McRogueFace/src/PyMouse.cpp

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#include "PyMouse.h"
#include "McRFPy_API.h"
#include "McRFPy_Automation.h"
#include "GameEngine.h"
#include "McRFPy_Doc.h"
#include "PyVector.h"
int PyMouse::init(PyMouseObject* self, PyObject* args, PyObject* kwds)
{
// Initialize tracked state to SFML defaults
self->cursor_visible = true;
self->cursor_grabbed = false;
return 0;
}
// Helper to get current mouse position, handling headless mode
static sf::Vector2i getMousePosition()
{
GameEngine* engine = McRFPy_API::game;
if (!engine || !engine->getRenderTargetPtr()) {
return McRFPy_Automation::getSimulatedMousePosition();
}
if (engine->isHeadless()) {
// In headless mode, return simulated position from automation
return McRFPy_Automation::getSimulatedMousePosition();
}
// In windowed mode, get actual mouse position relative to window
if (auto* window = dynamic_cast<sf::RenderWindow*>(engine->getRenderTargetPtr())) {
return sf::Mouse::getPosition(*window);
}
// Fallback to simulated position
return McRFPy_Automation::getSimulatedMousePosition();
}
PyObject* PyMouse::repr(PyObject* obj)
{
sf::Vector2i pos = getMousePosition();
bool left = sf::Mouse::isButtonPressed(sf::Mouse::Left);
bool right = sf::Mouse::isButtonPressed(sf::Mouse::Right);
bool middle = sf::Mouse::isButtonPressed(sf::Mouse::Middle);
PyMouseObject* self = (PyMouseObject*)obj;
std::ostringstream ss;
ss << "<Mouse pos=(" << pos.x << ", " << pos.y << ")"
<< " left=" << (left ? "True" : "False")
<< " right=" << (right ? "True" : "False")
<< " middle=" << (middle ? "True" : "False")
<< " visible=" << (self->cursor_visible ? "True" : "False")
<< " grabbed=" << (self->cursor_grabbed ? "True" : "False") << ">";
std::string repr_str = ss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
}
PyObject* PyMouse::get_x(PyObject* self, void* closure)
{
sf::Vector2i pos = getMousePosition();
return PyLong_FromLong(pos.x);
}
PyObject* PyMouse::get_y(PyObject* self, void* closure)
{
sf::Vector2i pos = getMousePosition();
return PyLong_FromLong(pos.y);
}
PyObject* PyMouse::get_pos(PyObject* self, void* closure)
{
sf::Vector2i pos = getMousePosition();
// Return a Vector object
auto vector_type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!vector_type) {
PyErr_SetString(PyExc_RuntimeError, "Vector type not found in mcrfpy module");
return NULL;
}
PyObject* result = PyObject_CallFunction((PyObject*)vector_type, "ff", (float)pos.x, (float)pos.y);
Py_DECREF(vector_type);
return result;
}
PyObject* PyMouse::get_left(PyObject* self, void* closure)
{
bool pressed = sf::Mouse::isButtonPressed(sf::Mouse::Left);
return PyBool_FromLong(pressed);
}
PyObject* PyMouse::get_right(PyObject* self, void* closure)
{
bool pressed = sf::Mouse::isButtonPressed(sf::Mouse::Right);
return PyBool_FromLong(pressed);
}
PyObject* PyMouse::get_middle(PyObject* self, void* closure)
{
bool pressed = sf::Mouse::isButtonPressed(sf::Mouse::Middle);
return PyBool_FromLong(pressed);
}
PyObject* PyMouse::get_visible(PyObject* self, void* closure)
{
PyMouseObject* mouse = (PyMouseObject*)self;
return PyBool_FromLong(mouse->cursor_visible);
}
int PyMouse::set_visible(PyObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "visible must be a boolean");
return -1;
}
PyMouseObject* mouse = (PyMouseObject*)self;
bool visible = PyObject_IsTrue(value);
mouse->cursor_visible = visible;
// Apply to window if available
GameEngine* engine = McRFPy_API::game;
if (engine && !engine->isHeadless()) {
if (auto* window = dynamic_cast<sf::RenderWindow*>(engine->getRenderTargetPtr())) {
window->setMouseCursorVisible(visible);
}
}
return 0;
}
PyObject* PyMouse::get_grabbed(PyObject* self, void* closure)
{
PyMouseObject* mouse = (PyMouseObject*)self;
return PyBool_FromLong(mouse->cursor_grabbed);
}
int PyMouse::set_grabbed(PyObject* self, PyObject* value, void* closure)
{
if (!PyBool_Check(value)) {
PyErr_SetString(PyExc_TypeError, "grabbed must be a boolean");
return -1;
}
PyMouseObject* mouse = (PyMouseObject*)self;
bool grabbed = PyObject_IsTrue(value);
mouse->cursor_grabbed = grabbed;
// Apply to window if available
GameEngine* engine = McRFPy_API::game;
if (engine && !engine->isHeadless()) {
if (auto* window = dynamic_cast<sf::RenderWindow*>(engine->getRenderTargetPtr())) {
window->setMouseCursorGrabbed(grabbed);
}
}
return 0;
}
PyGetSetDef PyMouse::getsetters[] = {
// Position (read-only)
{"x", (getter)PyMouse::get_x, NULL,
MCRF_PROPERTY(x, "Current mouse X position in window coordinates (read-only)."), NULL},
{"y", (getter)PyMouse::get_y, NULL,
MCRF_PROPERTY(y, "Current mouse Y position in window coordinates (read-only)."), NULL},
{"pos", (getter)PyMouse::get_pos, NULL,
MCRF_PROPERTY(pos, "Current mouse position as Vector (read-only)."), NULL},
// Button state (read-only)
{"left", (getter)PyMouse::get_left, NULL,
MCRF_PROPERTY(left, "True if left mouse button is currently pressed (read-only)."), NULL},
{"right", (getter)PyMouse::get_right, NULL,
MCRF_PROPERTY(right, "True if right mouse button is currently pressed (read-only)."), NULL},
{"middle", (getter)PyMouse::get_middle, NULL,
MCRF_PROPERTY(middle, "True if middle mouse button is currently pressed (read-only)."), NULL},
// Cursor control (read-write)
{"visible", (getter)PyMouse::get_visible, (setter)PyMouse::set_visible,
MCRF_PROPERTY(visible, "Whether the mouse cursor is visible (default: True)."), NULL},
{"grabbed", (getter)PyMouse::get_grabbed, (setter)PyMouse::set_grabbed,
MCRF_PROPERTY(grabbed, "Whether the mouse cursor is confined to the window (default: False)."), NULL},
{NULL}
};