Animation and Scene clean up functions. Playground build target

This commit is contained in:
John McCardle 2026-02-01 21:17:29 -05:00
commit 2fb29a102e
11 changed files with 323 additions and 123 deletions

View file

@ -25,50 +25,57 @@ int PySceneClass::__init__(PySceneObject* self, PyObject* args, PyObject* kwds)
{
static const char* keywords[] = {"name", nullptr};
const char* name = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "s", const_cast<char**>(keywords), &name)) {
return -1;
}
// Check if scene with this name already exists
if (python_scenes.count(name) > 0) {
PyErr_Format(PyExc_ValueError, "Scene with name '%s' already exists", name);
return -1;
}
self->name = name;
// Create the C++ PyScene
McRFPy_API::game->createScene(name);
// Get reference to the created scene
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
return -1;
}
// Store this Python object in our registry
// If scene with this name already exists in python_scenes, unregister the old one
if (python_scenes.count(name) > 0) {
PySceneObject* old_scene = python_scenes[name];
// Remove old scene from registries (but its shared_ptr keeps the C++ object alive)
Py_DECREF(old_scene);
python_scenes.erase(name);
game->unregisterScene(name);
}
self->name = name;
// Create the C++ PyScene with shared ownership
self->scene = std::make_shared<PyScene>(game);
// Register with the game engine (game engine also holds a reference)
game->registerScene(name, self->scene);
// Store this Python object in our registry for lifecycle callbacks
python_scenes[name] = self;
Py_INCREF(self); // Keep a reference
// Create a Python function that routes to on_keypress
// We'll register this after the object is fully initialized
Py_INCREF(self); // python_scenes holds a reference
self->initialized = true;
return 0;
}
void PySceneClass::__dealloc(PyObject* self_obj)
{
PySceneObject* self = (PySceneObject*)self_obj;
// Remove from registry
// Remove from python_scenes registry if we're the registered scene
if (python_scenes.count(self->name) > 0 && python_scenes[self->name] == self) {
python_scenes.erase(self->name);
}
// Release our shared_ptr reference to the C++ scene
// If GameEngine still holds a reference, the scene survives
// If not, this may be the last reference and the scene is deleted
self->scene.reset();
// Call Python object destructor
Py_TYPE(self)->tp_free(self);
}
@ -122,6 +129,15 @@ PyObject* PySceneClass::activate(PySceneObject* self, PyObject* args, PyObject*
return NULL;
}
// Auto-register if this scene is not currently registered
if (!game->getScene(self->name)) {
game->registerScene(self->name, self->scene);
if (python_scenes.count(self->name) == 0 || python_scenes[self->name] != self) {
python_scenes[self->name] = self;
Py_INCREF(self);
}
}
// Call game->changeScene directly with proper transition
game->changeScene(self->name, transition_type, duration);
@ -141,17 +157,11 @@ static PyObject* PySceneClass_get_children(PySceneObject* self, void* closure)
// on_key property getter
static PyObject* PySceneClass_get_on_key(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
if (!self->scene || !self->scene->key_callable) {
Py_RETURN_NONE;
}
auto scene = game->getScene(self->name);
if (!scene || !scene->key_callable) {
Py_RETURN_NONE;
}
PyObject* callable = scene->key_callable->borrow();
PyObject* callable = self->scene->key_callable->borrow();
if (callable && callable != Py_None) {
Py_INCREF(callable);
return callable;
@ -162,22 +172,15 @@ static PyObject* PySceneClass_get_on_key(PySceneObject* self, void* closure)
// on_key property setter
static int PySceneClass_set_on_key(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
if (!self->scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
return -1;
}
if (value == Py_None || value == NULL) {
scene->key_unregister();
self->scene->key_unregister();
} else if (PyCallable_Check(value)) {
scene->key_register(value);
self->scene->key_register(value);
} else {
