Animation and Scene clean up functions. Playground build target
This commit is contained in:
parent
3b27401f29
commit
2fb29a102e
11 changed files with 323 additions and 123 deletions
|
|
@ -14,6 +14,9 @@ option(MCRF_HEADLESS "Build without graphics dependencies (SFML, ImGui)" OFF)
|
||||||
# SDL2 backend option (SDL2 + OpenGL ES 2 - for Emscripten/WebGL, Android, cross-platform)
|
# SDL2 backend option (SDL2 + OpenGL ES 2 - for Emscripten/WebGL, Android, cross-platform)
|
||||||
option(MCRF_SDL2 "Build with SDL2+OpenGL ES 2 backend instead of SFML" OFF)
|
option(MCRF_SDL2 "Build with SDL2+OpenGL ES 2 backend instead of SFML" OFF)
|
||||||
|
|
||||||
|
# Playground mode - minimal scripts for web playground (REPL-focused)
|
||||||
|
option(MCRF_PLAYGROUND "Build with minimal playground scripts instead of full game" OFF)
|
||||||
|
|
||||||
# Emscripten builds: use SDL2 if specified, otherwise fall back to headless
|
# Emscripten builds: use SDL2 if specified, otherwise fall back to headless
|
||||||
if(EMSCRIPTEN)
|
if(EMSCRIPTEN)
|
||||||
if(MCRF_SDL2)
|
if(MCRF_SDL2)
|
||||||
|
|
@ -29,6 +32,10 @@ if(MCRF_SDL2)
|
||||||
message(STATUS "Building with SDL2 backend - SDL2+OpenGL ES 2")
|
message(STATUS "Building with SDL2 backend - SDL2+OpenGL ES 2")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
if(MCRF_PLAYGROUND)
|
||||||
|
message(STATUS "Building in PLAYGROUND mode - minimal scripts for web REPL")
|
||||||
|
endif()
|
||||||
|
|
||||||
if(MCRF_HEADLESS)
|
if(MCRF_HEADLESS)
|
||||||
message(STATUS "Building in HEADLESS mode - no SFML/ImGui dependencies")
|
message(STATUS "Building in HEADLESS mode - no SFML/ImGui dependencies")
|
||||||
endif()
|
endif()
|
||||||
|
|
@ -266,8 +273,8 @@ if(EMSCRIPTEN)
|
||||||
-sALLOW_UNIMPLEMENTED_SYSCALLS=1
|
-sALLOW_UNIMPLEMENTED_SYSCALLS=1
|
||||||
# Preload Python stdlib into virtual filesystem at /lib/python3.14
|
# Preload Python stdlib into virtual filesystem at /lib/python3.14
|
||||||
--preload-file=${CMAKE_SOURCE_DIR}/wasm_stdlib/lib@/lib
|
--preload-file=${CMAKE_SOURCE_DIR}/wasm_stdlib/lib@/lib
|
||||||
# Preload game scripts into /scripts
|
# Preload game scripts into /scripts (use playground scripts if MCRF_PLAYGROUND is set)
|
||||||
--preload-file=${CMAKE_SOURCE_DIR}/src/scripts@/scripts
|
--preload-file=${CMAKE_SOURCE_DIR}/src/$<IF:$<BOOL:${MCRF_PLAYGROUND}>,scripts_playground,scripts>@/scripts
|
||||||
# Preload assets
|
# Preload assets
|
||||||
--preload-file=${CMAKE_SOURCE_DIR}/assets@/assets
|
--preload-file=${CMAKE_SOURCE_DIR}/assets@/assets
|
||||||
# Use custom HTML shell for crisp pixel rendering
|
# Use custom HTML shell for crisp pixel rendering
|
||||||
|
|
|
||||||
|
|
@ -200,7 +200,18 @@ void Animation::complete() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Animation::stop() {
|
||||||
|
// Mark as stopped - no final value applied, no callback triggered
|
||||||
|
stopped = true;
|
||||||
|
// AnimationManager will remove this on next update() call
|
||||||
|
}
|
||||||
|
|
||||||
bool Animation::update(float deltaTime) {
|
bool Animation::update(float deltaTime) {
|
||||||
|
// Check if animation was stopped
|
||||||
|
if (stopped) {
|
||||||
|
return false; // Signal removal from AnimationManager
|
||||||
|
}
|
||||||
|
|
||||||
// Try to lock weak_ptr to get shared_ptr
|
// Try to lock weak_ptr to get shared_ptr
|
||||||
std::shared_ptr<UIDrawable> target = targetWeak.lock();
|
std::shared_ptr<UIDrawable> target = targetWeak.lock();
|
||||||
std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
|
std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
|
||||||
|
|
|
||||||
|
|
@ -62,6 +62,9 @@ public:
|
||||||
// Complete the animation immediately (jump to final value)
|
// Complete the animation immediately (jump to final value)
|
||||||
void complete();
|
void complete();
|
||||||
|
|
||||||
|
// Stop the animation without completing (no final value applied, no callback)
|
||||||
|
void stop();
|
||||||
|
|
||||||
// Update animation (called each frame)
|
// Update animation (called each frame)
|
||||||
// Returns true if animation is still running, false if complete
|
// Returns true if animation is still running, false if complete
|
||||||
bool update(float deltaTime);
|
bool update(float deltaTime);
|
||||||
|
|
@ -79,7 +82,8 @@ public:
|
||||||
std::string getTargetProperty() const { return targetProperty; }
|
std::string getTargetProperty() const { return targetProperty; }
|
||||||
float getDuration() const { return duration; }
|
float getDuration() const { return duration; }
|
||||||
