McRogueFace/src/UICollection.cpp

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Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
#include "UICollection.h"
#include "UIFrame.h"
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UILine.h"
#include "UICircle.h"
#include "UIArc.h"
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
#include "McRFPy_API.h"
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
#include "PyObjectUtils.h"
Squashed commit of the following: [alpha_presentable] Author: John McCardle <mccardle.john@gmail.com> Co-Authored-By: Claude <noreply@anthropic.com> commit dc47f2474c7b2642d368f9772894aed857527807 the UIEntity rant commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed I forget when these tests were written, but I want them in the squash merge commit 70c71565c684fa96e222179271ecb13a156d80ad Fix UI object segfault by switching from managed to manual weakref management The UI types (Frame, Caption, Sprite, Grid, Entity) were using Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs for the PythonObjectCache. This is fundamentally incompatible - when Python manages weakrefs internally, PyWeakref_NewRef() cannot access the weakref list properly, causing segfaults. Changed all UI types to use manual weakref management (like PyTimer): - Restored weakreflist field in all UI type structures - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags - Added tp_weaklistoffset for all UI types in module initialization - Initialize weakreflist=NULL in tp_new and init methods - Call PyObject_ClearWeakRefs() in dealloc functions This allows the PythonObjectCache to continue working correctly, maintaining Python object identity for C++ objects across the boundary. Fixes segfault when creating UI objects (e.g., Caption, Grid) that was preventing tutorial scripts from running. This is the bulk of the required behavior for Issue #126. that issure isn't ready for closure yet; several other sub-issues left. closes #110 mention issue #109 - resolves some __init__ related nuisances commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89 Refactor timer system for cleaner architecture and enhanced functionality Major improvements to the timer system: - Unified all timer logic in the Timer class (C++) - Removed PyTimerCallable subclass, now using PyCallable directly - Timer objects are now passed to callbacks as first argument - Added 'once' parameter for one-shot timers that auto-stop - Implemented proper PythonObjectCache integration with weakref support API enhancements: - New callback signature: callback(timer, runtime) instead of just (runtime) - Timer objects expose: name, interval, remaining, paused, active, once properties - Methods: pause(), resume(), cancel(), restart() - Comprehensive documentation with examples - Enhanced repr showing timer state (active/paused/once/remaining time) This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer system more Pythonic while maintaining backward compatibility through the legacy setTimer/delTimer API. closes #121 commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964 Implement Python object cache to preserve derived types in collections Add a global cache system that maintains weak references to Python objects, ensuring that derived Python classes maintain their identity when stored in and retrieved from C++ collections. Key changes: - Add PythonObjectCache singleton with serial number system - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID - Cache stores weak references to prevent circular reference memory leaks - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF) - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE) - Collections check cache before creating new Python wrappers - Register objects in cache during __init__ methods - Clean up cache entries in C++ destructors This ensures that Python code like: ```python class MyFrame(mcrfpy.Frame): def __init__(self): super().__init__() self.custom_data = "preserved" frame = MyFrame() scene.ui.append(frame) retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact ``` Works correctly, with retrieved maintaining the derived type and custom attributes. Closes #112 commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a Update test demos for new Python API and entity system - Update all text input demos to use new Entity constructor signature - Fix pathfinding showcase to work with new entity position handling - Remove entity_waypoints tracking in favor of simplified movement - Delete obsolete exhaustive_api_demo.py (superseded by newer demos) - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern commit 6d29652ae7418745dc24066532454167d447df89 Update animation demo suite with crash fixes and improvements - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them - Increase font sizes for better visibility in demos - Extend demo durations for better showcase of animations - Remove debug prints from animation_sizzle_reel_working.py - Minor cleanup and improvements to all animation demos commit a010e5fa968feaba620dcf2eda44fb9514512151 Update game scripts for new Python API - Convert entity position access from tuple to x/y properties - Update caption size property to font_size - Fix grid boundary checks to use grid_size instead of exceptions - Clean up demo timer on menu exit to prevent callbacks These changes adapt the game scripts to work with the new standardized Python API constructors and property names. commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970 Fix click event z-order handling in PyScene Changed click detection to properly respect z-index by: - Sorting ui_elements in-place when needed (same as render order) - Using reverse iterators to check highest z-index elements first - This ensures top-most elements receive clicks before lower ones commit dcd1b0ca33d46639023221f4d7d52000b947dbdf Add roguelike tutorial implementation files Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace: - Part 0: Basic grid setup and tile rendering - Part 1: Drawing '@' symbol and basic movement - Part 1b: Variant with sprite-based player - Part 2: Entity system and NPC implementation with three movement variants: - part_2.py: Standard implementation - part_2-naive.py: Naive movement approach - part_2-onemovequeued.py: Queued movement system Includes tutorial assets: - tutorial2.png: Tileset for dungeon tiles - tutorial_hero.png: Player sprite sheet commit 6813fb5129738cca2d79c80304834523561ba7fb Standardize Python API constructors and remove PyArgHelpers - Remove PyArgHelpers.h and all macro-based argument parsing - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing - Improve error messages and argument validation - Maintain backward compatibility with existing Python code This change improves code maintainability and consistency across the Python API. commit 6f67fbb51efaf70e52fba8c939298dcdff50450a Fix animation callback crashes from iterator invalidation (#119) Resolved segfaults caused by creating new animations from within animation callbacks. The issue was iterator invalidation in AnimationManager::update() when callbacks modified the active animations vector. Changes: - Add deferred animation queue to AnimationManager - New animations created during update are queued and added after - Set isUpdating flag to track when in update loop - Properly handle Animation destructor during callback execution - Add clearCallback() method for safe cleanup scenarios This fixes the "free(): invalid pointer" and "malloc(): unaligned fastbin chunk detected" errors that occurred with rapid animation creation in callbacks. commit eb88c7b3aab3da519db7569106c34f3510b6e963 Add animation completion callbacks (#119) Implement callbacks that fire when animations complete, enabling direct causality between animation end and game state changes. This eliminates race conditions from parallel timer workarounds. - Add optional callback parameter to Animation constructor - Callbacks execute synchronously when animation completes - Proper Python reference counting with GIL safety - Callbacks receive (anim, target) parameters (currently None) - Exception handling prevents crashes from Python errors Example usage: ```python def on_complete(anim, target): player_moving = False anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete) anim.start(player) ``` closes #119 commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868 Update ROADMAP with GitHub issue numbers (#111-#125) Added issue numbers from GitHub tracker to roadmap items: - #111: Grid Click Events Broken in Headless - #112: Object Splitting Bug (Python type preservation) - #113: Batch Operations for Grid - #114: CellView API - #115: SpatialHash Implementation - #116: Dirty Flag System - #117: Memory Pool for Entities - #118: Scene as Drawable - #119: Animation Completion Callbacks - #120: Animation Property Locking - #121: Timer Object System - #122: Parent-Child UI System - #123: Grid Subgrid System - #124: Grid Point Animation - #125: GitHub Issues Automation Also updated existing references: - #101/#110: Constructor standardization - #109: Vector class indexing Note: Tutorial-specific items and Python-implementable features (input queue, collision reservation) are not tracked as engine issues. commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0 Fix animation segfaults with RAII weak_ptr implementation Resolved two critical segmentation faults in AnimationManager: 1. Race condition when creating multiple animations in timer callbacks 2. Exit crash when animations outlive their target objects Changes: - Replace raw pointers with std::weak_ptr for automatic target invalidation - Add Animation::complete() to jump animations to final value - Add Animation::hasValidTarget() to check if target still exists - Update AnimationManager to auto-remove invalid animations - Add AnimationManager::clear() call to GameEngine::cleanup() - Update Python bindings to pass shared_ptr instead of raw pointers This ensures animations can never reference destroyed objects, following proper RAII principles. Tested with sizzle_reel_final.py and stress tests creating/destroying hundreds of animated objects. commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3 Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
#include "PythonObjectCache.h"
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
#include <climits>
#include <algorithm>
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
using namespace mcrfpydef;
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
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// Local helper function to convert UIDrawable to appropriate Python object
static PyObject* convertDrawableToPython(std::shared_ptr<UIDrawable> drawable) {
if (!drawable) {
Py_RETURN_NONE;
}
