Support tuple argument: grid.at((x, y)) - Support keyword arguments: grid.at(x=5, y=3) - Support pos keyword: grid.at(pos=(2, 8)) - Maintain backward compatibility with grid.at(x, y) - Add comprehensive error handling for invalid arguments Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
#!/usr/bin/env python3
"""Generate high-quality HTML API reference documentation for McRogueFace."""
import os
import sys
import datetime
import html
from pathlib import Path
import mcrfpy
def escape_html(text: str) -> str:
"""Escape HTML special characters."""
return html.escape(text) if text else ""
def format_docstring_as_html(docstring: str) -> str:
"""Convert docstring to properly formatted HTML."""
if not docstring:
return ""
# Split and process lines
lines = docstring.strip().split('\n')
result = []
in_code_block = False
for line in lines:
# Convert \n to actual newlines
line = line.replace('\\n', '\n')
# Handle code blocks
if line.strip().startswith('```'):
if in_code_block:
result.append('</pre></code>')
in_code_block = False
else:
result.append('<code><pre>')
in_code_block = True
continue
# Convert markdown-style code to HTML
if '`' in line and not in_code_block:
import re
line = re.sub(r'`([^`]+)`', r'<code>\1</code>', line)
if in_code_block:
result.append(escape_html(line))
else:
result.append(escape_html(line) + '<br>')
if in_code_block:
result.append('</pre></code>')
return '\n'.join(result)
def get_class_details(cls):
"""Get detailed information about a class."""
info = {
'name': cls.__name__,
'doc': cls.__doc__ or "",
'methods': {},
'properties': {},
'bases': []
}
# Get real base classes (excluding object)
for base in cls.__bases__:
if base.__name__ != 'object':
info['bases'].append(base.__name__)
# Special handling for Entity which doesn't inherit from Drawable
if cls.__name__ == 'Entity' and 'Drawable' in info['bases']:
info['bases'].remove('Drawable')
# Get methods and properties
for attr_name in dir(cls):
if attr_name.startswith('__') and attr_name != '__init__':
continue
try:
attr = getattr(cls, attr_name)
if isinstance(attr, property):
info['properties'][attr_name] = {
'doc': (attr.fget.__doc__ if attr.fget else "") or "",
'readonly': attr.fset is None
}
elif callable(attr) and not attr_name.startswith('_'):
info['methods'][attr_name] = attr.__doc__ or ""
except:
pass
return info
def generate_class_init_docs(class_name):
"""Generate initialization documentation for specific classes."""
init_docs = {
'Entity': {
'signature': 'Entity(x=0, y=0, sprite_id=0)',
'description': 'Game entity that can be placed in a Grid.',
'args': [
('x', 'int', 'Grid x coordinate. Default: 0'),
('y', 'int', 'Grid y coordinate. Default: 0'),
('sprite_id', 'int', 'Sprite index for rendering. Default: 0')
],
'example': '''entity = mcrfpy.Entity(5, 10, 42)
entity.move(1, 0) # Move right one tile'''
},
'Color': {
'signature': 'Color(r=255, g=255, b=255, a=255)',
'description': 'RGBA color representation.',
'args': [
('r', 'int', 'Red component (0-255). Default: 255'),
('g', 'int', 'Green component (0-255). Default: 255'),
('b', 'int', 'Blue component (0-255). Default: 255'),
('a', 'int', 'Alpha component (0-255). Default: 255')
],
'example': 'red = mcrfpy.Color(255, 0, 0)'
},
'Font': {
'signature': 'Font(filename)',
'description': 'Load a font from file.',
'args': [
('filename', 'str', 'Path to font file (TTF/OTF)')
]
},
'Texture': {
'signature': 'Texture(filename)',
'description': 'Load a texture from file.',
'args': [
('filename', 'str', 'Path to image file (PNG/JPG/BMP)')
]
},
'Vector': {
'signature': 'Vector(x=0.0, y=0.0)',
'description': '2D vector for positions and directions.',
'args': [
('x', 'float', 'X component. Default: 0.0'),
('y', 'float', 'Y component. Default: 0.0')
]
},
'Animation': {
'signature': 'Animation(property_name, start_value, end_value, duration, transition="linear", loop=False)',
'description': 'Animate UI element properties over time.',
'args': [
('property_name', 'str', 'Property to animate (e.g., "x", "y", "scale")'),
('start_value', 'float', 'Starting value'),
('end_value', 'float', 'Ending value'),
('duration', 'float', 'Duration in seconds'),
('transition', 'str', 'Easing function. Default: "linear"'),
('loop', 'bool', 'Whether to loop. Default: False')
],
'properties': ['current_value', 'elapsed_time', 'is_running', 'is_finished']
},
'GridPoint': {
'description': 'Represents a single tile in a Grid.',
'properties': ['x', 'y', 'texture_index', 'solid', 'transparent', 'color']
},
'GridPointState': {
'description': 'State information for a GridPoint.',
'properties': ['visible', 'discovered', 'custom_flags']
},
'Timer': {
'signature': 'Timer(name, callback, interval_ms)',
'description': 'Create a recurring timer.',
'args': [
('name', 'str', 'Unique timer identifier'),
('callback', 'callable', 'Function to call'),
('interval_ms', 'int', 'Interval in milliseconds')
]
}
}
return init_docs.get(class_name, {})
def generate_method_docs(method_name, class_name):
"""Generate documentation for specific methods."""
method_docs = {
# Base Drawable methods (inherited by all UI elements)
'Drawable': {
'get_bounds': {
'signature': 'get_bounds()',
'description': 'Get the bounding rectangle of this drawable element.',
'returns': 'tuple: (x, y, width, height) representing the element\'s bounds',
'note': 'The bounds are in screen coordinates and account for current position and size.'
},
'move': {
'signature': 'move(dx, dy)',
'description': 'Move the element by a relative offset.',
'args': [
('dx', 'float', 'Horizontal offset in pixels'),
('dy', 'float', 'Vertical offset in pixels')
],
'note': 'This modifies the x and y position properties by the given amounts.'
