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