Add compound Color and Vector animation targets (pos, fill_color), closes #218
UIFrame, UICaption, and UISprite now accept "pos" as an alias for "position"
in the animation property system. UICaption and UISprite gain Vector2f
setProperty/getProperty overrides enabling animate("pos", (x, y), duration).
Color compound animation (fill_color, outline_color) was already supported.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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6 changed files with 144 additions and 6 deletions
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@ -803,6 +803,32 @@ bool UICaption::getProperty(const std::string& name, float& value) const {
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return false;
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}
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bool UICaption::setProperty(const std::string& name, const sf::Vector2f& value) {
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if (name == "position" || name == "pos") {
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position = value;
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text.setPosition(position);
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markDirty();
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return true;
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} else if (name == "origin") {
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origin = value;
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text.setOrigin(origin);
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markDirty();
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return true;
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}
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return false;
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}
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bool UICaption::getProperty(const std::string& name, sf::Vector2f& value) const {
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if (name == "position" || name == "pos") {
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value = position;
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return true;
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} else if (name == "origin") {
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value = origin;
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return true;
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}
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return false;
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}
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bool UICaption::getProperty(const std::string& name, sf::Color& value) const {
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if (name == "fill_color") {
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value = text.getFillColor();
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@ -843,7 +869,7 @@ bool UICaption::hasProperty(const std::string& name) const {
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return true;
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}
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// Vector2f properties
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if (name == "origin") {
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if (name == "origin" || name == "position" || name == "pos") {
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return true;
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}
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// #106: Check for shader uniform properties
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@ -22,10 +22,12 @@ public:
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// Property system for animations
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bool setProperty(const std::string& name, float value) override;
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bool setProperty(const std::string& name, const sf::Color& value) override;
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bool setProperty(const std::string& name, const sf::Vector2f& value) override;
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bool setProperty(const std::string& name, const std::string& value) override;
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bool getProperty(const std::string& name, float& value) const override;
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bool getProperty(const std::string& name, sf::Color& value) const override;
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bool getProperty(const std::string& name, sf::Vector2f& value) const override;
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bool getProperty(const std::string& name, std::string& value) const override;
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bool hasProperty(const std::string& name) const override;
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@ -924,7 +924,7 @@ bool UIFrame::setProperty(const std::string& name, const sf::Color& value) {
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}
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bool UIFrame::setProperty(const std::string& name, const sf::Vector2f& value) {
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if (name == "position") {
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if (name == "position" || name == "pos") {
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position = value;
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box.setPosition(position); // Keep box in sync
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markDirty();
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@ -1019,7 +1019,7 @@ bool UIFrame::getProperty(const std::string& name, sf::Color& value) const {
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}
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bool UIFrame::getProperty(const std::string& name, sf::Vector2f& value) const {
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if (name == "position") {
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if (name == "position" || name == "pos") {
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value = position;
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return true;
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} else if (name == "size") {
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@ -1048,7 +1048,7 @@ bool UIFrame::hasProperty(const std::string& name) const {
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return true;
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}
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// Vector2f properties
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if (name == "position" || name == "size" || name == "origin") {
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if (name == "position" || name == "pos" || name == "size" || name == "origin") {
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return true;
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}
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// #106: Check for shader uniform properties
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@ -756,6 +756,32 @@ bool UISprite::getProperty(const std::string& name, float& value) const {
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return false;
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}
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bool UISprite::setProperty(const std::string& name, const sf::Vector2f& value) {
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if (name == "position" || name == "pos") {
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position = value;
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sprite.setPosition(position);
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markDirty();
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return true;
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} else if (name == "origin") {
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origin = value;
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sprite.setOrigin(origin);
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markDirty();
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return true;
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}
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return false;
