McRogueFace/build.sh

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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
#!/bin/bash
# Build script for McRogueFace - compiles everything into ./build directory
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
echo -e "${GREEN}McRogueFace Build Script${NC}"
echo "========================="
# Create build directory if it doesn't exist
if [ ! -d "build" ]; then
echo -e "${YELLOW}Creating build directory...${NC}"
mkdir build
fi
# Change to build directory
cd build
# Run CMake to generate build files
echo -e "${YELLOW}Running CMake...${NC}"
cmake .. -DCMAKE_BUILD_TYPE=Release
# Check if CMake succeeded
if [ $? -ne 0 ]; then
echo -e "${RED}CMake configuration failed!${NC}"
exit 1
fi
# Run make with parallel jobs
echo -e "${YELLOW}Building with make...${NC}"
make -j$(nproc)
# Check if make succeeded
if [ $? -ne 0 ]; then
echo -e "${RED}Build failed!${NC}"
exit 1
fi
echo -e "${GREEN}Build completed successfully!${NC}"
echo ""
echo "The build directory contains:"
ls -la
echo ""
echo -e "${GREEN}To run McRogueFace:${NC}"
echo " cd build"
echo " ./mcrogueface"
echo ""
echo -e "${GREEN}To create a distribution archive:${NC}"
echo " cd build"
echo " zip -r ../McRogueFace-$(date +%Y%m%d).zip ."