Squashed commit of the following: [alpha_presentable] Author: John McCardle <mccardle.john@gmail.com> Co-Authored-By: Claude <noreply@anthropic.com> commit dc47f2474c7b2642d368f9772894aed857527807 the UIEntity rant commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed I forget when these tests were written, but I want them in the squash merge commit 70c71565c684fa96e222179271ecb13a156d80ad Fix UI object segfault by switching from managed to manual weakref management The UI types (Frame, Caption, Sprite, Grid, Entity) were using Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs for the PythonObjectCache. This is fundamentally incompatible - when Python manages weakrefs internally, PyWeakref_NewRef() cannot access the weakref list properly, causing segfaults. Changed all UI types to use manual weakref management (like PyTimer): - Restored weakreflist field in all UI type structures - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags - Added tp_weaklistoffset for all UI types in module initialization - Initialize weakreflist=NULL in tp_new and init methods - Call PyObject_ClearWeakRefs() in dealloc functions This allows the PythonObjectCache to continue working correctly, maintaining Python object identity for C++ objects across the boundary. Fixes segfault when creating UI objects (e.g., Caption, Grid) that was preventing tutorial scripts from running. This is the bulk of the required behavior for Issue #126. that issure isn't ready for closure yet; several other sub-issues left. closes #110 mention issue #109 - resolves some __init__ related nuisances commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89 Refactor timer system for cleaner architecture and enhanced functionality Major improvements to the timer system: - Unified all timer logic in the Timer class (C++) - Removed PyTimerCallable subclass, now using PyCallable directly - Timer objects are now passed to callbacks as first argument - Added 'once' parameter for one-shot timers that auto-stop - Implemented proper PythonObjectCache integration with weakref support API enhancements: - New callback signature: callback(timer, runtime) instead of just (runtime) - Timer objects expose: name, interval, remaining, paused, active, once properties - Methods: pause(), resume(), cancel(), restart() - Comprehensive documentation with examples - Enhanced repr showing timer state (active/paused/once/remaining time) This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer system more Pythonic while maintaining backward compatibility through the legacy setTimer/delTimer API. closes #121 commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964 Implement Python object cache to preserve derived types in collections Add a global cache system that maintains weak references to Python objects, ensuring that derived Python classes maintain their identity when stored in and retrieved from C++ collections. Key changes: - Add PythonObjectCache singleton with serial number system - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID - Cache stores weak references to prevent circular reference memory leaks - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF) - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE) - Collections check cache before creating new Python wrappers - Register objects in cache during __init__ methods - Clean up cache entries in C++ destructors This ensures that Python code like: ```python class MyFrame(mcrfpy.Frame): def __init__(self): super().__init__() self.custom_data = "preserved" frame = MyFrame() scene.ui.append(frame) retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact ``` Works correctly, with retrieved maintaining the derived type and custom attributes. Closes #112 commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a Update test demos for new Python API and entity system - Update all text input demos to use new Entity constructor signature - Fix pathfinding showcase to work with new entity position handling - Remove entity_waypoints tracking in favor of simplified movement - Delete obsolete exhaustive_api_demo.py (superseded by newer demos) - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern commit 6d29652ae7418745dc24066532454167d447df89 Update animation demo suite with crash fixes and improvements - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them - Increase font sizes for better visibility in demos - Extend demo durations for better showcase of animations - Remove debug prints from animation_sizzle_reel_working.py - Minor cleanup and improvements to all animation demos commit a010e5fa968feaba620dcf2eda44fb9514512151 Update game scripts for new Python API - Convert entity position access from tuple to x/y properties - Update caption size property to font_size - Fix grid boundary checks to use grid_size instead of exceptions - Clean up demo timer on menu exit to prevent callbacks These changes adapt the game scripts to work with the new standardized Python API constructors and property names. commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970 Fix click event z-order handling in PyScene Changed click detection to properly respect z-index by: - Sorting ui_elements in-place when needed (same as render order) - Using reverse iterators to check highest z-index elements first - This ensures top-most elements receive clicks before lower ones commit dcd1b0ca33d46639023221f4d7d52000b947dbdf Add roguelike tutorial implementation files Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace: - Part 0: Basic grid setup and tile rendering - Part 1: Drawing '@' symbol and basic movement - Part 1b: Variant with sprite-based player - Part 2: Entity system and NPC implementation with three movement variants: - part_2.py: Standard implementation - part_2-naive.py: Naive movement approach - part_2-onemovequeued.py: Queued movement system Includes tutorial assets: - tutorial2.png: Tileset for dungeon tiles - tutorial_hero.png: Player sprite sheet commit 6813fb5129738cca2d79c80304834523561ba7fb Standardize Python API constructors and remove PyArgHelpers - Remove PyArgHelpers.h and all macro-based argument parsing - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing - Improve error messages and argument validation - Maintain backward compatibility with existing Python code This change improves code maintainability and consistency across the Python API. commit 6f67fbb51efaf70e52fba8c939298dcdff50450a Fix animation callback crashes from iterator invalidation (#119) Resolved segfaults caused by creating new animations from within animation callbacks. The issue was iterator invalidation in AnimationManager::update() when callbacks modified the active animations vector. Changes: - Add deferred animation queue to AnimationManager - New animations created during update are queued and added after - Set isUpdating flag to track when in update loop - Properly handle Animation destructor during callback execution - Add clearCallback() method for safe cleanup scenarios This fixes the "free(): invalid pointer" and "malloc(): unaligned fastbin chunk detected" errors that occurred with rapid animation creation in callbacks. commit eb88c7b3aab3da519db7569106c34f3510b6e963 Add animation completion callbacks (#119) Implement callbacks that fire when animations complete, enabling direct causality between animation end and game state changes. This eliminates race conditions from parallel timer workarounds. - Add optional callback parameter to Animation constructor - Callbacks execute synchronously when animation completes - Proper Python reference counting with GIL safety - Callbacks receive (anim, target) parameters (currently None) - Exception handling prevents crashes from Python errors Example usage: ```python def on_complete(anim, target): player_moving = False anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete) anim.start(player) ``` closes #119 commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868 Update ROADMAP with GitHub issue numbers (#111-#125) Added issue numbers from GitHub tracker to roadmap items: - #111: Grid Click Events Broken in Headless - #112: Object Splitting Bug (Python type preservation) - #113: Batch Operations for Grid - #114: CellView API - #115: SpatialHash Implementation - #116: Dirty Flag System - #117: Memory Pool for Entities - #118: Scene as Drawable - #119: Animation Completion Callbacks - #120: Animation Property Locking - #121: Timer Object System - #122: Parent-Child UI System - #123: Grid Subgrid System - #124: Grid Point Animation - #125: GitHub Issues Automation Also updated existing references: - #101/#110: Constructor standardization - #109: Vector class indexing Note: Tutorial-specific items and Python-implementable features (input queue, collision reservation) are not tracked as engine issues. commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0 Fix animation segfaults with RAII weak_ptr implementation Resolved two critical segmentation faults in AnimationManager: 1. Race condition when creating multiple animations in timer callbacks 2. Exit crash when animations outlive their target objects Changes: - Replace raw pointers with std::weak_ptr for automatic target invalidation - Add Animation::complete() to jump animations to final value - Add Animation::hasValidTarget() to check if target still exists - Update AnimationManager to auto-remove invalid animations - Add AnimationManager::clear() call to GameEngine::cleanup() - Update Python bindings to pass shared_ptr instead of raw pointers This ensures animations can never reference destroyed objects, following proper RAII principles. Tested with sizzle_reel_final.py and stress tests creating/destroying hundreds of animated objects. commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3 Directory structure cleanup and organization overhaul
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// Check cache first
if (drawable->serial_number != 0) {
PyObject* cached = PythonObjectCache::getInstance().lookup(drawable->serial_number);
if (cached) {
return cached; // Already INCREF'd by lookup
}
}
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
PyTypeObject* type = nullptr;
PyObject* obj = nullptr;
switch (drawable->derived_type()) {
case PyObjectsEnum::UIFRAME:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame");
if (!type) return nullptr;
auto pyObj = (PyUIFrameObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UIFrame>(drawable);
Squashed commit of the following: [alpha_presentable] Author: John McCardle <mccardle.john@gmail.com> Co-Authored-By: Claude <noreply@anthropic.com> commit dc47f2474c7b2642d368f9772894aed857527807 the UIEntity rant commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed I forget when these tests were written, but I want them in the squash merge commit 70c71565c684fa96e222179271ecb13a156d80ad Fix UI object segfault by switching from managed to manual weakref management The UI types (Frame, Caption, Sprite, Grid, Entity) were using Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs for the PythonObjectCache. This is fundamentally incompatible - when Python manages weakrefs internally, PyWeakref_NewRef() cannot access the weakref list properly, causing segfaults. Changed all UI types to use manual weakref management (like PyTimer): - Restored weakreflist field in all UI type structures - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags - Added tp_weaklistoffset for all UI types in module initialization - Initialize weakreflist=NULL in tp_new and init methods - Call PyObject_ClearWeakRefs() in dealloc functions This allows the PythonObjectCache to continue working correctly, maintaining Python object identity for C++ objects across the boundary. Fixes segfault when creating UI objects (e.g., Caption, Grid) that was preventing tutorial scripts from running. This is the bulk of the required behavior for Issue #126. that issure isn't ready for closure yet; several other sub-issues left. closes #110 mention issue #109 - resolves some __init__ related nuisances commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89 Refactor timer system for cleaner architecture and enhanced functionality Major improvements to the timer system: - Unified all timer logic in the Timer class (C++) - Removed PyTimerCallable subclass, now using PyCallable directly - Timer objects are now passed to callbacks as first argument - Added 'once' parameter for one-shot timers that auto-stop - Implemented proper PythonObjectCache integration with weakref support API enhancements: - New callback signature: callback(timer, runtime) instead of just (runtime) - Timer objects expose: name, interval, remaining, paused, active, once properties - Methods: pause(), resume(), cancel(), restart() - Comprehensive documentation with examples - Enhanced repr showing timer state (active/paused/once/remaining time) This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer system more Pythonic while maintaining backward compatibility through the legacy setTimer/delTimer API. closes #121 commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964 Implement Python object cache to preserve derived types in collections Add a global cache system that maintains weak references to Python objects, ensuring that derived Python classes maintain their identity when stored in and retrieved from C++ collections. Key changes: - Add PythonObjectCache singleton with serial number system - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID - Cache stores weak references to prevent circular reference memory leaks - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF) - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE) - Collections check cache before creating new Python wrappers - Register objects in cache during __init__ methods - Clean up cache entries in C++ destructors This ensures that Python code like: ```python class MyFrame(mcrfpy.Frame): def __init__(self): super().