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}
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bool UISprite::getProperty(const std::string& name, sf::Vector2f& value) const {
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if (name == "position" || name == "pos") {
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value = position;
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return true;
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} else if (name == "origin") {
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value = origin;
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return true;
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}
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return false;
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}
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bool UISprite::getProperty(const std::string& name, int& value) const {
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if (name == "sprite_index") {
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value = sprite_index;
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@ -781,7 +807,7 @@ bool UISprite::hasProperty(const std::string& name) const {
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return true;
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}
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// Vector2f properties
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if (name == "origin") {
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if (name == "origin" || name == "position" || name == "pos") {
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return true;
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}
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// #106: Check for shader uniform properties
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@ -60,8 +60,10 @@ public:
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// Property system for animations
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bool setProperty(const std::string& name, float value) override;
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bool setProperty(const std::string& name, int value) override;
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bool setProperty(const std::string& name, const sf::Vector2f& value) override;
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bool getProperty(const std::string& name, float& value) const override;
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bool getProperty(const std::string& name, int& value) const override;
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bool getProperty(const std::string& name, sf::Vector2f& value) const override;
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bool hasProperty(const std::string& name) const override;
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82
tests/unit/compound_animation_test.py
Normal file
82
tests/unit/compound_animation_test.py
Normal file
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@ -0,0 +1,82 @@
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"""Test compound (Color and Vector) animation targets - issue #218"""
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import mcrfpy
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import sys
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PASS = True
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def check(name, condition):
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global PASS
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if not condition:
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print(f"FAIL: {name}")
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PASS = False
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else:
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print(f" ok: {name}")
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# Create a scene with test objects
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scene = mcrfpy.Scene("test_compound_anim")
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ui = scene.children
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frame = mcrfpy.Frame(pos=(10, 20), size=(100, 100),
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fill_color=mcrfpy.Color(255, 0, 0))
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ui.append(frame)
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cap = mcrfpy.Caption(text="hello", pos=(50, 60))
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ui.append(cap)
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tex = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(pos=(70, 80), texture=tex)
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ui.append(sprite)
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mcrfpy.current_scene = scene
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# Test 1: Frame "pos" animation property recognized
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check("Frame hasProperty 'pos'", True) # would fail at animate() if not
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frame.animate("pos", (200, 300), 0.5, mcrfpy.Easing.LINEAR)
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# Test 2: Frame "position" animation property still works
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frame2 = mcrfpy.Frame(pos=(0, 0), size=(50, 50))
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ui.append(frame2)
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frame2.animate("position", (100, 100), 0.5, mcrfpy.Easing.LINEAR)
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# Test 3: Frame "fill_color" compound animation
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frame.animate("fill_color", (0, 255, 0, 255), 0.5, mcrfpy.Easing.LINEAR)
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# Test 4: Frame "outline_color" compound animation
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frame.animate("outline_color", (128, 128, 128), 0.5, mcrfpy.Easing.LINEAR)
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# Test 5: Caption "pos" animation
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cap.animate("pos", (200, 200), 0.5, mcrfpy.Easing.LINEAR)
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# Test 6: Caption "position" animation
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cap.animate("position", (300, 300), 0.5, mcrfpy.Easing.LINEAR)
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# Test 7: Caption "fill_color" compound animation
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cap.animate("fill_color", (0, 0, 255), 0.5, mcrfpy.Easing.LINEAR)
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# Test 8: Sprite "pos" animation
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sprite.animate("pos", (200, 200), 0.5, mcrfpy.Easing.LINEAR)
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# Test 9: Sprite "position" animation
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sprite.animate("position", (300, 300), 0.5, mcrfpy.Easing.LINEAR)
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# Test 10: Frame "size" compound animation
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frame.animate("size", (200, 200), 0.5, mcrfpy.Easing.LINEAR)
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# Test 11: Step time forward and verify position changed
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initial_x = frame.x
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for _ in range(10):
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mcrfpy.step(0.06)
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check("Frame moved from pos animation", frame.x != initial_x)
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# Test 12: Verify Caption position changed
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check("Caption pos changed", cap.x != 50)
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# Test 13: Verify Sprite position changed
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check("Sprite pos changed", sprite.x != 70)
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if PASS:
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print("PASS")
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sys.exit(0)
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else:
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sys.exit(1)
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