},
'resize': {
'signature': 'resize(width, height)',
'description': 'Resize the element to new dimensions.',
'args': [
('width', 'float', 'New width in pixels'),
('height', 'float', 'New height in pixels')
],
'note': 'Behavior varies by element type. Some elements may ignore or constrain dimensions.'
}
},
# Caption-specific methods
'Caption': {
'get_bounds': {
'signature': 'get_bounds()',
'description': 'Get the bounding rectangle of the text.',
'returns': 'tuple: (x, y, width, height) based on text content and font size',
'note': 'Bounds are automatically calculated from the rendered text dimensions.'
},
'move': {
'signature': 'move(dx, dy)',
'description': 'Move the caption by a relative offset.',
'args': [
('dx', 'float', 'Horizontal offset in pixels'),
('dy', 'float', 'Vertical offset in pixels')
]
},
'resize': {
'signature': 'resize(width, height)',
'description': 'Set text wrapping bounds (limited support).',
'args': [
('width', 'float', 'Maximum width for text wrapping'),
('height', 'float', 'Currently unused')
],
'note': 'Full text wrapping is not yet implemented. This prepares for future multiline support.'
}
},
# Entity-specific methods
'Entity': {
'at': {
'signature': 'at(x, y)',
'description': 'Get the GridPointState at the specified grid coordinates relative to this entity.',
'args': [
('x', 'int', 'Grid x offset from entity position'),
('y', 'int', 'Grid y offset from entity position')
],
'returns': 'GridPointState: State of the grid point at the specified position',
'note': 'Requires entity to be associated with a grid. Raises ValueError if not.'
},
'die': {
'signature': 'die()',
'description': 'Remove this entity from its parent grid.',
'returns': 'None',
'note': 'The entity object remains valid but is no longer rendered or updated.'
},
'index': {
'signature': 'index()',
'description': 'Get the index of this entity in its grid\'s entity collection.',
'returns': 'int: Zero-based index in the parent grid\'s entity list',
'note': 'Raises RuntimeError if not associated with a grid, ValueError if not found.'
},
'get_bounds': {
'signature': 'get_bounds()',
'description': 'Get the bounding rectangle of the entity\'s sprite.',
'returns': 'tuple: (x, y, width, height) of the sprite bounds',
'note': 'Delegates to the internal sprite\'s get_bounds method.'
},
'move': {
'signature': 'move(dx, dy)',
'description': 'Move the entity by a relative offset in pixels.',
'args': [
('dx', 'float', 'Horizontal offset in pixels'),
('dy', 'float', 'Vertical offset in pixels')
],
'note': 'Updates both sprite position and entity grid position.'
},
'resize': {
'signature': 'resize(width, height)',
'description': 'Entities do not support direct resizing.',
'args': [
('width', 'float', 'Ignored'),
('height', 'float', 'Ignored')
],
'note': 'This method exists for interface compatibility but has no effect.'
}
},
# Frame-specific methods
'Frame': {
'get_bounds': {
'signature': 'get_bounds()',
'description': 'Get the bounding rectangle of the frame.',
'returns': 'tuple: (x, y, width, height) representing the frame bounds'
},
'move': {
'signature': 'move(dx, dy)',
'description': 'Move the frame and all its children by a relative offset.',
'args': [
('dx', 'float', 'Horizontal offset in pixels'),
('dy', 'float', 'Vertical offset in pixels')
],
'note': 'Child elements maintain their relative positions within the frame.'
},
'resize': {
'signature': 'resize(width, height)',
'description': 'Resize the frame to new dimensions.',
'args': [
('width', 'float', 'New width in pixels'),
('height', 'float', 'New height in pixels')
],
'note': 'Does not automatically resize children. Set clip_children=True to clip overflow.'
}
},
# Grid-specific methods
'Grid': {
'at': {
'signature': 'at(x, y) or at((x, y))',
'description': 'Get the GridPoint at the specified grid coordinates.',
'args': [
('x', 'int', 'Grid x coordinate (0-based)'),
('y', 'int', 'Grid y coordinate (0-based)')
],
'returns': 'GridPoint: The grid point at (x, y)',
'note': 'Raises IndexError if coordinates are out of range. Accepts either two arguments or a tuple.',
'example': 'point = grid.at(5, 3) # or grid.at((5, 3))'
},
'get_bounds': {
'signature': 'get_bounds()',
'description': 'Get the bounding rectangle of the entire grid.',
'returns': 'tuple: (x, y, width, height) of the grid\'s display area'
},
'move': {
'signature': 'move(dx, dy)',
'description': 'Move the grid display by a relative offset.',
'args': [
('dx', 'float', 'Horizontal offset in pixels'),
('dy', 'float', 'Vertical offset in pixels')
],
'note': 'Moves the entire grid viewport. Use center property to pan within the grid.'
},
'resize': {
'signature': 'resize(width, height)',
'description': 'Resize the grid\'s display viewport.',
'args': [
('width', 'float', 'New viewport width in pixels'),
('height', 'float', 'New viewport height in pixels')
],
'note': 'Changes the visible area, not the grid dimensions. Use zoom to scale content.'
}
},
# Sprite-specific methods
'Sprite': {
'get_bounds': {
'signature': 'get_bounds()',
'description': 'Get the bounding rectangle of the sprite.',
'returns': 'tuple: (x, y, width, height) based on texture size and scale',
'note': 'Bounds account for current scale. Returns (x, y, 0, 0) if no texture.'
},
'move': {
'signature': 'move(dx, dy)',
'description': 'Move the sprite by a relative offset.',
'args': [
('dx', 'float', 'Horizontal offset in pixels'),
('dy', 'float', 'Vertical offset in pixels')
]
},
'resize': {
'signature': 'resize(width, height)',
'description': 'Resize the sprite by adjusting its scale.',
'args': [
('width', 'float', 'Target width in pixels'),
('height', 'float', 'Target height in pixels')
],
'note': 'Calculates and applies uniform scale to best fit the target dimensions.'
