Three things, sorry. SDL composite texture bugfix, sprite offset position, some Grid render efficiencies

This commit is contained in:
John McCardle 2026-03-03 23:17:02 -05:00
commit 120b0aa2a4
5 changed files with 273 additions and 27 deletions

View file

@ -18,8 +18,8 @@
UIEntity::UIEntity()
: self(nullptr), grid(nullptr), position(0.0f, 0.0f)
UIEntity::UIEntity()
: self(nullptr), grid(nullptr), position(0.0f, 0.0f), sprite_offset(0.0f, 0.0f)
{
// Initialize sprite with safe defaults (sprite has its own safe constructor now)
// gridstate vector starts empty - will be lazily initialized when needed
@ -172,19 +172,20 @@ int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
float opacity = 1.0f;
const char* name = nullptr;
float x = 0.0f, y = 0.0f;
PyObject* sprite_offset_obj = nullptr;
// Keywords list matches the new spec: positional args first, then all keyword args
static const char* kwlist[] = {
"grid_pos", "texture", "sprite_index", // Positional args (as per spec)
// Keyword-only args
"grid", "visible", "opacity", "name", "x", "y",
"grid", "visible", "opacity", "name", "x", "y", "sprite_offset",
nullptr
};
// Parse arguments with | for optional positional args
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOiOifzff", const_cast<char**>(kwlist),
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOiOifzffO", const_cast<char**>(kwlist),
&grid_pos_obj, &texture, &sprite_index, // Positional
&grid_obj, &visible, &opacity, &name, &x, &y)) {
&grid_obj, &visible, &opacity, &name, &x, &y, &sprite_offset_obj)) {
return -1;
}
@ -257,7 +258,16 @@ int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
// Set position using grid coordinates
self->data->position = sf::Vector2f(x, y);
// Handle sprite_offset argument (optional tuple, default (0,0))
if (sprite_offset_obj && sprite_offset_obj != Py_None) {
sf::Vector2f offset = PyObject_to_sfVector2f(sprite_offset_obj);
if (PyErr_Occurred()) {
return -1;
}
self->data->sprite_offset = offset;
}
// Set other properties (delegate to sprite)
self->data->sprite.visible = visible;
self->data->sprite.opacity = opacity;
@ -708,6 +718,47 @@ int UIEntity::set_grid(PyUIEntityObject* self, PyObject* value, void* closure)
return 0;
}
// sprite_offset property - Vector (tuple)
PyObject* UIEntity::get_sprite_offset(PyUIEntityObject* self, void* closure) {
return sfVector2f_to_PyObject(self->data->sprite_offset);
}
int UIEntity::set_sprite_offset(PyUIEntityObject* self, PyObject* value, void* closure) {
sf::Vector2f vec = PyObject_to_sfVector2f(value);
if (PyErr_Occurred()) return -1;
self->data->sprite_offset = vec;
if (self->data->grid) self->data->grid->markDirty();
return 0;
}
// sprite_offset_x / sprite_offset_y individual components
PyObject* UIEntity::get_sprite_offset_member(PyUIEntityObject* self, void* closure) {
auto member_ptr = reinterpret_cast<intptr_t>(closure);
if (member_ptr == 0)
return PyFloat_FromDouble(self->data->sprite_offset.x);
else
return PyFloat_FromDouble(self->data->sprite_offset.y);
}
int UIEntity::set_sprite_offset_member(PyUIEntityObject* self, PyObject* value, void* closure) {
float val;
if (PyFloat_Check(value))
val = PyFloat_AsDouble(value);
else if (PyLong_Check(value))
val = PyLong_AsLong(value);
else {
PyErr_SetString(PyExc_TypeError, "sprite_offset component must be a number");
return -1;
}
auto member_ptr = reinterpret_cast<intptr_t>(closure);
if (member_ptr == 0)
self->data->sprite_offset.x = val;
else
self->data->sprite_offset.y = val;
if (self->data->grid) self->data->grid->markDirty();
return 0;
}
PyObject* UIEntity::die(PyUIEntityObject* self, PyObject* Py_UNUSED(ignored))
{
// Check if entity has a grid
@ -1046,6 +1097,12 @@ PyGetSetDef UIEntity::getsetters[] = {
"Collection of shader uniforms (read-only access to collection). "
"Set uniforms via dict-like syntax: entity.uniforms['name'] = value. "
"Supports float, vec2/3/4 tuples, PropertyBinding, and CallableBinding.", NULL},
{"sprite_offset", (getter)UIEntity::get_sprite_offset, (setter)UIEntity::set_sprite_offset,
"Pixel offset for oversized sprites (Vector). Applied pre-zoom during grid rendering.", NULL},
{"sprite_offset_x", (getter)UIEntity::get_sprite_offset_member, (setter)UIEntity::set_sprite_offset_member,
"X component of sprite pixel offset.", (void*)0},
{"sprite_offset_y", (getter)UIEntity::get_sprite_offset_member, (setter)UIEntity::set_sprite_offset_member,
"Y component of sprite pixel offset.", (void*)1},
{NULL} /* Sentinel */
};
@ -1070,18 +1127,28 @@ bool UIEntity::setProperty(const std::string& name, float value) {
if (name == "draw_x" || name == "x") { // #176 - draw_x is preferred, x is alias
position.x = value;
// Don't update sprite position here - UIGrid::render() handles the pixel positioning
if (grid) grid->markDirty(); // #144 - Propagate to parent grid for texture caching
if (grid) grid->markCompositeDirty(); // #144 - Propagate to parent grid for texture caching
return true;
}
else if (name == "draw_y" || name == "y") { // #176 - draw_y is preferred, y is alias
position.y = value;
// Don't update sprite position here - UIGrid::render() handles the pixel positioning
if (grid) grid->markDirty(); // #144 - Propagate to parent grid for texture caching
if (grid) grid->markCompositeDirty(); // #144 - Propagate to parent grid for texture caching
return true;
}
else if (name == "sprite_scale") {
sprite.setScale(sf::Vector2f(value, value));
if (grid) grid->markDirty(); // #144 - Content change
if (grid) grid->markCompositeDirty(); // #144 - Content change
return true;
}
else if (name == "sprite_offset_x") {
sprite_offset.x = value;
if (grid) grid->markCompositeDirty();
return true;
}
else if (name == "sprite_offset_y") {
sprite_offset.y = value;
if (grid) grid->markCompositeDirty();
return true;
}
// #106: Shader uniform properties - delegate to sprite
@ -1113,6 +1180,14 @@ bool UIEntity::getProperty(const std::string& name, float& value) const {
value = sprite.getScale().x; // Assuming uniform scale
return true;
}
else if (name == "sprite_offset_x") {
value = sprite_offset.x;
return true;
}
else if (name == "sprite_offset_y") {
value = sprite_offset.y;
return true;
}
// #106: Shader uniform properties - delegate to sprite
if (sprite.getShaderProperty(name, value)) {
return true;
@ -1122,7 +1197,8 @@ bool UIEntity::getProperty(const std::string& name, float& value) const {
bool UIEntity::hasProperty(const std::string& name) const {
// #176 - Float properties (draw_x/draw_y preferred, x/y are aliases)
if (name == "draw_x" || name == "draw_y" || name == "x" || name == "y" || name == "sprite_scale") {
if (name == "draw_x" || name == "draw_y" || name == "x" || name == "y" || name == "sprite_scale"
|| name == "sprite_offset_x" || name == "sprite_offset_y") {
return true;
}
// Int properties