__init__() self.custom_data = "preserved" frame = MyFrame() scene.ui.append(frame) retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact ``` Works correctly, with retrieved maintaining the derived type and custom attributes. Closes #112 commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a Update test demos for new Python API and entity system - Update all text input demos to use new Entity constructor signature - Fix pathfinding showcase to work with new entity position handling - Remove entity_waypoints tracking in favor of simplified movement - Delete obsolete exhaustive_api_demo.py (superseded by newer demos) - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern commit 6d29652ae7418745dc24066532454167d447df89 Update animation demo suite with crash fixes and improvements - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them - Increase font sizes for better visibility in demos - Extend demo durations for better showcase of animations - Remove debug prints from animation_sizzle_reel_working.py - Minor cleanup and improvements to all animation demos commit a010e5fa968feaba620dcf2eda44fb9514512151 Update game scripts for new Python API - Convert entity position access from tuple to x/y properties - Update caption size property to font_size - Fix grid boundary checks to use grid_size instead of exceptions - Clean up demo timer on menu exit to prevent callbacks These changes adapt the game scripts to work with the new standardized Python API constructors and property names. commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970 Fix click event z-order handling in PyScene Changed click detection to properly respect z-index by: - Sorting ui_elements in-place when needed (same as render order) - Using reverse iterators to check highest z-index elements first - This ensures top-most elements receive clicks before lower ones commit dcd1b0ca33d46639023221f4d7d52000b947dbdf Add roguelike tutorial implementation files Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace: - Part 0: Basic grid setup and tile rendering - Part 1: Drawing '@' symbol and basic movement - Part 1b: Variant with sprite-based player - Part 2: Entity system and NPC implementation with three movement variants: - part_2.py: Standard implementation - part_2-naive.py: Naive movement approach - part_2-onemovequeued.py: Queued movement system Includes tutorial assets: - tutorial2.png: Tileset for dungeon tiles - tutorial_hero.png: Player sprite sheet commit 6813fb5129738cca2d79c80304834523561ba7fb Standardize Python API constructors and remove PyArgHelpers - Remove PyArgHelpers.h and all macro-based argument parsing - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing - Improve error messages and argument validation - Maintain backward compatibility with existing Python code This change improves code maintainability and consistency across the Python API. commit 6f67fbb51efaf70e52fba8c939298dcdff50450a Fix animation callback crashes from iterator invalidation (#119) Resolved segfaults caused by creating new animations from within animation callbacks. The issue was iterator invalidation in AnimationManager::update() when callbacks modified the active animations vector. Changes: - Add deferred animation queue to AnimationManager - New animations created during update are queued and added after - Set isUpdating flag to track when in update loop - Properly handle Animation destructor during callback execution - Add clearCallback() method for safe cleanup scenarios This fixes the "free(): invalid pointer" and "malloc(): unaligned fastbin chunk detected" errors that occurred with rapid animation creation in callbacks. commit eb88c7b3aab3da519db7569106c34f3510b6e963 Add animation completion callbacks (#119) Implement callbacks that fire when animations complete, enabling direct causality between animation end and game state changes. This eliminates race conditions from parallel timer workarounds. - Add optional callback parameter to Animation constructor - Callbacks execute synchronously when animation completes - Proper Python reference counting with GIL safety - Callbacks receive (anim, target) parameters (currently None) - Exception handling prevents crashes from Python errors Example usage: ```python def on_complete(anim, target): player_moving = False anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete) anim.start(player) ``` closes #119 commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868 Update ROADMAP with GitHub issue numbers (#111-#125) Added issue numbers from GitHub tracker to roadmap items: - #111: Grid Click Events Broken in Headless - #112: Object Splitting Bug (Python type preservation) - #113: Batch Operations for Grid - #114: CellView API - #115: SpatialHash Implementation - #116: Dirty Flag System - #117: Memory Pool for Entities - #118: Scene as Drawable - #119: Animation Completion Callbacks - #120: Animation Property Locking - #121: Timer Object System - #122: Parent-Child UI System - #123: Grid Subgrid System - #124: Grid Point Animation - #125: GitHub Issues Automation Also updated existing references: - #101/#110: Constructor standardization - #109: Vector class indexing Note: Tutorial-specific items and Python-implementable features (input queue, collision reservation) are not tracked as engine issues. commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0 Fix animation segfaults with RAII weak_ptr implementation Resolved two critical segmentation faults in AnimationManager: 1. Race condition when creating multiple animations in timer callbacks 2. Exit crash when animations outlive their target objects Changes: - Replace raw pointers with std::weak_ptr for automatic target invalidation - Add Animation::complete() to jump animations to final value - Add Animation::hasValidTarget() to check if target still exists - Update AnimationManager to auto-remove invalid animations - Add AnimationManager::clear() call to GameEngine::cleanup() - Update Python bindings to pass shared_ptr instead of raw pointers This ensures animations can never reference destroyed objects, following proper RAII principles. Tested with sizzle_reel_final.py and stress tests creating/destroying hundreds of animated objects. commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3 Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
pyObj->weakreflist = NULL;
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UICAPTION:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption");
if (!type) return nullptr;
auto pyObj = (PyUICaptionObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UICaption>(drawable);
pyObj->font = nullptr;
Squashed commit of the following: [alpha_presentable] Author: John McCardle <mccardle.john@gmail.com> Co-Authored-By: Claude <noreply@anthropic.com> commit dc47f2474c7b2642d368f9772894aed857527807 the UIEntity rant commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed I forget when these tests were written, but I want them in the squash merge commit 70c71565c684fa96e222179271ecb13a156d80ad Fix UI object segfault by switching from managed to manual weakref management The UI types (Frame, Caption, Sprite, Grid, Entity) were using Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs for the PythonObjectCache. This is fundamentally incompatible - when Python manages weakrefs internally, PyWeakref_NewRef() cannot access the weakref list properly, causing segfaults. Changed all UI types to use manual weakref management (like PyTimer): - Restored weakreflist field in all UI type structures - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags - Added tp_weaklistoffset for all UI types in module initialization - Initialize weakreflist=NULL in tp_new and init methods - Call PyObject_ClearWeakRefs() in dealloc functions This allows the PythonObjectCache to continue working correctly, maintaining Python object identity for C++ objects across the boundary. Fixes segfault when creating UI objects (e.g., Caption, Grid) that was preventing tutorial scripts from running. This is the bulk of the required behavior for Issue #126. that issure isn't ready for closure yet; several other sub-issues left. closes #110 mention issue #109 - resolves some __init__ related nuisances commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89 Refactor timer system for cleaner architecture and enhanced functionality Major improvements to the timer system: - Unified all timer logic in the Timer class (C++) - Removed PyTimerCallable subclass, now using PyCallable directly - Timer objects are now passed to callbacks as first argument - Added 'once' parameter for one-shot timers that auto-stop - Implemented proper PythonObjectCache integration with weakref support API enhancements: - New callback signature: callback(timer, runtime) instead of just (runtime) - Timer objects expose: name, interval, remaining, paused, active, once properties - Methods: pause(), resume(), cancel(), restart() - Comprehensive documentation with examples - Enhanced repr showing timer state (active/paused/once/remaining time) This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer system more Pythonic while maintaining backward compatibility through the legacy setTimer/delTimer API. closes #121 commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964 Implement Python object cache to preserve derived types in collections Add a global cache system that maintains weak references to Python objects, ensuring that derived Python classes maintain their identity when stored in and retrieved from C++ collections. Key changes: - Add PythonObjectCache singleton with serial number system - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID - Cache stores weak references to prevent circular reference memory leaks - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF) - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE) - Collections check cache before creating new Python wrappers - Register objects in cache during __init__ methods - Clean up cache entries in C++ destructors This ensures that Python code like: ```python class MyFrame(mcrfpy.Frame): def __init__(self): super().__init__() self.custom_data = "preserved" frame = MyFrame() scene.ui.append(frame) retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact ``` Works correctly, with retrieved maintaining the derived type and custom attributes. Closes #112 commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a Update test demos for new Python API and entity system - Update all text input demos to use new Entity constructor signature - Fix pathfinding showcase to work with new entity position handling - Remove entity_waypoints tracking in favor of simplified movement - Delete obsolete exhaustive_api_demo.py (superseded by newer demos) - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern commit 6d29652ae7418745dc24066532454167d447df89 Update animation demo suite with crash fixes and improvements - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them - Increase font sizes for better visibility in demos - Extend demo durations for better showcase of animations - Remove debug prints from animation_sizzle_reel_working.py - Minor cleanup and improvements to all animation demos commit a010e5fa968feaba620dcf2eda44fb9514512151 Update game scripts for new Python API - Convert entity position access from tuple to x/y properties - Update caption size property to font_size - Fix grid boundary checks to use grid_size instead of exceptions - Clean up demo timer on menu exit to prevent callbacks These changes adapt the game scripts to work with the new standardized Python API constructors and property names. commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970 Fix click event z-order handling in PyScene Changed click detection to properly respect z-index by: - Sorting ui_elements in-place when needed (same as render order) - Using reverse iterators to check highest z-index elements first - This ensures top-most elements receive clicks before lower ones commit dcd1b0ca33d46639023221f4d7d52000b947dbdf Add roguelike tutorial implementation files Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace: - Part 0: Basic grid setup and tile rendering - Part 1: Drawing '@' symbol and basic movement - Part 1b: Variant with sprite-based player - Part 2: Entity system and NPC implementation with three movement variants: - part_2.py: Standard implementation - part_2-naive.py: Naive movement approach - part_2-onemovequeued.py: Queued movement system Includes tutorial assets: - tutorial2.png: Tileset for dungeon tiles - tutorial_hero.png: Player sprite sheet commit 6813fb5129738cca2d79c80304834523561ba7fb Standardize Python API constructors and remove PyArgHelpers - Remove PyArgHelpers.h and all macro-based argument parsing - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing - Improve error messages and argument validation - Maintain backward compatibility with existing Python code This change improves code maintainability and consistency across the Python API. commit 6f67fbb51efaf70e52fba8c939298dcdff50450a Fix animation callback crashes from iterator invalidation (#119) Resolved segfaults caused by creating new animations from within animation callbacks. The issue was iterator invalidation in AnimationManager::update() when