}
},
'Animation': {
'get_current_value': {
'signature': 'get_current_value()',
'description': 'Get the current interpolated value.',
'returns': 'float: Current animation value'
},
'start': {
'signature': 'start(target)',
'description': 'Start the animation on a target UI element.',
'args': [('target', 'UIDrawable', 'The element to animate')]
}
},
# Collection methods (shared by EntityCollection and UICollection)
'EntityCollection': {
'append': {
'signature': 'append(entity)',
'description': 'Add an entity to the end of the collection.',
'args': [
('entity', 'Entity', 'The entity to add')
]
},
'remove': {
'signature': 'remove(entity)',
'description': 'Remove the first occurrence of an entity from the collection.',
'args': [
('entity', 'Entity', 'The entity to remove')
],
'note': 'Raises ValueError if entity is not found.'
},
'extend': {
'signature': 'extend(iterable)',
'description': 'Add multiple entities from an iterable.',
'args': [
('iterable', 'iterable', 'An iterable of Entity objects')
]
},
'count': {
'signature': 'count(entity)',
'description': 'Count occurrences of an entity in the collection.',
'args': [
('entity', 'Entity', 'The entity to count')
],
'returns': 'int: Number of times the entity appears'
},
'index': {
'signature': 'index(entity)',
'description': 'Find the index of the first occurrence of an entity.',
'args': [
('entity', 'Entity', 'The entity to find')
],
'returns': 'int: Zero-based index of the entity',
'note': 'Raises ValueError if entity is not found.'
}
},
'UICollection': {
'append': {
'signature': 'append(drawable)',
'description': 'Add a drawable element to the end of the collection.',
'args': [
('drawable', 'Drawable', 'Any UI element (Frame, Caption, Sprite, Grid)')
]
},
'remove': {
'signature': 'remove(drawable)',
'description': 'Remove the first occurrence of a drawable from the collection.',
'args': [
('drawable', 'Drawable', 'The drawable to remove')
],
'note': 'Raises ValueError if drawable is not found.'
},
'extend': {
'signature': 'extend(iterable)',
'description': 'Add multiple drawables from an iterable.',
'args': [
('iterable', 'iterable', 'An iterable of Drawable objects')
]
},
'count': {
'signature': 'count(drawable)',
'description': 'Count occurrences of a drawable in the collection.',
'args': [
('drawable', 'Drawable', 'The drawable to count')
],
'returns': 'int: Number of times the drawable appears'
},
'index': {
'signature': 'index(drawable)',
'description': 'Find the index of the first occurrence of a drawable.',
'args': [
('drawable', 'Drawable', 'The drawable to find')
],
'returns': 'int: Zero-based index of the drawable',
'note': 'Raises ValueError if drawable is not found.'
}
}
}
return method_docs.get(class_name, {}).get(method_name, {})
def generate_function_docs():
"""Generate documentation for all mcrfpy module functions."""
function_docs = {
# Scene Management
'createScene': {
'signature': 'createScene(name: str) -> None',
'description': 'Create a new empty scene.',
'args': [
('name', 'str', 'Unique name for the new scene')
],
'returns': 'None',
'exceptions': [
('ValueError', 'If a scene with this name already exists')
],
'note': 'The scene is created but not made active. Use setScene() to switch to it.',
'example': '''mcrfpy.createScene("game")
mcrfpy.createScene("menu")
mcrfpy.setScene("game")'''
},
'setScene': {
'signature': 'setScene(scene: str, transition: str = None, duration: float = 0.0) -> None',
'description': 'Switch to a different scene with optional transition effect.',
'args': [
('scene', 'str', 'Name of the scene to switch to'),
('transition', 'str', 'Transition type ("fade", "slide_left", "slide_right", "slide_up", "slide_down"). Default: None'),
('duration', 'float', 'Transition duration in seconds. Default: 0.0 for instant')
],
'returns': 'None',
'exceptions': [
('KeyError', 'If the scene doesn\'t exist'),
('ValueError', 'If the transition type is invalid')
],
'example': '''mcrfpy.setScene("menu")
mcrfpy.setScene("game", "fade", 0.5)
mcrfpy.setScene("credits", "slide_left", 1.0)'''
},
'currentScene': {
'signature': 'currentScene() -> str',
'description': 'Get the name of the currently active scene.',
'args': [],
'returns': 'str: Name of the current scene',
'example': '''scene = mcrfpy.currentScene()
print(f"Currently in scene: {scene}")'''
},
'sceneUI': {
'signature': 'sceneUI(scene: str = None) -> list',
'description': 'Get all UI elements for a scene.',
'args': [
('scene', 'str', 'Scene name. If None, uses current scene. Default: None')
],
'returns': 'list: All UI elements (Frame, Caption, Sprite, Grid) in the scene',
'exceptions': [
('KeyError', 'If the specified scene doesn\'t exist')
],
'example': '''# Get UI for current scene
ui_elements = mcrfpy.sceneUI()
# Get UI for specific scene
menu_ui = mcrfpy.sceneUI("menu")
for element in menu_ui:
print(f"{element.name}: {type(element).__name__}")'''
},
'keypressScene': {
'signature': 'keypressScene(handler: callable) -> None',
'description': 'Set the keyboard event handler for the current scene.',
'args': [
('handler', 'callable', 'Function that receives (key_name: str, is_pressed: bool)')
],
'returns': 'None',
'note': 'The handler is called for every key press and release event. Key names are single characters (e.g., "A", "1") or special keys (e.g., "Space", "Enter", "Escape").',
'example': '''def on_key(key, pressed):
if pressed:
if key == "Space":
player.jump()
elif key == "Escape":
mcrfpy.setScene("pause_menu")
else:
# Handle key release
if key in ["A", "D"]:
player.stop_moving()
mcrfpy.keypressScene(on_key)'''
},
# Audio Functions
'createSoundBuffer': {
'signature': 'createSoundBuffer(filename: str) -> int',
'description': 'Load a sound effect from a file and return its buffer ID.',
'args': [
('filename', 'str', 'Path to the sound file (WAV, OGG, FLAC)')
],
'returns': 'int: Buffer ID for use with playSound()',
'exceptions': [
('RuntimeError', 'If the file cannot be loaded')
],
'note': 'Sound buffers are stored in memory for fast playback. Load sound effects once and reuse the buffer ID.',
'example': '''# Load sound effects
jump_sound = mcrfpy.createSoundBuffer("assets/sounds/jump.wav")
coin_sound = mcrfpy.createSoundBuffer("assets/sounds/coin.ogg")
# Play later
mcrfpy.playSound(jump_sound)'''
},
'loadMusic': {
'signature': 'loadMusic(filename: str, loop: bool = True) -> None',
'description': 'Load and immediately play background music from a file.',