View file

@ -66,6 +66,7 @@ public:
std::vector<UIGridPointState> gridstate;
UISprite sprite;
sf::Vector2f position; //(x,y) in grid coordinates; float for animation
sf::Vector2f sprite_offset; // pixel offset for oversized sprites (applied pre-zoom)
//void render(sf::Vector2f); //override final;
UIEntity();
@ -115,6 +116,10 @@ public:
static int set_grid_int_member(PyUIEntityObject* self, PyObject* value, void* closure);
static PyObject* get_grid(PyUIEntityObject* self, void* closure);
static int set_grid(PyUIEntityObject* self, PyObject* value, void* closure);
static PyObject* get_sprite_offset(PyUIEntityObject* self, void* closure);
static int set_sprite_offset(PyUIEntityObject* self, PyObject* value, void* closure);
static PyObject* get_sprite_offset_member(PyUIEntityObject* self, void* closure);
static int set_sprite_offset_member(PyUIEntityObject* self, PyObject* value, void* closure);
static PyMethodDef methods[];
static PyGetSetDef getsetters[];
static PyObject* repr(PyUIEntityObject* self);
@ -143,7 +148,8 @@ namespace mcrfpydef {
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" name (str): Element name for finding. Default: None\n"
" x (float): X grid position override (tile coords). Default: 0\n"
" y (float): Y grid position override (tile coords). Default: 0\n\n"
" y (float): Y grid position override (tile coords). Default: 0\n"
" sprite_offset (tuple): Pixel offset for oversized sprites. Default: (0, 0)\n\n"
"Attributes:\n"
" pos (Vector): Pixel position relative to grid (requires grid attachment)\n"
" x, y (float): Pixel position components (requires grid attachment)\n"
@ -154,7 +160,10 @@ namespace mcrfpydef {
" sprite_index (int): Current sprite index\n"
" visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" name (str): Element name"),
" name (str): Element name\n"
" sprite_offset (Vector): Pixel offset for oversized sprites\n"
" sprite_offset_x (float): X component of sprite offset\n"
" sprite_offset_y (float): Y component of sprite offset"),
.tp_methods = UIEntity_all_methods,
.tp_getset = UIEntity::getsetters,
.tp_base = NULL,