callbacks modified the active animations vector. Changes: - Add deferred animation queue to AnimationManager - New animations created during update are queued and added after - Set isUpdating flag to track when in update loop - Properly handle Animation destructor during callback execution - Add clearCallback() method for safe cleanup scenarios This fixes the "free(): invalid pointer" and "malloc(): unaligned fastbin chunk detected" errors that occurred with rapid animation creation in callbacks. commit eb88c7b3aab3da519db7569106c34f3510b6e963 Add animation completion callbacks (#119) Implement callbacks that fire when animations complete, enabling direct causality between animation end and game state changes. This eliminates race conditions from parallel timer workarounds. - Add optional callback parameter to Animation constructor - Callbacks execute synchronously when animation completes - Proper Python reference counting with GIL safety - Callbacks receive (anim, target) parameters (currently None) - Exception handling prevents crashes from Python errors Example usage: ```python def on_complete(anim, target): player_moving = False anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete) anim.start(player) ``` closes #119 commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868 Update ROADMAP with GitHub issue numbers (#111-#125) Added issue numbers from GitHub tracker to roadmap items: - #111: Grid Click Events Broken in Headless - #112: Object Splitting Bug (Python type preservation) - #113: Batch Operations for Grid - #114: CellView API - #115: SpatialHash Implementation - #116: Dirty Flag System - #117: Memory Pool for Entities - #118: Scene as Drawable - #119: Animation Completion Callbacks - #120: Animation Property Locking - #121: Timer Object System - #122: Parent-Child UI System - #123: Grid Subgrid System - #124: Grid Point Animation - #125: GitHub Issues Automation Also updated existing references: - #101/#110: Constructor standardization - #109: Vector class indexing Note: Tutorial-specific items and Python-implementable features (input queue, collision reservation) are not tracked as engine issues. commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0 Fix animation segfaults with RAII weak_ptr implementation Resolved two critical segmentation faults in AnimationManager: 1. Race condition when creating multiple animations in timer callbacks 2. Exit crash when animations outlive their target objects Changes: - Replace raw pointers with std::weak_ptr for automatic target invalidation - Add Animation::complete() to jump animations to final value - Add Animation::hasValidTarget() to check if target still exists - Update AnimationManager to auto-remove invalid animations - Add AnimationManager::clear() call to GameEngine::cleanup() - Update Python bindings to pass shared_ptr instead of raw pointers This ensures animations can never reference destroyed objects, following proper RAII principles. Tested with sizzle_reel_final.py and stress tests creating/destroying hundreds of animated objects. commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3 Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
pyObj->weakreflist = NULL;
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UISPRITE:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite");
if (!type) return nullptr;
auto pyObj = (PyUISpriteObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UISprite>(drawable);
Squashed commit of the following: [alpha_presentable] Author: John McCardle <mccardle.john@gmail.com> Co-Authored-By: Claude <noreply@anthropic.com> commit dc47f2474c7b2642d368f9772894aed857527807 the UIEntity rant commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed I forget when these tests were written, but I want them in the squash merge commit 70c71565c684fa96e222179271ecb13a156d80ad Fix UI object segfault by switching from managed to manual weakref management The UI types (Frame, Caption, Sprite, Grid, Entity) were using Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs for the PythonObjectCache. This is fundamentally incompatible - when Python manages weakrefs internally, PyWeakref_NewRef() cannot access the weakref list properly, causing segfaults. Changed all UI types to use manual weakref management (like PyTimer): - Restored weakreflist field in all UI type structures - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags - Added tp_weaklistoffset for all UI types in module initialization - Initialize weakreflist=NULL in tp_new and init methods - Call PyObject_ClearWeakRefs() in dealloc functions This allows the PythonObjectCache to continue working correctly, maintaining Python object identity for C++ objects across the boundary. Fixes segfault when creating UI objects (e.g., Caption, Grid) that was preventing tutorial scripts from running. This is the bulk of the required behavior for Issue #126. that issure isn't ready for closure yet; several other sub-issues left. closes #110 mention issue #109 - resolves some __init__ related nuisances commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89 Refactor timer system for cleaner architecture and enhanced functionality Major improvements to the timer system: - Unified all timer logic in the Timer class (C++) - Removed PyTimerCallable subclass, now using PyCallable directly - Timer objects are now passed to callbacks as first argument - Added 'once' parameter for one-shot timers that auto-stop - Implemented proper PythonObjectCache integration with weakref support API enhancements: - New callback signature: callback(timer, runtime) instead of just (runtime) - Timer objects expose: name, interval, remaining, paused, active, once properties - Methods: pause(), resume(), cancel(), restart() - Comprehensive documentation with examples - Enhanced repr showing timer state (active/paused/once/remaining time) This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer system more Pythonic while maintaining backward compatibility through the legacy setTimer/delTimer API. closes #121 commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964 Implement Python object cache to preserve derived types in collections Add a global cache system that maintains weak references to Python objects, ensuring that derived Python classes maintain their identity when stored in and retrieved from C++ collections. Key changes: - Add PythonObjectCache singleton with serial number system - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID - Cache stores weak references to prevent circular reference memory leaks - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF) - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE) - Collections check cache before creating new Python wrappers - Register objects in cache during __init__ methods - Clean up cache entries in C++ destructors This ensures that Python code like: ```python class MyFrame(mcrfpy.Frame): def __init__(self): super().__init__() self.custom_data = "preserved" frame = MyFrame() scene.ui.append(frame) retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact ``` Works correctly, with retrieved maintaining the derived type and custom attributes. Closes #112 commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a Update test demos for new Python API and entity system - Update all text input demos to use new Entity constructor signature - Fix pathfinding showcase to work with new entity position handling - Remove entity_waypoints tracking in favor of simplified movement - Delete obsolete exhaustive_api_demo.py (superseded by newer demos) - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern commit 6d29652ae7418745dc24066532454167d447df89 Update animation demo suite with crash fixes and improvements - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them - Increase font sizes for better visibility in demos - Extend demo durations for better showcase of animations - Remove debug prints from animation_sizzle_reel_working.py - Minor cleanup and improvements to all animation demos commit a010e5fa968feaba620dcf2eda44fb9514512151 Update game scripts for new Python API - Convert entity position access from tuple to x/y properties - Update caption size property to font_size - Fix grid boundary checks to use grid_size instead of exceptions - Clean up demo timer on menu exit to prevent callbacks These changes adapt the game scripts to work with the new standardized Python API constructors and property names. commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970 Fix click event z-order handling in PyScene Changed click detection to properly respect z-index by: - Sorting ui_elements in-place when needed (same as render order) - Using reverse iterators to check highest z-index elements first - This ensures top-most elements receive clicks before lower ones commit dcd1b0ca33d46639023221f4d7d52000b947dbdf Add roguelike tutorial implementation files Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace: - Part 0: Basic grid setup and tile rendering - Part 1: Drawing '@' symbol and basic movement - Part 1b: Variant with sprite-based player - Part 2: Entity system and NPC implementation with three movement variants: - part_2.py: Standard implementation - part_2-naive.py: Naive movement approach - part_2-onemovequeued.py: Queued movement system Includes tutorial assets: - tutorial2.png: Tileset for dungeon tiles - tutorial_hero.png: Player sprite sheet commit 6813fb5129738cca2d79c80304834523561ba7fb Standardize Python API constructors and remove PyArgHelpers - Remove PyArgHelpers.h and all macro-based argument parsing - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing - Improve error messages and argument validation - Maintain backward compatibility with existing Python code This change improves code maintainability and consistency across the Python API. commit 6f67fbb51efaf70e52fba8c939298dcdff50450a Fix animation callback crashes from iterator invalidation (#119) Resolved segfaults caused by creating new animations from within animation callbacks. The issue was iterator invalidation in AnimationManager::update() when callbacks modified the active animations vector. Changes: - Add deferred animation queue to AnimationManager - New animations created during update are queued and added after - Set isUpdating flag to track when in update loop - Properly handle Animation destructor during callback execution - Add clearCallback() method for safe cleanup scenarios This fixes the "free(): invalid pointer" and "malloc(): unaligned fastbin chunk detected" errors that occurred with rapid animation creation in callbacks. commit eb88c7b3aab3da519db7569106c34f3510b6e963 Add animation completion callbacks (#119) Implement callbacks that fire when animations complete, enabling direct causality between animation end and game state changes. This eliminates race conditions from parallel timer workarounds. - Add optional callback parameter to Animation constructor - Callbacks execute synchronously when animation completes - Proper Python reference counting with GIL safety - Callbacks receive (anim, target) parameters (currently None) - Exception handling prevents crashes from Python errors Example usage: ```python def on_complete(anim, target): player_moving = False anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete) anim.start(player) ``` closes #119 commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868 Update ROADMAP with GitHub issue numbers (#111-#125) Added issue numbers from GitHub tracker to roadmap items: - #111: Grid Click Events Broken in Headless - #112: Object Splitting Bug (Python type preservation) - #113: Batch Operations for Grid - #114: CellView API - #115: SpatialHash Implementation - #116: Dirty Flag System - #117: Memory Pool for Entities - #118: Scene as Drawable - #119: Animation Completion Callbacks - #120: Animation Property Locking - #121: Timer Object System - #122: Parent-Child UI System - #123: Grid Subgrid System - #124: Grid Point Animation - #125: GitHub Issues Automation Also updated existing references: - #101/#110: Constructor standardization - #109: Vector class indexing Note: Tutorial-specific items and Python-implementable features (input queue, collision reservation) are not tracked as engine issues. commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0 Fix animation segfaults with RAII weak_ptr implementation Resolved two critical segmentation faults in AnimationManager: 1. Race condition when creating multiple animations in timer callbacks 2. Exit crash when animations outlive their target objects Changes: - Replace raw pointers with std::weak_ptr for automatic target invalidation - Add Animation::complete() to jump animations to final value - Add Animation::hasValidTarget() to check if target still exists - Update AnimationManager to auto-remove invalid animations - Add AnimationManager::clear() call to GameEngine::cleanup() - Update Python bindings to pass shared_ptr instead of raw pointers This ensures animations can never reference destroyed objects, following proper RAII principles. Tested with sizzle_reel_final.py and stress tests creating/destroying hundreds of animated objects. commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3 Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