'args': [
('filename', 'str', 'Path to the music file (WAV, OGG, FLAC)'),
('loop', 'bool', 'Whether to loop the music. Default: True')
],
'returns': 'None',
'note': 'Only one music track can play at a time. Loading new music stops the current track.',
'example': '''# Play looping background music
mcrfpy.loadMusic("assets/music/theme.ogg")
# Play music once without looping
mcrfpy.loadMusic("assets/music/victory.ogg", loop=False)'''
},
'playSound': {
'signature': 'playSound(buffer_id: int) -> None',
'description': 'Play a sound effect using a previously loaded buffer.',
'args': [
('buffer_id', 'int', 'Sound buffer ID returned by createSoundBuffer()')
],
'returns': 'None',
'exceptions': [
('RuntimeError', 'If the buffer ID is invalid')
],
'note': 'Multiple sounds can play simultaneously. Each call creates a new sound instance.',
'example': '''# Load once
explosion_sound = mcrfpy.createSoundBuffer("explosion.wav")
# Play multiple times
for enemy in destroyed_enemies:
mcrfpy.playSound(explosion_sound)'''
},
'getMusicVolume': {
'signature': 'getMusicVolume() -> int',
'description': 'Get the current music volume level.',
'args': [],
'returns': 'int: Current volume (0-100)',
'example': '''volume = mcrfpy.getMusicVolume()
print(f"Music volume: {volume}%")'''
},
'getSoundVolume': {
'signature': 'getSoundVolume() -> int',
'description': 'Get the current sound effects volume level.',
'args': [],
'returns': 'int: Current volume (0-100)',
'example': '''volume = mcrfpy.getSoundVolume()
print(f"Sound effects volume: {volume}%")'''
},
'setMusicVolume': {
'signature': 'setMusicVolume(volume: int) -> None',
'description': 'Set the global music volume.',
'args': [
('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')
],
'returns': 'None',
'example': '''# Mute music
mcrfpy.setMusicVolume(0)
# Half volume
mcrfpy.setMusicVolume(50)
# Full volume
mcrfpy.setMusicVolume(100)'''
},
'setSoundVolume': {
'signature': 'setSoundVolume(volume: int) -> None',
'description': 'Set the global sound effects volume.',
'args': [
('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')
],
'returns': 'None',
'example': '''# Audio settings from options menu
mcrfpy.setSoundVolume(sound_slider.value)
mcrfpy.setMusicVolume(music_slider.value)'''
},
# UI Utilities
'find': {
'signature': 'find(name: str, scene: str = None) -> UIDrawable | None',
'description': 'Find the first UI element with the specified name.',
'args': [
('name', 'str', 'Exact name to search for'),
('scene', 'str', 'Scene to search in. Default: current scene')
],
'returns': 'Frame, Caption, Sprite, Grid, or Entity if found; None otherwise',
'note': 'Searches scene UI elements and entities within grids. Returns the first match found.',
'example': '''# Find in current scene
player = mcrfpy.find("player")
if player:
player.x = 100
# Find in specific scene
menu_button = mcrfpy.find("start_button", "main_menu")'''
},
'findAll': {
'signature': 'findAll(pattern: str, scene: str = None) -> list',
'description': 'Find all UI elements matching a name pattern.',
'args': [
('pattern', 'str', 'Name pattern with optional wildcards (* matches any characters)'),
('scene', 'str', 'Scene to search in. Default: current scene')
],
'returns': 'list: All matching UI elements and entities',
'note': 'Supports wildcard patterns for flexible searching.',
'example': '''# Find all enemies
enemies = mcrfpy.findAll("enemy*")
for enemy in enemies:
enemy.sprite_id = 0 # Reset sprite
# Find all buttons
buttons = mcrfpy.findAll("*_button")
for btn in buttons:
btn.visible = True
# Find exact matches
health_bars = mcrfpy.findAll("health_bar") # No wildcards = exact match'''
},
# System Functions
'exit': {
'signature': 'exit() -> None',
'description': 'Cleanly shut down the game engine and exit the application.',
'args': [],
'returns': 'None',
'note': 'This immediately closes the window and terminates the program. Ensure any necessary cleanup is done before calling.',
'example': '''def quit_game():
# Save game state
save_progress()
# Exit
mcrfpy.exit()'''
},
'getMetrics': {
'signature': 'getMetrics() -> dict',
'description': 'Get current performance metrics.',
'args': [],
'returns': '''dict: Performance data with keys:
- frame_time: Last frame duration in seconds
- avg_frame_time: Average frame time
- fps: Frames per second
- draw_calls: Number of draw calls
- ui_elements: Total UI element count
- visible_elements: Visible element count
- current_frame: Frame counter
- runtime: Total runtime in seconds''',
'example': '''metrics = mcrfpy.getMetrics()
print(f"FPS: {metrics['fps']}")
print(f"Frame time: {metrics['frame_time']*1000:.1f}ms")
print(f"Draw calls: {metrics['draw_calls']}")
print(f"Runtime: {metrics['runtime']:.1f}s")
# Performance monitoring
if metrics['fps'] < 30:
print("Performance warning: FPS below 30")'''
},
'setTimer': {
'signature': 'setTimer(name: str, handler: callable, interval: int) -> None',
'description': 'Create or update a recurring timer.',
'args': [
('name', 'str', 'Unique identifier for the timer'),
('handler', 'callable', 'Function called with (runtime: float) parameter'),
('interval', 'int', 'Time between calls in milliseconds')
],
'returns': 'None',
'note': 'If a timer with this name exists, it will be replaced. The handler receives the total runtime in seconds as its argument.',
'example': '''# Simple repeating timer
def spawn_enemy(runtime):
enemy = mcrfpy.Entity()
enemy.x = random.randint(0, 800)
grid.entities.append(enemy)
mcrfpy.setTimer("enemy_spawner", spawn_enemy, 2000) # Every 2 seconds
# Timer with runtime check
def update_timer(runtime):
time_left = 60 - runtime
timer_text.text = f"Time: {int(time_left)}"
if time_left <= 0:
mcrfpy.delTimer("game_timer")
game_over()
mcrfpy.setTimer("game_timer", update_timer, 100) # Update every 100ms'''
},
'delTimer': {
'signature': 'delTimer(name: str) -> None',
'description': 'Stop and remove a timer.',
'args': [
('name', 'str', 'Timer identifier to remove')
],
'returns': 'None',
'note': 'No error is raised if the timer doesn\'t exist.',
'example': '''# Stop spawning enemies
mcrfpy.delTimer("enemy_spawner")
# Clean up all game timers
for timer_name in ["enemy_spawner", "powerup_timer", "score_updater"]:
mcrfpy.delTimer(timer_name)'''
},
'setScale': {
'signature': 'setScale(multiplier: float) -> None',
'description': 'Scale the game window size.',