PyErr_SetString(PyExc_TypeError, "on_key must be callable or None");
return -1;
@ -203,21 +206,14 @@ PyObject* PySceneClass::get_active(PySceneObject* self, void* closure)
// #118: Scene position getter
static PyObject* PySceneClass_get_pos(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
Py_RETURN_NONE;
}
// Get the scene by name using the public accessor
auto scene = game->getScene(self->name);
if (!scene) {
if (!self->scene) {
Py_RETURN_NONE;
}
// Create a Vector object
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!type) return NULL;
PyObject* args = Py_BuildValue("(ff)", scene->position.x, scene->position.y);
PyObject* args = Py_BuildValue("(ff)", self->scene->position.x, self->scene->position.y);
PyObject* result = PyObject_CallObject((PyObject*)type, args);
Py_DECREF(type);
Py_DECREF(args);
@ -227,15 +223,8 @@ static PyObject* PySceneClass_get_pos(PySceneObject* self, void* closure)
// #118: Scene position setter
static int PySceneClass_set_pos(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
if (!self->scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
return -1;
}
@ -256,38 +245,25 @@ static int PySceneClass_set_pos(PySceneObject* self, PyObject* value, void* clos
return -1;
}
scene->position = sf::Vector2f(x, y);
self->scene->position = sf::Vector2f(x, y);
return 0;
}
// #118: Scene visible getter
static PyObject* PySceneClass_get_visible(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
if (!self->scene) {
Py_RETURN_TRUE;
}
auto scene = game->getScene(self->name);
if (!scene) {
Py_RETURN_TRUE;
}
return PyBool_FromLong(scene->visible);
return PyBool_FromLong(self->scene->visible);
}
// #118: Scene visible setter
static int PySceneClass_set_visible(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
if (!self->scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
return -1;
}
@ -296,38 +272,25 @@ static int PySceneClass_set_visible(PySceneObject* self, PyObject* value, void*
return -1;
}
scene->visible = PyObject_IsTrue(value);
self->scene->visible = PyObject_IsTrue(value);
return 0;
}
// #118: Scene opacity getter
static PyObject* PySceneClass_get_opacity(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
if (!self->scene) {
return PyFloat_FromDouble(1.0);
}
auto scene = game->getScene(self->name);
if (!scene) {
return PyFloat_FromDouble(1.0);
}
return PyFloat_FromDouble(scene->opacity);
return PyFloat_FromDouble(self->scene->opacity);
}
// #118: Scene opacity setter
static int PySceneClass_set_opacity(PySceneObject* self, PyObject* value, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return -1;
}
auto scene = game->getScene(self->name);
if (!scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
if (!self->scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
return -1;
}
@ -345,7 +308,7 @@ static int PySceneClass_set_opacity(PySceneObject* self, PyObject* value, void*
if (opacity < 0.0) opacity = 0.0;
if (opacity > 1.0) opacity = 1.0;
scene->opacity = opacity;
self->scene->opacity = opacity;
return 0;
}
@ -494,12 +457,29 @@ void PySceneClass::call_on_resize(PySceneObject* self, sf::Vector2u new_size)
}
}
// registered property getter
static PyObject* PySceneClass_get_registered(PySceneObject* self, void* closure)
{
GameEngine* game = McRFPy_API::game;
if (!game || !self->scene) {
Py_RETURN_FALSE;
}
// Check if THIS scene object is the one registered under this name
// (not just that a scene with this name exists)
Scene* registered_scene = game->getScene(self->name);
return PyBool_FromLong(registered_scene == self->scene.get());
}
// Properties
PyGetSetDef PySceneClass::getsetters[] = {
{"name", (getter)get_name, NULL,
MCRF_PROPERTY(name, "Scene name (str, read-only). Unique identifier for this scene."), NULL},
{"active", (getter)get_active, NULL,
MCRF_PROPERTY(active, "Whether this scene is currently active (bool, read-only). Only one scene can be active at a time."), NULL},
{"registered", (getter)PySceneClass_get_registered, NULL,