pyObj->weakreflist = NULL;
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UIGRID:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid");
if (!type) return nullptr;
auto pyObj = (PyUIGridObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UIGrid>(drawable);
Squashed commit of the following: [alpha_presentable] Author: John McCardle <mccardle.john@gmail.com> Co-Authored-By: Claude <noreply@anthropic.com> commit dc47f2474c7b2642d368f9772894aed857527807 the UIEntity rant commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed I forget when these tests were written, but I want them in the squash merge commit 70c71565c684fa96e222179271ecb13a156d80ad Fix UI object segfault by switching from managed to manual weakref management The UI types (Frame, Caption, Sprite, Grid, Entity) were using Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs for the PythonObjectCache. This is fundamentally incompatible - when Python manages weakrefs internally, PyWeakref_NewRef() cannot access the weakref list properly, causing segfaults. Changed all UI types to use manual weakref management (like PyTimer): - Restored weakreflist field in all UI type structures - Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags - Added tp_weaklistoffset for all UI types in module initialization - Initialize weakreflist=NULL in tp_new and init methods - Call PyObject_ClearWeakRefs() in dealloc functions This allows the PythonObjectCache to continue working correctly, maintaining Python object identity for C++ objects across the boundary. Fixes segfault when creating UI objects (e.g., Caption, Grid) that was preventing tutorial scripts from running. This is the bulk of the required behavior for Issue #126. that issure isn't ready for closure yet; several other sub-issues left. closes #110 mention issue #109 - resolves some __init__ related nuisances commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89 Refactor timer system for cleaner architecture and enhanced functionality Major improvements to the timer system: - Unified all timer logic in the Timer class (C++) - Removed PyTimerCallable subclass, now using PyCallable directly - Timer objects are now passed to callbacks as first argument - Added 'once' parameter for one-shot timers that auto-stop - Implemented proper PythonObjectCache integration with weakref support API enhancements: - New callback signature: callback(timer, runtime) instead of just (runtime) - Timer objects expose: name, interval, remaining, paused, active, once properties - Methods: pause(), resume(), cancel(), restart() - Comprehensive documentation with examples - Enhanced repr showing timer state (active/paused/once/remaining time) This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer system more Pythonic while maintaining backward compatibility through the legacy setTimer/delTimer API. closes #121 commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964 Implement Python object cache to preserve derived types in collections Add a global cache system that maintains weak references to Python objects, ensuring that derived Python classes maintain their identity when stored in and retrieved from C++ collections. Key changes: - Add PythonObjectCache singleton with serial number system - Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID - Cache stores weak references to prevent circular reference memory leaks - Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF) - Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE) - Collections check cache before creating new Python wrappers - Register objects in cache during __init__ methods - Clean up cache entries in C++ destructors This ensures that Python code like: ```python class MyFrame(mcrfpy.Frame): def __init__(self): super().__init__() self.custom_data = "preserved" frame = MyFrame() scene.ui.append(frame) retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact ``` Works correctly, with retrieved maintaining the derived type and custom attributes. Closes #112 commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a Update test demos for new Python API and entity system - Update all text input demos to use new Entity constructor signature - Fix pathfinding showcase to work with new entity position handling - Remove entity_waypoints tracking in favor of simplified movement - Delete obsolete exhaustive_api_demo.py (superseded by newer demos) - Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern commit 6d29652ae7418745dc24066532454167d447df89 Update animation demo suite with crash fixes and improvements - Add warnings about AnimationManager segfault bug in sizzle_reel_final.py - Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them - Increase font sizes for better visibility in demos - Extend demo durations for better showcase of animations - Remove debug prints from animation_sizzle_reel_working.py - Minor cleanup and improvements to all animation demos commit a010e5fa968feaba620dcf2eda44fb9514512151 Update game scripts for new Python API - Convert entity position access from tuple to x/y properties - Update caption size property to font_size - Fix grid boundary checks to use grid_size instead of exceptions - Clean up demo timer on menu exit to prevent callbacks These changes adapt the game scripts to work with the new standardized Python API constructors and property names. commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970 Fix click event z-order handling in PyScene Changed click detection to properly respect z-index by: - Sorting ui_elements in-place when needed (same as render order) - Using reverse iterators to check highest z-index elements first - This ensures top-most elements receive clicks before lower ones commit dcd1b0ca33d46639023221f4d7d52000b947dbdf Add roguelike tutorial implementation files Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace: - Part 0: Basic grid setup and tile rendering - Part 1: Drawing '@' symbol and basic movement - Part 1b: Variant with sprite-based player - Part 2: Entity system and NPC implementation with three movement variants: - part_2.py: Standard implementation - part_2-naive.py: Naive movement approach - part_2-onemovequeued.py: Queued movement system Includes tutorial assets: - tutorial2.png: Tileset for dungeon tiles - tutorial_hero.png: Player sprite sheet commit 6813fb5129738cca2d79c80304834523561ba7fb Standardize Python API constructors and remove PyArgHelpers - Remove PyArgHelpers.h and all macro-based argument parsing - Convert all UI class constructors to use PyArg_ParseTupleAndKeywords - Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite - Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing - Improve error messages and argument validation - Maintain backward compatibility with existing Python code This change improves code maintainability and consistency across the Python API. commit 6f67fbb51efaf70e52fba8c939298dcdff50450a Fix animation callback crashes from iterator invalidation (#119) Resolved segfaults caused by creating new animations from within animation callbacks. The issue was iterator invalidation in AnimationManager::update() when callbacks modified the active animations vector. Changes: - Add deferred animation queue to AnimationManager - New animations created during update are queued and added after - Set isUpdating flag to track when in update loop - Properly handle Animation destructor during callback execution - Add clearCallback() method for safe cleanup scenarios This fixes the "free(): invalid pointer" and "malloc(): unaligned fastbin chunk detected" errors that occurred with rapid animation creation in callbacks. commit eb88c7b3aab3da519db7569106c34f3510b6e963 Add animation completion callbacks (#119) Implement callbacks that fire when animations complete, enabling direct causality between animation end and game state changes. This eliminates race conditions from parallel timer workarounds. - Add optional callback parameter to Animation constructor - Callbacks execute synchronously when animation completes - Proper Python reference counting with GIL safety - Callbacks receive (anim, target) parameters (currently None) - Exception handling prevents crashes from Python errors Example usage: ```python def on_complete(anim, target): player_moving = False anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete) anim.start(player) ``` closes #119 commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868 Update ROADMAP with GitHub issue numbers (#111-#125) Added issue numbers from GitHub tracker to roadmap items: - #111: Grid Click Events Broken in Headless - #112: Object Splitting Bug (Python type preservation) - #113: Batch Operations for Grid - #114: CellView API - #115: SpatialHash Implementation - #116: Dirty Flag System - #117: Memory Pool for Entities - #118: Scene as Drawable - #119: Animation Completion Callbacks - #120: Animation Property Locking - #121: Timer Object System - #122: Parent-Child UI System - #123: Grid Subgrid System - #124: Grid Point Animation - #125: GitHub Issues Automation Also updated existing references: - #101/#110: Constructor standardization - #109: Vector class indexing Note: Tutorial-specific items and Python-implementable features (input queue, collision reservation) are not tracked as engine issues. commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0 Fix animation segfaults with RAII weak_ptr implementation Resolved two critical segmentation faults in AnimationManager: 1. Race condition when creating multiple animations in timer callbacks 2. Exit crash when animations outlive their target objects Changes: - Replace raw pointers with std::weak_ptr for automatic target invalidation - Add Animation::complete() to jump animations to final value - Add Animation::hasValidTarget() to check if target still exists - Update AnimationManager to auto-remove invalid animations - Add AnimationManager::clear() call to GameEngine::cleanup() - Update Python bindings to pass shared_ptr instead of raw pointers This ensures animations can never reference destroyed objects, following proper RAII principles. Tested with sizzle_reel_final.py and stress tests creating/destroying hundreds of animated objects. commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3 Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
pyObj->weakreflist = NULL;
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UILINE:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line");
if (!type) return nullptr;
auto pyObj = (PyUILineObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UILine>(drawable);
pyObj->weakreflist = NULL;
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UICIRCLE:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle");
if (!type) return nullptr;
auto pyObj = (PyUICircleObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UICircle>(drawable);
pyObj->weakreflist = NULL;
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UIARC:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc");
if (!type) return nullptr;
auto pyObj = (PyUIArcObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UIArc>(drawable);
pyObj->weakreflist = NULL;
}
obj = (PyObject*)pyObj;
break;
}
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
default:
PyErr_SetString(PyExc_TypeError, "Unknown UIDrawable derived type");
return nullptr;
}
if (type) {
Py_DECREF(type);
}
return obj;
}
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
int UICollectionIter::init(PyUICollectionIterObject* self, PyObject* args, PyObject* kwds)
{
PyErr_SetString(PyExc_TypeError, "UICollection cannot be instantiated: a C++ data source is required.");
return -1;
}
PyObject* UICollectionIter::next(PyUICollectionIterObject* self)
{
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
// Check if self and self->data are valid
if (!self || !self->data) {
PyErr_SetString(PyExc_RuntimeError, "Iterator object or data is null");
return NULL;
}
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
if (self->data->size() != self->start_size)
{
PyErr_SetString(PyExc_RuntimeError, "collection changed size during iteration");