'args': [
('multiplier', 'float', 'Scale factor (e.g., 2.0 for double size)')
],
'returns': 'None',
'exceptions': [
('ValueError', 'If multiplier is not between 0.2 and 4.0')
],
'note': 'The internal resolution remains 1024x768, but the window is scaled. This is deprecated - use Window.resolution instead.',
'example': '''# Double the window size
mcrfpy.setScale(2.0)
# Half size window
mcrfpy.setScale(0.5)
# Better approach (not deprecated):
mcrfpy.Window.resolution = (1920, 1080)'''
}
}
return function_docs
def generate_collection_docs(class_name):
"""Generate documentation for collection classes."""
collection_docs = {
'EntityCollection': {
'description': 'Container for Entity objects in a Grid. Supports iteration and indexing.',
'methods': {
'append': 'Add an entity to the collection',
'remove': 'Remove an entity from the collection',
'extend': 'Add multiple entities from an iterable',
'count': 'Count occurrences of an entity',
'index': 'Find the index of an entity'
}
},
'UICollection': {
'description': 'Container for UI drawable elements. Supports iteration and indexing.',
'methods': {
'append': 'Add a UI element to the collection',
'remove': 'Remove a UI element from the collection',
'extend': 'Add multiple UI elements from an iterable',
'count': 'Count occurrences of a UI element',
'index': 'Find the index of a UI element'
}
},
'UICollectionIter': {
'description': 'Iterator for UICollection. Automatically created when iterating over a UICollection.'
},
'UIEntityCollectionIter': {
'description': 'Iterator for EntityCollection. Automatically created when iterating over an EntityCollection.'
}
}
return collection_docs.get(class_name, {})
def format_class_html(cls_info, class_name):
"""Format a class as HTML with proper structure."""
html_parts = []
# Class header
html_parts.append(f'<div class="class-section" id="class-{class_name}">')
html_parts.append(f'<h3>class <span class="class-name">{class_name}</span></h3>')
# Inheritance
if cls_info['bases']:
html_parts.append(f'<p class="inheritance"><em>Inherits from: {", ".join(cls_info["bases"])}</em></p>')
# Get additional documentation
init_info = generate_class_init_docs(class_name)
collection_info = generate_collection_docs(class_name)
# Constructor signature for classes with __init__
if init_info.get('signature'):
html_parts.append('<div class="constructor">')
html_parts.append('<pre><code class="language-python">')
html_parts.append(escape_html(init_info['signature']))
html_parts.append('</code></pre>')
html_parts.append('</div>')
# Description
description = ""
if collection_info.get('description'):
description = collection_info['description']
elif init_info.get('description'):
description = init_info['description']
elif cls_info['doc']:
# Parse description from docstring
doc_lines = cls_info['doc'].strip().split('\n')
# Skip constructor line if present
start_idx = 1 if doc_lines and '(' in doc_lines[0] else 0
if start_idx < len(doc_lines):
description = '\n'.join(doc_lines[start_idx:]).strip()
if description:
html_parts.append('<div class="description">')
html_parts.append(f'<p>{format_docstring_as_html(description)}</p>')
html_parts.append('</div>')
# Constructor arguments
if init_info.get('args'):
html_parts.append('<div class="arguments">')
html_parts.append('<h4>Arguments:</h4>')
html_parts.append('<dl>')
for arg_name, arg_type, arg_desc in init_info['args']:
html_parts.append(f'<dt><code>{arg_name}</code> (<em>{arg_type}</em>)</dt>')
html_parts.append(f'<dd>{escape_html(arg_desc)}</dd>')
html_parts.append('</dl>')
html_parts.append('</div>')
# Properties/Attributes
props = cls_info.get('properties', {})
if props or init_info.get('properties'):
html_parts.append('<div class="properties">')
html_parts.append('<h4>Attributes:</h4>')
html_parts.append('<dl>')
# Add documented properties from init_info
if init_info.get('properties'):
for prop_name in init_info['properties']:
html_parts.append(f'<dt><code class="property">{prop_name}</code></dt>')
html_parts.append(f'<dd>Property of {class_name}</dd>')
# Add actual properties
for prop_name, prop_info in props.items():
readonly = ' <em>(read-only)</em>' if prop_info.get('readonly') else ''
html_parts.append(f'<dt><code class="property">{prop_name}</code>{readonly}</dt>')
if prop_info.get('doc'):
html_parts.append(f'<dd>{escape_html(prop_info["doc"])}</dd>')
html_parts.append('</dl>')
html_parts.append('</div>')
# Methods
methods = cls_info.get('methods', {})
collection_methods = collection_info.get('methods', {})
if methods or collection_methods:
html_parts.append('<div class="methods">')
html_parts.append('<h4>Methods:</h4>')
for method_name, method_doc in {**collection_methods, **methods}.items():
if method_name == '__init__':
continue
html_parts.append('<div class="method">')
# Get specific method documentation
method_info = generate_method_docs(method_name, class_name)
if method_info:
# Use detailed documentation
html_parts.append(f'<h5><code class="method">{method_info["signature"]}</code></h5>')
html_parts.append(f'<p>{escape_html(method_info["description"])}</p>')
if method_info.get('args'):
html_parts.append('<p><strong>Arguments:</strong></p>')
html_parts.append('<ul>')
for arg in method_info['args']:
if len(arg) == 3:
html_parts.append(f'<li><code>{arg[0]}</code> ({arg[1]}): {arg[2]}</li>')
else:
html_parts.append(f'<li><code>{arg[0]}</code> ({arg[1]})</li>')
html_parts.append('</ul>')
if method_info.get('returns'):
html_parts.append(f'<p><strong>Returns:</strong> {escape_html(method_info["returns"])}</p>')
if method_info.get('note'):
html_parts.append(f'<p><strong>Note:</strong> {escape_html(method_info["note"])}</p>')
else:
# Use docstring
html_parts.append(f'<h5><code class="method">{method_name}(...)</code></h5>')
if isinstance(method_doc, str) and method_doc:
html_parts.append(f'<p>{escape_html(method_doc)}</p>')
html_parts.append('</div>')
html_parts.append('</div>')
# Example
if init_info.get('example'):
html_parts.append('<div class="example">')
html_parts.append('<h4>Example:</h4>')
html_parts.append('<pre><code class="language-python">')
html_parts.append(escape_html(init_info['example']))
html_parts.append('</code></pre>')
html_parts.append('</div>')
html_parts.append('</div>')
html_parts.append('<hr>')
return '\n'.join(html_parts)
def generate_html_documentation():
"""Generate complete HTML API documentation."""