View file

@ -148,6 +148,26 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
// #228 - Ensure renderTexture matches current game resolution
ensureRenderTextureSize();
if (!render_dirty && !composite_dirty) {
if (shader && shader->shader) {
sf::Vector2f resolution(box.getSize().x, box.getSize().y);
PyShader::applyEngineUniforms(*shader->shader, resolution);
// Apply user uniforms
if (uniforms) {
uniforms->applyTo(*shader->shader);
}
target.draw(output, shader->shader.get());
}
else
{
output.setPosition(box.getPosition() + offset);
target.draw(output);
return;
}
}
// TODO: Apply opacity to output sprite
// Get cell dimensions - use texture if available, otherwise defaults
@ -228,9 +248,9 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
for (auto e : *entities) {
// Skip out-of-bounds entities for performance
// Check if entity is within visible bounds (with 1 cell margin for partially visible entities)
if (e->position.x < left_edge - 1 || e->position.x >= left_edge + width_sq + 1 ||
e->position.y < top_edge - 1 || e->position.y >= top_edge + height_sq + 1) {
// Check if entity is within visible bounds (with 2 cell margin for offset/oversized sprites)
if (e->position.x < left_edge - 2 || e->position.x >= left_edge + width_sq + 2 ||
e->position.y < top_edge - 2 || e->position.y >= top_edge + height_sq + 2) {
continue; // Skip this entity as it's not visible
}
@ -239,8 +259,8 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
//drawent.setScale(zoom, zoom);
drawent.setScale(sf::Vector2f(zoom, zoom));
auto pixel_pos = sf::Vector2f(
(e->position.x*cell_width - left_spritepixels) * zoom,
(e->position.y*cell_height - top_spritepixels) * zoom );
(e->position.x*cell_width - left_spritepixels + e->sprite_offset.x) * zoom,
(e->position.y*cell_height - top_spritepixels + e->sprite_offset.y) * zoom );
drawent.render(pixel_pos, *activeTexture);
entitiesRendered++;

View file

@ -1111,11 +1111,16 @@ Texture::~Texture() {
}
Texture::Texture(const Texture& other)
: size_(other.size_), smooth_(other.smooth_), repeated_(other.repeated_) {
if (other.textureId_) {
// Create new texture with same properties
textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, nullptr);
// Note: Would need to copy pixel data for full implementation
: size_(other.size_), smooth_(other.smooth_), repeated_(other.repeated_),
flippedY_(false) {
if (other.textureId_ && size_.x > 0 && size_.y > 0) {
// Read back pixel data from source texture via FBO, then upload to new texture.
// copyToImage() normalizes orientation (flips FBO textures to top-to-bottom),
// so the copy is always in standard orientation: flippedY_ = false.
Image img = other.copyToImage();
textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, img.getPixelsPtr());
if (smooth_) SDL2Renderer::getInstance().setTextureSmooth(textureId_, true);
if (repeated_) SDL2Renderer::getInstance().setTextureRepeated(textureId_, true);
}
}
@ -1123,12 +1128,18 @@ Texture& Texture::operator=(const Texture& other) {
if (this != &other) {
if (textureId_) {
SDL2Renderer::getInstance().deleteTexture(textureId_);
textureId_ = 0;
}
size_ = other.size_;
smooth_ = other.smooth_;
repeated_ = other.repeated_;
if (other.textureId_) {
textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, nullptr);
// copyToImage() normalizes orientation, so the result is always standard.
flippedY_ = false;
if (other.textureId_ && size_.x > 0 && size_.y > 0) {
Image img = other.copyToImage();
textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, img.getPixelsPtr());
if (smooth_) SDL2Renderer::getInstance().setTextureSmooth(textureId_, true);
if (repeated_) SDL2Renderer::getInstance().setTextureRepeated(textureId_, true);
}
}
return *this;
@ -1211,7 +1222,46 @@ void Texture::setRepeated(bool repeated) {
Image Texture::copyToImage() const {
Image img;
img.create(size_.x, size_.y);
// TODO: Read back from GPU texture
if (!textureId_ || size_.x == 0 || size_.y == 0) {
return img;
}
// OpenGL ES 2 / WebGL doesn't have glGetTexImage.
// Workaround: attach the texture to a temporary FBO and use glReadPixels.
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId_, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
// Read RGBA pixels from the framebuffer
std::vector<Uint8> pixels(size_.x * size_.y * 4);
glReadPixels(0, 0, size_.x, size_.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// For normal textures (loaded via stbi/loadFromImage), glReadPixels
// returns rows in the same order they were uploaded — no flip needed.
// For FBO/RenderTexture textures (flippedY_), GL renders bottom-to-top,
// so readback is scene-bottom first — flip to get conventional top-to-bottom.
if (flippedY_) {
const unsigned int rowBytes = size_.x * 4;
std::vector<Uint8> rowBuf(rowBytes);
for (unsigned int y = 0; y < size_.y / 2; ++y) {
unsigned int opposite = size_.y - 1 - y;
std::memcpy(rowBuf.data(), &pixels[y * rowBytes], rowBytes);
std::memcpy(&pixels[y * rowBytes], &pixels[opposite * rowBytes], rowBytes);
std::memcpy(&pixels[opposite * rowBytes], rowBuf.data(), rowBytes);
}
}
img.create(size_.x, size_.y, pixels.data());
}
// Restore previous framebuffer binding
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
return img;
}