return NULL;
}
if (self->index > self->start_size - 1)
{
PyErr_SetNone(PyExc_StopIteration);
return NULL;
}
self->index++;
auto vec = self->data.get();
if (!vec)
{
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return NULL;
}
auto target = (*vec)[self->index-1];
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
// Return the proper Python object for this UIDrawable
return convertDrawableToPython(target);
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
}
PyObject* UICollectionIter::repr(PyUICollectionIterObject* self)
{
std::ostringstream ss;
if (!self->data) ss << "<UICollectionIter (invalid internal object)>";
else {
ss << "<UICollectionIter (" << self->data->size() << " child objects, @ index " << self->index << ")>";
}
std::string repr_str = ss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
}
Py_ssize_t UICollection::len(PyUICollectionObject* self) {
return self->data->size();
}
PyObject* UICollection::getitem(PyUICollectionObject* self, Py_ssize_t index) {
// build a Python version of item at self->data[index]
// Copy pasted::
auto vec = self->data.get();
if (!vec)
{
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return NULL;
}
while (index < 0) index += self->data->size();
if (index > self->data->size() - 1)
{
PyErr_SetString(PyExc_IndexError, "UICollection index out of range");
return NULL;
}
auto target = (*vec)[index];
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
return convertDrawableToPython(target);
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
}
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
int UICollection::setitem(PyUICollectionObject* self, Py_ssize_t index, PyObject* value) {
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return -1;
}
// Handle negative indexing
while (index < 0) index += self->data->size();
// Bounds check
if (index >= self->data->size()) {
PyErr_SetString(PyExc_IndexError, "UICollection assignment index out of range");
return -1;
}
// Handle deletion
if (value == NULL) {
self->data->erase(self->data->begin() + index);
return 0;
}
// Type checking - must be a UIDrawable subclass
if (!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
PyErr_SetString(PyExc_TypeError, "UICollection can only contain Frame, Caption, Sprite, and Grid objects");
return -1;
}
// Get the C++ object from the Python object
std::shared_ptr<UIDrawable> new_drawable = nullptr;
int old_z_index = (*vec)[index]->z_index; // Preserve the z_index
if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
PyUIFrameObject* frame = (PyUIFrameObject*)value;
new_drawable = frame->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
PyUICaptionObject* caption = (PyUICaptionObject*)value;
new_drawable = caption->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
PyUISpriteObject* sprite = (PyUISpriteObject*)value;
new_drawable = sprite->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
PyUIGridObject* grid = (PyUIGridObject*)value;
new_drawable = grid->data;
}
if (!new_drawable) {
PyErr_SetString(PyExc_RuntimeError, "Failed to extract C++ object from Python object");
return -1;
}
// Preserve the z_index of the replaced element
new_drawable->z_index = old_z_index;
// Replace the element
(*vec)[index] = new_drawable;
// Mark scene as needing resort after replacing element
McRFPy_API::markSceneNeedsSort();
return 0;
}
int UICollection::contains(PyUICollectionObject* self, PyObject* value) {
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return -1;
}
// Type checking - must be a UIDrawable subclass
if (!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
// Not a valid type, so it can't be in the collection
return 0;
}
// Get the C++ object from the Python object
std::shared_ptr<UIDrawable> search_drawable = nullptr;
if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
PyUIFrameObject* frame = (PyUIFrameObject*)value;
search_drawable = frame->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
PyUICaptionObject* caption = (PyUICaptionObject*)value;
search_drawable = caption->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
PyUISpriteObject* sprite = (PyUISpriteObject*)value;
search_drawable = sprite->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
PyUIGridObject* grid = (PyUIGridObject*)value;
search_drawable = grid->data;
}
if (!search_drawable) {
return 0;
}
// Search for the object by comparing C++ pointers
for (const auto& drawable : *vec) {
if (drawable.get() == search_drawable.get()) {
return 1; // Found
}
}
return 0; // Not found
}
PyObject* UICollection::concat(PyUICollectionObject* self, PyObject* other) {
// Create a new Python list containing elements from both collections
if (!PySequence_Check(other)) {
PyErr_SetString(PyExc_TypeError, "can only concatenate sequence to UICollection");
return NULL;
}
Py_ssize_t self_len = self->data->size();
Py_ssize_t other_len = PySequence_Length(other);
if (other_len == -1) {
return NULL; // Error already set
}
PyObject* result_list = PyList_New(self_len + other_len);
if (!result_list) {
return NULL;
}
// Add all elements from self
for (Py_ssize_t i = 0; i < self_len; i++) {
PyObject* item = convertDrawableToPython((*self->data)[i]);
if (!item) {
Py_DECREF(result_list);
return NULL;
}
PyList_SET_ITEM(result_list, i, item); // Steals reference
}
// Add all elements from other
for (Py_ssize_t i = 0; i < other_len; i++) {
PyObject* item = PySequence_GetItem(other, i);
if (!item) {
Py_DECREF(result_list);
return NULL;
}
PyList_SET_ITEM(result_list, self_len + i, item); // Steals reference
}
return result_list;
}
PyObject* UICollection::inplace_concat(PyUICollectionObject* self, PyObject* other) {
if (!PySequence_Check(other)) {
PyErr_SetString(PyExc_TypeError, "can only concatenate sequence to UICollection");
return NULL;
}
// First, validate ALL items in the sequence before modifying anything
Py_ssize_t other_len = PySequence_Length(other);
if (other_len == -1) {
return NULL; // Error already set
}
// Validate all items first
for (Py_ssize_t i = 0; i < other_len; i++) {
PyObject* item = PySequence_GetItem(other, i);
if (!item) {
return NULL;
}
// Type check
if (!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
Py_DECREF(item);
PyErr_Format(PyExc_TypeError,
"UICollection can only contain Frame, Caption, Sprite, and Grid objects; "
"got %s at index %zd", Py_TYPE(item)->tp_name, i);
return NULL;
}
Py_DECREF(item);
}
// All items validated, now we can safely add them
for (Py_ssize_t i = 0; i < other_len; i++) {
PyObject* item = PySequence_GetItem(other, i);
if (!item) {
return NULL; // Shouldn't happen, but be safe
}
// Use the existing append method which handles z_index assignment
PyObject* result = append(self, item);
Py_DECREF(item);
if (!result) {
return NULL; // append() failed
}
Py_DECREF(result); // append returns Py_None
}
Py_INCREF(self);
return (PyObject*)self;
}
PyObject* UICollection::subscript(PyUICollectionObject* self, PyObject* key) {
if (PyLong_Check(key)) {
// Single index - delegate to sq_item
Py_ssize_t index = PyLong_AsSsize_t(key);
if (index == -1 && PyErr_Occurred()) {
return NULL;
}
return getitem(self, index);
} else if (PySlice_Check(key)) {
// Handle slice
Py_ssize_t start, stop, step, slicelength;
if (PySlice_GetIndicesEx(key, self->data->size(), &start, &stop, &step, &slicelength) < 0) {
return NULL;
}
PyObject* result_list = PyList_New(slicelength);
if (!result_list) {
return NULL;
}
for (Py_ssize_t i = 0, cur = start; i < slicelength; i++, cur += step) {
PyObject* item = convertDrawableToPython((*self->data)[cur]);
if (!item) {
Py_DECREF(result_list);
return NULL;
}
PyList_SET_ITEM(result_list, i, item); // Steals reference
}
return result_list;
} else {
PyErr_Format(PyExc_TypeError, "UICollection indices must be integers or slices, not %.200s",
Py_TYPE(key)->tp_name);
return NULL;
}
}
int UICollection::ass_subscript(PyUICollectionObject* self, PyObject* key, PyObject* value) {
if (PyLong_Check(key)) {
// Single index - delegate to sq_ass_item
Py_ssize_t index = PyLong_AsSsize_t(key);
if (index == -1 && PyErr_Occurred()) {
return -1;
}
return setitem(self, index, value);
} else if (PySlice_Check(key)) {
// Handle slice assignment/deletion
Py_ssize_t start, stop, step, slicelength;
if (PySlice_GetIndicesEx(key, self->data->size(), &start, &stop, &step, &slicelength) < 0) {
return -1;
}
if (value == NULL) {
// Deletion
if (step != 1) {
// For non-contiguous slices, delete from highest to lowest to maintain indices
std::vector<Py_ssize_t> indices;
for (Py_ssize_t i = 0, cur = start; i < slicelength; i++, cur += step) {
indices.push_back(cur);
}
// Sort in descending order and delete
std::sort(indices.begin(), indices.end(), std::greater<Py_ssize_t>());
for (Py_ssize_t idx : indices) {
self->data->erase(self->data->begin() + idx);
}
} else {
// Contiguous slice - can delete in one go
self->data->erase(self->data->begin() + start, self->data->begin() + stop);
}
// Mark scene as needing resort after slice deletion
McRFPy_API::markSceneNeedsSort();
return 0;
} else {
// Assignment
if (!PySequence_Check(value)) {
PyErr_SetString(PyExc_TypeError, "can only assign sequence to slice");
return -1;
}
Py_ssize_t value_len = PySequence_Length(value);
if (value_len == -1) {
return -1;
}
// Validate all items first
std::vector<std::shared_ptr<UIDrawable>> new_items;
for (Py_ssize_t i = 0; i < value_len; i++) {
PyObject* item = PySequence_GetItem(value, i);
if (!item) {
return -1;
}
// Type check and extract C++ object
std::shared_ptr<UIDrawable> drawable = nullptr;
if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
drawable = ((PyUIFrameObject*)item)->data;
} else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
drawable = ((PyUICaptionObject*)item)->data;
} else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
drawable = ((PyUISpriteObject*)item)->data;
} else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
drawable = ((PyUIGridObject*)item)->data;
} else {
Py_DECREF(item);
PyErr_Format(PyExc_TypeError,
"UICollection can only contain Frame, Caption, Sprite, and Grid objects; "
"got %s at index %zd", Py_TYPE(item)->tp_name, i);
return -1;
}
Py_DECREF(item);
new_items.push_back(drawable);
}
// Now perform the assignment
if (step == 1) {
// Contiguous slice
if (slicelength != value_len) {
// Need to resize
auto it_start = self->data->begin() + start;
auto it_stop = self->data->begin() + stop;
self->data->erase(it_start, it_stop);
self->data->insert(self->data->begin() + start, new_items.begin(), new_items.end());
} else {
// Same size, just replace
for (Py_ssize_t i = 0; i < slicelength; i++) {
// Preserve z_index
new_items[i]->z_index = (*self->data)[start + i]->z_index;
(*self->data)[start + i] = new_items[i];
}
}
} else {
// Extended slice
if (slicelength != value_len) {
PyErr_Format(PyExc_ValueError,
"attempt to assign sequence of size %zd to extended slice of size %zd",
value_len, slicelength);
return -1;
}
for (Py_ssize_t i = 0, cur = start; i < slicelength; i++, cur += step) {
// Preserve z_index
new_items[i]->z_index = (*self->data)[cur]->z_index;
(*self->data)[cur] = new_items[i];
}
}
// Mark scene as needing resort after slice assignment
McRFPy_API::markSceneNeedsSort();
return 0;
}
} else {
PyErr_Format(PyExc_TypeError, "UICollection indices must be integers or slices, not %.200s",
Py_TYPE(key)->tp_name);
return -1;
}
}
PyMappingMethods UICollection::mpmethods = {
.mp_length = (lenfunc)UICollection::len,
.mp_subscript = (binaryfunc)UICollection::subscript,
.mp_ass_subscript = (objobjargproc)UICollection::ass_subscript
};
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
PySequenceMethods UICollection::sqmethods = {
.sq_length = (lenfunc)UICollection::len,
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
.sq_concat = (binaryfunc)UICollection::concat,
.sq_repeat = NULL,
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
.sq_item = (ssizeargfunc)UICollection::getitem,
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
.was_sq_slice = NULL,
.sq_ass_item = (ssizeobjargproc)UICollection::setitem,
.was_sq_ass_slice = NULL,
.sq_contains = (objobjproc)UICollection::contains,
.sq_inplace_concat = (binaryfunc)UICollection::inplace_concat,
.sq_inplace_repeat = NULL
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
};
/* Idiomatic way to fetch complete types from the API rather than referencing their PyTypeObject struct
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture");
I never identified why `using namespace mcrfpydef;` doesn't solve the segfault issue.
The horrible macro in UIDrawable was originally a workaround for this, but as I interact with the types outside of the monster UI.h, a more general (and less icky) solution is required.