html_parts = []
# HTML header
html_parts.append('''<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>McRogueFace API Reference</title>
<style>
body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
line-height: 1.6;
color: #333;
max-width: 1200px;
margin: 0 auto;
padding: 20px;
background: #f8f9fa;
}
.container {
background: white;
padding: 30px;
border-radius: 8px;
box-shadow: 0 2px 4px rgba(0,0,0,0.1);
}
h1 {
color: #2c3e50;
border-bottom: 3px solid #3498db;
padding-bottom: 15px;
margin-bottom: 30px;
}
h2 {
color: #34495e;
border-bottom: 2px solid #ecf0f1;
padding-bottom: 10px;
margin-top: 40px;
}
h3 {
color: #2c3e50;
margin-top: 30px;
}
h4 {
color: #34495e;
margin-top: 20px;
font-size: 1.1em;
}
h5 {
color: #555;
margin-top: 15px;
font-size: 1em;
}
code {
background: #f4f4f4;
padding: 2px 6px;
border-radius: 3px;
font-family: "SF Mono", Monaco, "Cascadia Code", "Roboto Mono", Consolas, monospace;
font-size: 0.9em;
}
pre {
background: #f8f8f8;
border: 1px solid #e1e4e8;
border-radius: 6px;
padding: 16px;
overflow-x: auto;
margin: 15px 0;
}
pre code {
background: none;
padding: 0;
font-size: 0.875em;
line-height: 1.45;
}
.class-name {
color: #8e44ad;
font-weight: bold;
}
.property {
color: #27ae60;
font-weight: 600;
}
.method {
color: #2980b9;
font-weight: 600;
}
.inheritance {
color: #7f8c8d;
font-size: 0.9em;
margin-top: -10px;
}
.toc {
background: #f8f9fa;
border: 1px solid #e1e4e8;
border-radius: 6px;
padding: 20px;
margin: 20px 0;
}
.toc h2 {
margin-top: 0;
border: none;
padding: 0;
}
.toc ul {
list-style: none;
padding-left: 0;
}
.toc li {
margin: 8px 0;
}
.toc a {
color: #3498db;
text-decoration: none;
font-weight: 500;
}
.toc a:hover {
text-decoration: underline;
}
.class-section, .function-section {
margin: 30px 0;
padding: 20px;
background: #fafbfc;
border-radius: 6px;
border: 1px solid #e1e4e8;
}
.description {
margin: 15px 0;
color: #4a5568;
}
.arguments, .properties, .methods {
margin: 20px 0;
}
dl {
margin: 10px 0;
}
dt {
font-weight: 600;
margin-top: 10px;
color: #2c3e50;
}
dd {
margin-left: 20px;
margin-bottom: 10px;
color: #555;
}
.example {
margin: 20px 0;
padding: 15px;
background: #f0f7ff;
border-left: 4px solid #3498db;
border-radius: 4px;
}
.example h4 {
margin-top: 0;
color: #2980b9;
}
hr {
border: none;
border-top: 1px solid #e1e4e8;
margin: 30px 0;
}
.timestamp {
color: #7f8c8d;
font-style: italic;
font-size: 0.9em;
}
.overview {
background: #e8f4fd;
border-left: 4px solid #3498db;
padding: 20px;
margin: 20px 0;
border-radius: 4px;
}
.overview pre {
background: white;
border: 1px solid #d6e9f5;
}
strong {
color: #2c3e50;
}
em {
color: #555;
}
.automation-section {
background: #f0f9ff;
border: 1px solid #b8daff;
border-radius: 6px;
padding: 20px;
margin-top: 30px;
}
.automation-section h2 {
color: #004085;
border-bottom: 2px solid #b8daff;
}
.function-signature {
font-family: "SF Mono", Monaco, monospace;
font-size: 1.1em;
color: #d73a49;
}
</style>
</head>
<body>
<div class="container">
''')
# Title and timestamp
html_parts.append('<h1>McRogueFace API Reference</h1>')
html_parts.append(f'<p class="timestamp">Generated on {datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")}</p>')
# Overview
if mcrfpy.__doc__:
html_parts.append('<div class="overview">')
html_parts.append('<h2>Overview</h2>')
# Process the docstring properly
doc_lines = mcrfpy.__doc__.strip().split('\\n')
for line in doc_lines:
if line.strip().startswith('Example:'):
html_parts.append('<h4>Example:</h4>')
html_parts.append('<pre><code class="language-python">')
elif line.strip() and not line.startswith(' '):
html_parts.append(f'<p>{escape_html(line)}</p>')
elif line.strip():
# Code line
html_parts.append(escape_html(line))
html_parts.append('</code></pre>')
html_parts.append('</div>')
# Table of Contents
html_parts.append('<div class="toc">')
html_parts.append('<h2>Table of Contents</h2>')
html_parts.append('<ul>')
html_parts.append('<li><a href="#classes">Classes</a>')
html_parts.append('<ul>')
html_parts.append('<li><a href="#ui-components">UI Components</a></li>')
html_parts.append('<li><a href="#collections">Collections</a></li>')
html_parts.append('<li><a href="#system-types">System Types</a></li>')
html_parts.append('<li><a href="#other-classes">Other Classes</a></li>')
html_parts.append('</ul>')
html_parts.append('</li>')
html_parts.append('<li><a href="#functions">Functions</a>')
html_parts.append('<ul>')
html_parts.append('<li><a href="#scene-management">Scene Management</a></li>')
html_parts.append('<li><a href="#audio">Audio</a></li>')
html_parts.append('<li><a href="#ui-utilities">UI Utilities</a></li>')
html_parts.append('<li><a href="#system">System</a></li>')