MCRF_PROPERTY(registered, "Whether this scene is registered with the game engine (bool, read-only). "
"Unregistered scenes still exist but won't receive lifecycle callbacks."), NULL},
// #118: Scene-level UIDrawable-like properties
{"pos", (getter)PySceneClass_get_pos, (setter)PySceneClass_set_pos,
MCRF_PROPERTY(pos, "Scene position offset (Vector). Applied to all UI elements during rendering."), NULL},
@ -520,6 +500,23 @@ PyGetSetDef PySceneClass::getsetters[] = {
// Scene.realign() - recalculate alignment for all children
static PyObject* PySceneClass_realign(PySceneObject* self, PyObject* args)
{
if (!self->scene || !self->scene->ui_elements) {
Py_RETURN_NONE;
}
// Iterate through all UI elements and realign those with alignment set
for (auto& drawable : *self->scene->ui_elements) {
if (drawable && drawable->align_type != AlignmentType::NONE) {
drawable->applyAlignment();
}
}
Py_RETURN_NONE;
}
// Scene.register() - add scene to GameEngine's registry
static PyObject* PySceneClass_register(PySceneObject* self, PyObject* args)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
@ -527,18 +524,54 @@ static PyObject* PySceneClass_realign(PySceneObject* self, PyObject* args)
return NULL;
}
auto scene = game->getScene(self->name);
if (!scene || !scene->ui_elements) {
Py_RETURN_NONE;
if (!self->scene) {
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
return NULL;
}
// Iterate through all UI elements and realign those with alignment set
for (auto& drawable : *scene->ui_elements) {
if (drawable && drawable->align_type != AlignmentType::NONE) {
drawable->applyAlignment();
}
// If another scene with this name is registered, unregister it first
if (python_scenes.count(self->name) > 0 && python_scenes[self->name] != self) {
PySceneObject* old = python_scenes[self->name];
Py_DECREF(old);
python_scenes.erase(self->name);
}
// Unregister from GameEngine (removes old reference if any)
game->unregisterScene(self->name);
// Register this scene with GameEngine
game->registerScene(self->name, self->scene);
// Register in python_scenes if not already
if (python_scenes.count(self->name) == 0 || python_scenes[self->name] != self) {
python_scenes[self->name] = self;
Py_INCREF(self);
}
Py_RETURN_NONE;
}
// Scene.unregister() - remove scene from GameEngine's registry (but keep Python object alive)
static PyObject* PySceneClass_unregister(PySceneObject* self, PyObject* args)
{
GameEngine* game = McRFPy_API::game;
if (!game) {
PyErr_SetString(PyExc_RuntimeError, "No game engine");
return NULL;
}
// Remove from GameEngine's scenes map
game->unregisterScene(self->name);
// Remove from python_scenes callback registry
if (python_scenes.count(self->name) > 0 && python_scenes[self->name] == self) {
Py_DECREF(self);
python_scenes.erase(self->name);
}
// Note: self->scene shared_ptr still holds the C++ object!
// The scene survives because this PySceneObject still has a reference
Py_RETURN_NONE;
}
@ -561,6 +594,22 @@ PyMethodDef PySceneClass::methods[] = {
MCRF_NOTE("Call this after window resize or when game_resolution changes. "
"For responsive layouts, connect this to on_resize callback.")
)},
{"register", (PyCFunction)PySceneClass_register, METH_NOARGS,
MCRF_METHOD(SceneClass, register,
MCRF_SIG("()", "None"),
MCRF_DESC("Register this scene with the game engine."),
MCRF_NOTE("Makes the scene available for activation and receives lifecycle callbacks. "
"If another scene with the same name exists, it will be unregistered first. "
"Called automatically by activate() if needed.")
)},
{"unregister", (PyCFunction)PySceneClass_unregister, METH_NOARGS,
MCRF_METHOD(SceneClass, unregister,
MCRF_SIG("()", "None"),
MCRF_DESC("Unregister this scene from the game engine."),
MCRF_NOTE("Removes the scene from the engine's registry but keeps the Python object alive. "
"The scene's UI elements and state are preserved. Call register() to re-add it. "
"Useful for temporary scenes or scene pooling.")
)},
{NULL}
};