*/
PyObject* UICollection::append(PyUICollectionObject* self, PyObject* o)
{
// if not UIDrawable subclass, reject it
// self->data->push_back( c++ object inside o );
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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// Ensure module is initialized
if (!McRFPy_API::mcrf_module) {
PyErr_SetString(PyExc_RuntimeError, "mcrfpy module not initialized");
return NULL;
}
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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// this would be a great use case for .tp_base
if (!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc"))
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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)
{
PyErr_SetString(PyExc_TypeError, "Only Frame, Caption, Sprite, Grid, Line, Circle, and Arc objects can be added to UICollection");
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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return NULL;
}
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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// Calculate z_index for the new element
int new_z_index = 0;
if (!self->data->empty()) {
// Get the z_index of the last element and add 10
int last_z = self->data->back()->z_index;
if (last_z <= INT_MAX - 10) {
new_z_index = last_z + 10;
} else {
new_z_index = INT_MAX;
}
}
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")))
{
PyUIFrameObject* frame = (PyUIFrameObject*)o;
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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frame->data->z_index = new_z_index;
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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self->data->push_back(frame->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")))
{
PyUICaptionObject* caption = (PyUICaptionObject*)o;
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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caption->data->z_index = new_z_index;
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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self->data->push_back(caption->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")))
{
PyUISpriteObject* sprite = (PyUISpriteObject*)o;
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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sprite->data->z_index = new_z_index;
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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self->data->push_back(sprite->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")))
{
PyUIGridObject* grid = (PyUIGridObject*)o;
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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grid->data->z_index = new_z_index;
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
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self->data->push_back(grid->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")))
{
PyUILineObject* line = (PyUILineObject*)o;
line->data->z_index = new_z_index;
self->data->push_back(line->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")))
{
PyUICircleObject* circle = (PyUICircleObject*)o;
circle->data->z_index = new_z_index;
self->data->push_back(circle->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")))
{
PyUIArcObject* arc = (PyUIArcObject*)o;
arc->data->z_index = new_z_index;
self->data->push_back(arc->data);
}
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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// Mark scene as needing resort after adding element
McRFPy_API::markSceneNeedsSort();
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
Py_INCREF(Py_None);
return Py_None;
}
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
PyObject* UICollection::extend(PyUICollectionObject* self, PyObject* iterable)
{
// Accept any iterable of UIDrawable objects
PyObject* iterator = PyObject_GetIter(iterable);
if (iterator == NULL) {
PyErr_SetString(PyExc_TypeError, "UICollection.extend requires an iterable");
return NULL;
}
// Ensure module is initialized
if (!McRFPy_API::mcrf_module) {
Py_DECREF(iterator);
PyErr_SetString(PyExc_RuntimeError, "mcrfpy module not initialized");
return NULL;
}
// Get current highest z_index
int current_z_index = 0;
if (!self->data->empty()) {
current_z_index = self->data->back()->z_index;
}
PyObject* item;
while ((item = PyIter_Next(iterator)) != NULL) {
// Check if item is a UIDrawable subclass
if (!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")))
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
{
Py_DECREF(item);
Py_DECREF(iterator);
PyErr_SetString(PyExc_TypeError, "All items must be Frame, Caption, Sprite, Grid, Line, Circle, or Arc objects");
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
return NULL;
}
// Increment z_index for each new element
if (current_z_index <= INT_MAX - 10) {
current_z_index += 10;
} else {
current_z_index = INT_MAX;
}
// Add the item based on its type
if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
PyUIFrameObject* frame = (PyUIFrameObject*)item;
frame->data->z_index = current_z_index;
self->data->push_back(frame->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
PyUICaptionObject* caption = (PyUICaptionObject*)item;
caption->data->z_index = current_z_index;
self->data->push_back(caption->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
PyUISpriteObject* sprite = (PyUISpriteObject*)item;
sprite->data->z_index = current_z_index;
self->data->push_back(sprite->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
PyUIGridObject* grid = (PyUIGridObject*)item;
grid->data->z_index = current_z_index;
self->data->push_back(grid->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line"))) {
PyUILineObject* line = (PyUILineObject*)item;
line->data->z_index = current_z_index;
self->data->push_back(line->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle"))) {
PyUICircleObject* circle = (PyUICircleObject*)item;
circle->data->z_index = current_z_index;
self->data->push_back(circle->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc"))) {
PyUIArcObject* arc = (PyUIArcObject*)item;
arc->data->z_index = current_z_index;
self->data->push_back(arc->data);
}
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
Py_DECREF(item);
}
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
Py_DECREF(iterator);
// Check if iteration ended due to an error
if (PyErr_Occurred()) {
return NULL;
}
// Mark scene as needing resort after adding elements
McRFPy_API::markSceneNeedsSort();
Py_INCREF(Py_None);
return Py_None;
}
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
PyObject* UICollection::remove(PyUICollectionObject* self, PyObject* o)
{
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "Collection data is null");
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
return NULL;
}
// Type checking - must be a UIDrawable subclass
if (!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Drawable"))) {
PyErr_SetString(PyExc_TypeError,
"UICollection.remove requires a UI element (Frame, Caption, Sprite, Grid)");
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
return NULL;
}
// Get the C++ object from the Python object
std::shared_ptr<UIDrawable> search_drawable = nullptr;
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
search_drawable = ((PyUIFrameObject*)o)->data;
} else if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
search_drawable = ((PyUICaptionObject*)o)->data;
} else if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
search_drawable = ((PyUISpriteObject*)o)->data;
} else if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
search_drawable = ((PyUIGridObject*)o)->data;
}
if (!search_drawable) {
PyErr_SetString(PyExc_TypeError,
"UICollection.remove requires a UI element (Frame, Caption, Sprite, Grid)");
return NULL;
}
// Search for the object and remove first occurrence
for (auto it = vec->begin(); it != vec->end(); ++it) {
if (it->get() == search_drawable.get()) {
vec->erase(it);
McRFPy_API::markSceneNeedsSort();
Py_RETURN_NONE;
}
}
PyErr_SetString(PyExc_ValueError, "element not in UICollection");
return NULL;
}
PyObject* UICollection::pop(PyUICollectionObject* self, PyObject* args)
{
Py_ssize_t index = -1; // Default to last element
if (!PyArg_ParseTuple(args, "|n", &index)) {
return NULL;
}
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "Collection data is null");
return NULL;
}
if (vec->empty()) {
PyErr_SetString(PyExc_IndexError, "pop from empty UICollection");
return NULL;
}
// Handle negative indexing
Py_ssize_t size = static_cast<Py_ssize_t>(vec->size());
if (index < 0) {
index += size;
}
if (index < 0 || index >= size) {
PyErr_SetString(PyExc_IndexError, "pop index out of range");
return NULL;
}
// Get the element before removing
std::shared_ptr<UIDrawable> drawable = (*vec)[index];
// Remove from vector
vec->erase(vec->begin() + index);
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
McRFPy_API::markSceneNeedsSort();
// Convert to Python object and return
return convertDrawableToPython(drawable);
}
PyObject* UICollection::insert(PyUICollectionObject* self, PyObject* args)
{
Py_ssize_t index;
PyObject* o;
if (!PyArg_ParseTuple(args, "nO", &index, &o)) {
return NULL;
}
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "Collection data is null");
return NULL;
}
// Type checking - must be a UIDrawable subclass
if (!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Drawable"))) {
PyErr_SetString(PyExc_TypeError,
"UICollection.insert requires a UI element (Frame, Caption, Sprite, Grid)");
return NULL;
}
// Get the C++ object from the Python object
std::shared_ptr<UIDrawable> drawable = nullptr;
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
drawable = ((PyUIFrameObject*)o)->data;
} else if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
drawable = ((PyUICaptionObject*)o)->data;
} else if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
drawable = ((PyUISpriteObject*)o)->data;
} else if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
drawable = ((PyUIGridObject*)o)->data;
}
if (!drawable) {
PyErr_SetString(PyExc_TypeError,
"UICollection.insert requires a UI element (Frame, Caption, Sprite, Grid)");
return NULL;
}
// Handle negative indexing and clamping (Python list.insert behavior)
Py_ssize_t size = static_cast<Py_ssize_t>(vec->size());
if (index < 0) {
index += size;
if (index < 0) {
index = 0;
}
} else if (index > size) {
index = size;
}
// Insert at position
vec->insert(vec->begin() + index, drawable);
McRFPy_API::markSceneNeedsSort();
Py_RETURN_NONE;
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
}
Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
PyObject* UICollection::index_method(PyUICollectionObject* self, PyObject* value) {
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return NULL;
}
// Type checking - must be a UIDrawable subclass
if (!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
PyErr_SetString(PyExc_TypeError, "UICollection.index requires a Frame, Caption, Sprite, or Grid object");
return NULL;
}
// Get the C++ object from the Python object
std::shared_ptr<UIDrawable> search_drawable = nullptr;
if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
search_drawable = ((PyUIFrameObject*)value)->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
search_drawable = ((PyUICaptionObject*)value)->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
search_drawable = ((PyUISpriteObject*)value)->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
search_drawable = ((PyUIGridObject*)value)->data;
}
if (!search_drawable) {
PyErr_SetString(PyExc_RuntimeError, "Failed to extract C++ object from Python object");
return NULL;
}
// Search for the object
for (size_t i = 0; i < vec->size(); i++) {
if ((*vec)[i].get() == search_drawable.get()) {
return PyLong_FromSsize_t(i);
}
}
PyErr_SetString(PyExc_ValueError, "value not in UICollection");
return NULL;
}
PyObject* UICollection::count(PyUICollectionObject* self, PyObject* value) {
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return NULL;
}
// Type checking - must be a UIDrawable subclass
if (!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
// Not a valid type, so count is 0