html_parts.append('</ul>')
html_parts.append('</li>')
html_parts.append('<li><a href="#automation">Automation Module</a></li>')
html_parts.append('</ul>')
html_parts.append('</div>')
# Collect all components
classes = {}
functions = {}
for name in sorted(dir(mcrfpy)):
if name.startswith('_'):
continue
obj = getattr(mcrfpy, name)
if isinstance(obj, type):
classes[name] = obj
elif callable(obj) and not isinstance(obj, type):
# Include built-in functions and other callables (but not classes)
functions[name] = obj
# Classes section
html_parts.append('<h2 id="classes">Classes</h2>')
# Group classes
ui_classes = ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity']
collection_classes = ['EntityCollection', 'UICollection', 'UICollectionIter', 'UIEntityCollectionIter']
system_classes = ['Color', 'Vector', 'Texture', 'Font']
other_classes = [name for name in classes if name not in ui_classes + collection_classes + system_classes]
# UI Components
html_parts.append('<h3 id="ui-components">UI Components</h3>')
for class_name in ui_classes:
if class_name in classes:
cls_info = get_class_details(classes[class_name])
html_parts.append(format_class_html(cls_info, class_name))
# Collections
html_parts.append('<h3 id="collections">Collections</h3>')
for class_name in collection_classes:
if class_name in classes:
cls_info = get_class_details(classes[class_name])
html_parts.append(format_class_html(cls_info, class_name))
# System Types
html_parts.append('<h3 id="system-types">System Types</h3>')
for class_name in system_classes:
if class_name in classes:
cls_info = get_class_details(classes[class_name])
html_parts.append(format_class_html(cls_info, class_name))
# Other Classes
html_parts.append('<h3 id="other-classes">Other Classes</h3>')
for class_name in other_classes:
if class_name in classes:
cls_info = get_class_details(classes[class_name])
html_parts.append(format_class_html(cls_info, class_name))
# Functions section
html_parts.append('<h2 id="functions">Functions</h2>')
# Group functions by category
scene_funcs = ['createScene', 'setScene', 'currentScene', 'sceneUI', 'keypressScene']
audio_funcs = ['createSoundBuffer', 'loadMusic', 'playSound', 'getMusicVolume',
'getSoundVolume', 'setMusicVolume', 'setSoundVolume']
ui_funcs = ['find', 'findAll']
system_funcs = ['exit', 'getMetrics', 'setTimer', 'delTimer', 'setScale']
# Scene Management
html_parts.append('<h3 id="scene-management">Scene Management</h3>')
for func_name in scene_funcs:
if func_name in functions:
html_parts.append(format_function_html(func_name, functions[func_name]))
# Audio
html_parts.append('<h3 id="audio">Audio</h3>')
for func_name in audio_funcs:
if func_name in functions:
html_parts.append(format_function_html(func_name, functions[func_name]))
# UI Utilities
html_parts.append('<h3 id="ui-utilities">UI Utilities</h3>')
for func_name in ui_funcs:
if func_name in functions:
html_parts.append(format_function_html(func_name, functions[func_name]))
# System
html_parts.append('<h3 id="system">System</h3>')
for func_name in system_funcs:
if func_name in functions:
html_parts.append(format_function_html(func_name, functions[func_name]))
# Automation Module
if hasattr(mcrfpy, 'automation'):
html_parts.append('<div class="automation-section">')
html_parts.append('<h2 id="automation">Automation Module</h2>')
html_parts.append('<p>The <code>mcrfpy.automation</code> module provides testing and automation capabilities for simulating user input and capturing screenshots.</p>')
automation = mcrfpy.automation
auto_funcs = []
for name in sorted(dir(automation)):
if not name.startswith('_'):
obj = getattr(automation, name)
if callable(obj):
auto_funcs.append((name, obj))
for name, func in auto_funcs:
html_parts.append('<div class="function-section">')
html_parts.append(f'<h4><code class="function-signature">automation.{name}</code></h4>')
if func.__doc__:
# Extract just the description, not the repeated signature
doc_lines = func.__doc__.strip().split(' - ')
if len(doc_lines) > 1:
description = doc_lines[1]
else:
description = func.__doc__.strip()
html_parts.append(f'<p>{escape_html(description)}</p>')
html_parts.append('</div>')
html_parts.append('</div>')
# Close HTML
html_parts.append('''
</div>
</body>
</html>''')
return '\n'.join(html_parts)
def format_function_html(func_name, func):
"""Format a function as HTML using enhanced documentation."""
html_parts = []
html_parts.append('<div class="function-section">')
# Get enhanced documentation
func_docs = generate_function_docs()
if func_name in func_docs:
doc_info = func_docs[func_name]
# Signature
signature = doc_info.get('signature', f'{func_name}(...)')
