McRogueFace/tests/bugs/issue_9_test.py

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Squashed commit of the following: [alpha_streamline_1] the low-hanging fruit of pre-existing issues and standardizing the Python interfaces Special thanks to Claude Code, ~100k output tokens for this merge 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 99f301e3a0e9e81ad28c9e1d410390c32dfd933c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 16:25:32 2025 -0400 Add position tuple support and pos property to UI elements closes #83, closes #84 - Issue #83: Add position tuple support to constructors - Frame and Sprite now accept both (x, y) and ((x, y)) forms - Also accept Vector objects as position arguments - Caption and Entity already supported tuple/Vector forms - Uses PyVector::from_arg for flexible position parsing - Issue #84: Add pos property to Frame and Sprite - Added pos getter that returns a Vector - Added pos setter that accepts Vector or tuple - Provides consistency with Caption and Entity which already had pos properties - All UI elements now have a uniform way to get/set positions as Vectors Both features improve API consistency and make it easier to work with positions. commit 2f2b488fb54da12c39c0010dbd83cb9f6c429b01 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 16:18:10 2025 -0400 Standardize sprite_index property and add scale_x/scale_y to UISprite closes #81, closes #82 - Issue #81: Standardized property name to sprite_index across UISprite and UIEntity - Added sprite_index as the primary property name - Kept sprite_number as a deprecated alias for backward compatibility - Updated repr() methods to use sprite_index - Updated animation system to recognize both names - Issue #82: Added scale_x and scale_y properties to UISprite - Enables non-uniform scaling of sprites - scale property still works for uniform scaling - Both properties work with the animation system All existing code using sprite_number continues to work due to backward compatibility. commit 5a003a9aa587eb8ee4b79ac67ca8f342ab62e2d2 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 16:09:52 2025 -0400 Fix multiple low priority issues closes #12, closes #80, closes #95, closes #96, closes #99 - Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python - Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity - Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable - Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection - Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source) All issues have corresponding tests that verify the fixes work correctly. commit e5affaf317665395135c936bc4a6b840ae321765 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 15:50:09 2025 -0400 Fix critical issues: script loading, entity types, and color properties - Issue #37: Fix Windows scripts subdirectory not checked - Updated executeScript() to use executable_path() from platform.h - Scripts now load correctly when working directory differs from executable - Issue #76: Fix UIEntityCollection returns wrong type - Updated UIEntityCollectionIter::next() to check for stored Python object - Derived Entity classes now preserve their type when retrieved from collections - Issue #9: Recreate RenderTexture when resized (already fixed) - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member() - Uses 1.5x padding and 4096 max size limit - Issue #79: Fix Color r, g, b, a properties return None - Implemented get_member() and set_member() in PyColor.cpp - Color component properties now work correctly with proper validation - Additional fix: Grid.at() method signature - Changed from METH_O to METH_VARARGS to accept two arguments All fixes include comprehensive tests to verify functionality. closes #37, closes #76, closes #9, closes #79
2025-07-05 17:30:49 -04:00
#!/usr/bin/env python3
"""
Test for Issue #9: Recreate RenderTexture when UIGrid is resized
This test checks if resizing a UIGrid properly recreates its RenderTexture.
"""
import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
"""Test that UIGrid properly handles resizing"""
try:
# Create a grid with initial size
grid = mcrfpy.Grid(20, 20)
grid.x = 50
grid.y = 50
grid.w = 200
grid.h = 200
# Add grid to scene
scene_ui = mcrfpy.sceneUI("test")
scene_ui.append(grid)
# Take initial screenshot
automation.screenshot("/tmp/grid_initial.png")
print("Initial grid created at 200x200")
# Add some visible content to the grid
for x in range(5):
for y in range(5):
grid.at(x, y).color = mcrfpy.Color(255, 0, 0, 255) # Red squares
automation.screenshot("/tmp/grid_with_content.png")
print("Added red squares to grid")
# Test 1: Resize the grid smaller
print("\nTest 1: Resizing grid to 100x100...")
grid.w = 100
grid.h = 100
automation.screenshot("/tmp/grid_resized_small.png")
# The grid should still render correctly
print("✓ Test 1: Grid resized to 100x100")
# Test 2: Resize the grid larger than initial
print("\nTest 2: Resizing grid to 400x400...")
grid.w = 400
grid.h = 400
automation.screenshot("/tmp/grid_resized_large.png")
# Add content at the edges to test if render texture is big enough
for x in range(15, 20):
for y in range(15, 20):
grid.at(x, y).color = mcrfpy.Color(0, 255, 0, 255) # Green squares
automation.screenshot("/tmp/grid_resized_with_edge_content.png")
print("✓ Test 2: Grid resized to 400x400 with edge content")
# Test 3: Resize beyond the hardcoded 1920x1080 limit
print("\nTest 3: Resizing grid beyond 1920x1080...")
grid.w = 2000
grid.h = 1200
automation.screenshot("/tmp/grid_resized_huge.png")
# This should fail with the current implementation
print("✗ Test 3: This likely shows rendering errors due to fixed RenderTexture size")
print("This is the bug described in Issue #9!")
print("\nScreenshots saved to /tmp/grid_*.png")
print("Check grid_resized_huge.png for rendering artifacts")
except Exception as e:
print(f"Test error: {e}")
import traceback
traceback.print_exc()
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)