return PyLong_FromLong(0);
}
// Get the C++ object from the Python object
std::shared_ptr<UIDrawable> search_drawable = nullptr;
if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame"))) {
search_drawable = ((PyUIFrameObject*)value)->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption"))) {
search_drawable = ((PyUICaptionObject*)value)->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite"))) {
search_drawable = ((PyUISpriteObject*)value)->data;
} else if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
search_drawable = ((PyUIGridObject*)value)->data;
}
if (!search_drawable) {
return PyLong_FromLong(0);
}
// Count occurrences
Py_ssize_t count = 0;
for (const auto& drawable : *vec) {
if (drawable.get() == search_drawable.get()) {
count++;
}
}
return PyLong_FromSsize_t(count);
}
// Helper function to match names with optional wildcard support
static bool matchName(const std::string& name, const std::string& pattern) {
// Check for wildcard pattern
if (pattern.find('*') != std::string::npos) {
// Simple wildcard matching: only support * at start, end, or both
if (pattern == "*") {
return true; // Match everything
} else if (pattern.front() == '*' && pattern.back() == '*' && pattern.length() > 2) {
// *substring* - contains match
std::string substring = pattern.substr(1, pattern.length() - 2);
return name.find(substring) != std::string::npos;
} else if (pattern.front() == '*') {
// *suffix - ends with
std::string suffix = pattern.substr(1);
return name.length() >= suffix.length() &&
name.compare(name.length() - suffix.length(), suffix.length(), suffix) == 0;
} else if (pattern.back() == '*') {
// prefix* - starts with
std::string prefix = pattern.substr(0, pattern.length() - 1);
return name.compare(0, prefix.length(), prefix) == 0;
}
// For more complex patterns, fall back to exact match
return name == pattern;
}
// Exact match
return name == pattern;
}
PyObject* UICollection::find(PyUICollectionObject* self, PyObject* args, PyObject* kwds) {
const char* name = nullptr;
int recursive = 0;
static const char* kwlist[] = {"name", "recursive", NULL};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "s|p", const_cast<char**>(kwlist),
&name, &recursive)) {
return NULL;
}
auto vec = self->data.get();
if (!vec) {
PyErr_SetString(PyExc_RuntimeError, "Collection data is null");
return NULL;
}
std::string pattern(name);
bool has_wildcard = (pattern.find('*') != std::string::npos);
if (has_wildcard) {
// Return list of all matches
PyObject* results = PyList_New(0);
if (!results) return NULL;
for (auto& drawable : *vec) {
if (matchName(drawable->name, pattern)) {
PyObject* py_drawable = convertDrawableToPython(drawable);
if (!py_drawable) {
Py_DECREF(results);
return NULL;
}
if (PyList_Append(results, py_drawable) < 0) {
Py_DECREF(py_drawable);
Py_DECREF(results);
return NULL;
}
Py_DECREF(py_drawable); // PyList_Append increfs
}
// Recursive search into Frame children
if (recursive && drawable->derived_type() == PyObjectsEnum::UIFRAME) {
auto frame = std::static_pointer_cast<UIFrame>(drawable);
// Create temporary collection object for recursive call
PyTypeObject* collType = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "UICollection");
if (collType) {
PyUICollectionObject* child_coll = (PyUICollectionObject*)collType->tp_alloc(collType, 0);
if (child_coll) {
child_coll->data = frame->children;
PyObject* child_results = find(child_coll, args, kwds);
if (child_results && PyList_Check(child_results)) {
// Extend results with child results
for (Py_ssize_t i = 0; i < PyList_Size(child_results); i++) {
PyObject* item = PyList_GetItem(child_results, i);
Py_INCREF(item);
PyList_Append(results, item);
Py_DECREF(item);
}
Py_DECREF(child_results);
}
Py_DECREF(child_coll);
}
Py_DECREF(collType);
}
}
}
return results;
} else {
// Return first exact match or None
for (auto& drawable : *vec) {
if (drawable->name == pattern) {
return convertDrawableToPython(drawable);
}
// Recursive search into Frame children
if (recursive && drawable->derived_type() == PyObjectsEnum::UIFRAME) {
auto frame = std::static_pointer_cast<UIFrame>(drawable);
PyTypeObject* collType = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "UICollection");
if (collType) {
PyUICollectionObject* child_coll = (PyUICollectionObject*)collType->tp_alloc(collType, 0);
if (child_coll) {
child_coll->data = frame->children;
PyObject* result = find(child_coll, args, kwds);
Py_DECREF(child_coll);
Py_DECREF(collType);
if (result && result != Py_None) {
return result;
}
Py_XDECREF(result);
} else {
Py_DECREF(collType);
}
}
}
}
Py_RETURN_NONE;
}
}
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
PyMethodDef UICollection::methods[] = {
{"append", (PyCFunction)UICollection::append, METH_O,
"append(element)\n\n"
"Add an element to the end of the collection."},
{"extend", (PyCFunction)UICollection::extend, METH_O,
"extend(iterable)\n\n"
"Add all elements from an iterable to the collection."},
{"insert", (PyCFunction)UICollection::insert, METH_VARARGS,
"insert(index, element)\n\n"
"Insert element at index. Like list.insert(), indices past the end append.\n\n"
"Note: If using z_index for sorting, insertion order may not persist after\n"
"the next render. Use name-based .find() for stable element access."},
{"remove", (PyCFunction)UICollection::remove, METH_O,
"remove(element)\n\n"
"Remove first occurrence of element. Raises ValueError if not found."},
{"pop", (PyCFunction)UICollection::pop, METH_VARARGS,
"pop([index]) -> element\n\n"
"Remove and return element at index (default: last element).\n\n"
"Note: If using z_index for sorting, indices may shift after render.\n"
"Use name-based .find() for stable element access."},
{"index", (PyCFunction)UICollection::index_method, METH_O,
"index(element) -> int\n\n"
"Return index of first occurrence of element. Raises ValueError if not found."},
{"count", (PyCFunction)UICollection::count, METH_O,
"count(element) -> int\n\n"
"Count occurrences of element in the collection."},
{"find", (PyCFunction)UICollection::find, METH_VARARGS | METH_KEYWORDS,
"find(name, recursive=False) -> element or list\n\n"
"Find elements by name.\n\n"
"Args:\n"
" name (str): Name to search for. Supports wildcards:\n"
" - 'exact' for exact match (returns single element or None)\n"
" - 'prefix*' for starts-with match (returns list)\n"
" - '*suffix' for ends-with match (returns list)\n"
" - '*substring*' for contains match (returns list)\n"
" recursive (bool): If True, search in Frame children recursively.\n\n"
"Returns:\n"
" Single element if exact match, list if wildcard, None if not found."},
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
{NULL, NULL, 0, NULL}
};
PyObject* UICollection::repr(PyUICollectionObject* self)
{
std::ostringstream ss;
if (!self->data) ss << "<UICollection (invalid internal object)>";
else {
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
ss << "<UICollection (" << self->data->size() << " objects: ";
// Count each type
int frame_count = 0, caption_count = 0, sprite_count = 0, grid_count = 0, other_count = 0;
for (auto& item : *self->data) {
switch(item->derived_type()) {
case PyObjectsEnum::UIFRAME: frame_count++; break;
case PyObjectsEnum::UICAPTION: caption_count++; break;
case PyObjectsEnum::UISPRITE: sprite_count++; break;
case PyObjectsEnum::UIGRID: grid_count++; break;
default: other_count++; break;
}
}
// Build type summary
bool first = true;
if (frame_count > 0) {
ss << frame_count << " Frame" << (frame_count > 1 ? "s" : "");
first = false;
}
if (caption_count > 0) {
if (!first) ss << ", ";
ss << caption_count << " Caption" << (caption_count > 1 ? "s" : "");
first = false;
}
if (sprite_count > 0) {
if (!first) ss << ", ";
ss << sprite_count << " Sprite" << (sprite_count > 1 ? "s" : "");
first = false;
}
if (grid_count > 0) {
if (!first) ss << ", ";
ss << grid_count << " Grid" << (grid_count > 1 ? "s" : "");
first = false;
}
if (other_count > 0) {
if (!first) ss << ", ";
ss << other_count << " UIDrawable" << (other_count > 1 ? "s" : "");
}
ss << ")>";
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
}
std::string repr_str = ss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
}
int UICollection::init(PyUICollectionObject* self, PyObject* args, PyObject* kwds)
{
PyErr_SetString(PyExc_TypeError, "UICollection cannot be instantiated: a C++ data source is required.");
return -1;
}
PyObject* UICollection::iter(PyUICollectionObject* self)
{
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
// Get the iterator type from the module to ensure we have the registered version
PyTypeObject* iterType = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "UICollectionIter");
if (!iterType) {
PyErr_SetString(PyExc_RuntimeError, "Could not find UICollectionIter type in module");
return NULL;
}
// Allocate new iterator instance
PyUICollectionIterObject* iterObj = (PyUICollectionIterObject*)iterType->tp_alloc(iterType, 0);
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
if (iterObj == NULL) {
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
Py_DECREF(iterType);
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
return NULL; // Failed to allocate memory for the iterator object
}
iterObj->data = self->data;
iterObj->index = 0;
iterObj->start_size = self->data->size();
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 08:58:52 -04:00
Py_DECREF(iterType);
Squashed commit of the following: [break_up_ui_h] Closes #43 No segfault found in cos_play after completing the checklist. Maybe I accidentally fixed it...? commit 6aa151aba33d676c7c1290467bb3c6360820c816 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:43:58 2024 -0400 UISprite.h/.cpp cleanup commit ec0374ef50ecbbcc48b9901d296dfa48d57605bd Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:37:39 2024 -0400 UIGridPoint.h/.cpp reorganization commit 2cb7339535990d91e5d256bca8533ec1c32bb11a Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 19 21:19:25 2024 -0400 UIGrid.h/.cpp cleanup. I have reservations about the UIEntityCollection[Iter] classes + methods living there, but not enough to fix it right now. commit 5d6af324bf2a6772a681a62b9dbe399b9c4c78d8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 22:14:57 2024 -0400 UIFrame - moving static method into class namespace; no type object access commit 567218cd7bb58c87fd980166010752a0e913ef2d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Apr 18 21:23:49 2024 -0400 UIEntity fixes for the UI.h split: There are segfaults in cos_play, I may have missed a type usage or something commit 76693acd289a378a8a2dffe9e9657084d5db3ce3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:18:37 2024 -0400 delete leftover comments commit 9efe998a3396182b468969b9a495164bd95100a3 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Apr 13 00:17:43 2024 -0400 some work on UICaption and UICollection; fixing segfaults resulting from mcrfpydef namepace TypeObject usage commit 714965da4544b8848306ad9b281f48b2378567a5 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Apr 12 14:15:00 2024 -0400 eliminate extra includes on UICaption commit 8efa25878f8f2b3a670693bbe197af618d373360 Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:41:14 2024 -0400 remove a lot of stuff commit c186d8c7f301f216f46ea52c92d60d15615c45ff Author: John McCardle <mccardle.john@gmail.com> Date: Wed Apr 10 23:10:15 2024 -0400 We are compiling again! Started refactoring UICaption to be more idiomatic commit 1b6e2a709bfa3adc38183e30f1cc999efd7ef7c9 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:42:02 2024 -0400 Still not quite compiling; as predicted, a lot of interdependency and definition order bugs to untangle commit aa7553a81807b017c64fbf860e54cb48fc136243 Author: John McCardle <mccardle.john@gmail.com> Date: Tue Apr 9 22:41:20 2024 -0400 PyTexture clean up scribbles and experiments commit c0201d989acb2dbd25ae80f6642c4b849db0c0b5 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:55:00 2024 -0400 additional unsaved changes commit 83a63a3093d206fa2d00c7bf278b78de0a060b92 Author: John McCardle <mccardle.john@gmail.com> Date: Mon Apr 8 22:45:00 2024 -0400 doesn't compile, but UI.h/.cpp code has been divvy'd up. refs #43 @2h
2024-04-20 10:32:04 -04:00
return (PyObject*)iterObj;
}