html_parts.append(f'<h4><code class="function-signature">{escape_html(signature)}</code></h4>')
# Description
if 'description' in doc_info:
html_parts.append(f'<p class="description">{escape_html(doc_info["description"])}</p>')
# Arguments
if 'args' in doc_info and doc_info['args']:
html_parts.append('<div class="arguments">')
html_parts.append('<h5>Arguments:</h5>')
html_parts.append('<dl>')
for arg_name, arg_type, arg_desc in doc_info['args']:
html_parts.append(f'<dt><code>{escape_html(arg_name)}</code> : <em>{escape_html(arg_type)}</em></dt>')
html_parts.append(f'<dd>{escape_html(arg_desc)}</dd>')
html_parts.append('</dl>')
html_parts.append('</div>')
# Returns
if 'returns' in doc_info and doc_info['returns']:
html_parts.append('<div class="returns">')
html_parts.append('<h5>Returns:</h5>')
html_parts.append(f'<p>{escape_html(doc_info["returns"])}</p>')
html_parts.append('</div>')
# Exceptions
if 'exceptions' in doc_info and doc_info['exceptions']:
html_parts.append('<div class="exceptions">')
html_parts.append('<h5>Raises:</h5>')
html_parts.append('<dl>')
for exc_type, exc_desc in doc_info['exceptions']:
html_parts.append(f'<dt><code>{escape_html(exc_type)}</code></dt>')
html_parts.append(f'<dd>{escape_html(exc_desc)}</dd>')
html_parts.append('</dl>')
html_parts.append('</div>')
# Note
if 'note' in doc_info:
html_parts.append('<div class="note">')
html_parts.append(f'<p><strong>Note:</strong> {escape_html(doc_info["note"])}</p>')
html_parts.append('</div>')
# Example
if 'example' in doc_info:
html_parts.append('<div class="example">')
html_parts.append('<h5>Example:</h5>')
html_parts.append('<pre><code class="language-python">')
html_parts.append(escape_html(doc_info['example']))
html_parts.append('</code></pre>')
html_parts.append('</div>')
else:
# Fallback to parsing docstring if not in enhanced docs
doc = func.__doc__ or ""
lines = doc.strip().split('\n') if doc else []
# Extract signature
signature = func_name + '(...)'
if lines and '(' in lines[0]:
signature = lines[0].strip()
html_parts.append(f'<h4><code class="function-signature">{escape_html(signature)}</code></h4>')
# Process rest of docstring
if len(lines) > 1:
in_section = None
for line in lines[1:]:
stripped = line.strip()
if stripped in ['Args:', 'Returns:', 'Raises:', 'Note:', 'Example:']:
in_section = stripped[:-1]
html_parts.append(f'<p><strong>{in_section}:</strong></p>')
elif in_section == 'Example':
if not stripped:
continue
if stripped.startswith('>>>') or (len(lines) > lines.index(line) + 1 and
lines[lines.index(line) + 1].strip().startswith('>>>')):
html_parts.append('<pre><code class="language-python">')
html_parts.append(escape_html(stripped))
# Get rest of example
idx = lines.index(line) + 1
while idx < len(lines) and lines[idx].strip():
html_parts.append(escape_html(lines[idx]))
idx += 1
html_parts.append('</code></pre>')
break
elif in_section and stripped:
if in_section == 'Args':
# Format arguments nicely
if ':' in stripped:
param, desc = stripped.split(':', 1)
html_parts.append(f'<p style="margin-left: 20px;"><code>{escape_html(param.strip())}</code>: {escape_html(desc.strip())}</p>')
else:
html_parts.append(f'<p style="margin-left: 20px;">{escape_html(stripped)}</p>')
else:
html_parts.append(f'<p style="margin-left: 20px;">{escape_html(stripped)}</p>')
elif stripped and not in_section:
html_parts.append(f'<p>{escape_html(stripped)}</p>')
html_parts.append('</div>')
html_parts.append('<hr>')
return '\n'.join(html_parts)
def main():
"""Generate improved HTML API documentation."""
print("Generating improved HTML API documentation...")
# Generate HTML
html_content = generate_html_documentation()
# Write to file
output_path = Path("docs/api_reference_improved.html")
output_path.parent.mkdir(exist_ok=True)
with open(output_path, 'w', encoding='utf-8') as f:
f.write(html_content)
print(f"✓ Generated {output_path}")
print(f" File size: {len(html_content):,} bytes")
# Also generate a test to verify the HTML
test_content = '''#!/usr/bin/env python3
"""Test the improved HTML API documentation."""
import os
import sys
from pathlib import Path
def test_html_quality():
"""Test that the HTML documentation meets quality standards."""
html_path = Path("docs/api_reference_improved.html")
if not html_path.exists():
print("ERROR: HTML documentation not found")
return False
with open(html_path, 'r') as f:
content = f.read()
# Check for common issues
issues = []
# Check that \\n is not present literally
if '\\\\n' in content:
issues.append("Found literal \\\\n in HTML content")
# Check that markdown links are converted
if '[' in content and '](#' in content:
issues.append("Found unconverted markdown links")
# Check for proper HTML structure
if '<h4>Args:</h4>' in content:
issues.append("Args: should not be an H4 heading")
if '<h4>Attributes:</h4>' not in content:
issues.append("Missing proper Attributes: headings")
# Check for duplicate method descriptions
if content.count('Get bounding box as (x, y, width, height)') > 20:
issues.append("Too many duplicate method descriptions")
# Check specific improvements
if 'Entity' in content and 'Inherits from: Drawable' in content:
issues.append("Entity incorrectly shown as inheriting from Drawable")
if not issues:
print("✓ HTML documentation passes all quality checks")
return True
else:
print("Issues found:")
for issue in issues:
print(f" - {issue}")
return False
if __name__ == '__main__':
if test_html_quality():
print("PASS")
sys.exit(0)
else:
print("FAIL")
sys.exit(1)
'''
test_path = Path("tests/test_html_quality.py")
with open(test_path, 'w') as f:
f.write(test_content)
print(f"✓ Generated test at {test_path}")
if __name__ == '__main__':
main()