float getElapsed() const { return elapsed; }
|
float getElapsed() const { return elapsed; }
|
||||||
bool isComplete() const { return elapsed >= duration; }
|
bool isComplete() const { return elapsed >= duration || stopped; }
|
||||||
|
bool isStopped() const { return stopped; }
|
||||||
bool isDelta() const { return delta; }
|
bool isDelta() const { return delta; }
|
||||||
|
|
||||||
// Get raw target pointer for property locking (#120)
|
// Get raw target pointer for property locking (#120)
|
||||||
|
|
@ -97,6 +101,7 @@ private:
|
||||||
float elapsed = 0.0f; // Elapsed time
|
float elapsed = 0.0f; // Elapsed time
|
||||||
EasingFunction easingFunc; // Easing function to use
|
EasingFunction easingFunc; // Easing function to use
|
||||||
bool delta; // If true, targetValue is relative to start
|
bool delta; // If true, targetValue is relative to start
|
||||||
|
bool stopped = false; // If true, animation was stopped without completing
|
||||||
|
|
||||||
// RAII: Use weak_ptr for safe target tracking
|
// RAII: Use weak_ptr for safe target tracking
|
||||||
std::weak_ptr<UIDrawable> targetWeak;
|
std::weak_ptr<UIDrawable> targetWeak;
|
||||||
|
|
@ -196,6 +201,9 @@ public:
|
||||||
// Get active animation count (for debugging/testing)
|
// Get active animation count (for debugging/testing)
|
||||||
size_t getActiveAnimationCount() const { return activeAnimations.size(); }
|
size_t getActiveAnimationCount() const { return activeAnimations.size(); }
|
||||||
|
|
||||||
|
// Get all active animations (for mcrfpy.animations)
|
||||||
|
const std::vector<std::shared_ptr<Animation>>& getActiveAnimations() const { return activeAnimations; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
AnimationManager() = default;
|
AnimationManager() = default;
|
||||||
std::vector<std::shared_ptr<Animation>> activeAnimations;
|
std::vector<std::shared_ptr<Animation>> activeAnimations;
|
||||||
|
|
|
||||||
|
|
@ -107,7 +107,7 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
|
||||||
gameView.setCenter(std::floor(gameResolution.x / 2.0f), std::floor(gameResolution.y / 2.0f));
|
gameView.setCenter(std::floor(gameResolution.x / 2.0f), std::floor(gameResolution.y / 2.0f));
|
||||||
updateViewport();
|
updateViewport();
|
||||||
scene = "uitest";
|
scene = "uitest";
|
||||||
scenes["uitest"] = new UITestScene(this);
|
scenes["uitest"] = std::make_shared<UITestScene>(this);
|
||||||
|
|
||||||
McRFPy_API::game = this;
|
McRFPy_API::game = this;
|
||||||
|
|
||||||
|
|
@ -159,9 +159,8 @@ void GameEngine::executeStartupScripts()
|
||||||
GameEngine::~GameEngine()
|
GameEngine::~GameEngine()
|
||||||
{
|
{
|
||||||
cleanup();
|
cleanup();
|
||||||
for (auto& [name, scene] : scenes) {
|
// scenes map uses shared_ptr, will clean up automatically
|
||||||
delete scene;
|
scenes.clear();
|
||||||
}
|
|
||||||
delete profilerOverlay;
|
delete profilerOverlay;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -198,10 +197,10 @@ void GameEngine::cleanup()
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
Scene* GameEngine::currentScene() { return scenes[scene]; }
|
Scene* GameEngine::currentScene() { return scenes[scene].get(); }
|
||||||
Scene* GameEngine::getScene(const std::string& name) {
|
Scene* GameEngine::getScene(const std::string& name) {
|
||||||
auto it = scenes.find(name);
|
auto it = scenes.find(name);
|
||||||
return (it != scenes.end()) ? it->second : nullptr;
|
return (it != scenes.end()) ? it->second.get() : nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<std::string> GameEngine::getSceneNames() const {
|
std::vector<std::string> GameEngine::getSceneNames() const {
|
||||||
|
|
@ -276,7 +275,29 @@ sf::RenderTarget & GameEngine::getRenderTarget() {
|
||||||
return *render_target;
|
return *render_target;
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameEngine::createScene(std::string s) { scenes[s] = new PyScene(this); }
|
void GameEngine::createScene(std::string s) { scenes[s] = std::make_shared<PyScene>(this); }
|
||||||
|
|
||||||
|
void GameEngine::registerScene(const std::string& name, std::shared_ptr<Scene> scenePtr) {
|
||||||
|
scenes[name] = scenePtr;
|
||||||
|
}
|
||||||
|
|
||||||
|
void GameEngine::unregisterScene(const std::string& name) {
|
||||||
|
auto it = scenes.find(name);
|
||||||
|
if (it != scenes.end()) {
|
||||||
|
// If this was the active scene, we need to handle that
|
||||||
|
if (scene == name) {
|
||||||
|
// Find another scene to switch to, or leave empty
|
||||||
|
scene.clear();
|
||||||
|
for (const auto& [sceneName, scenePtr] : scenes) {
|
||||||
|
if (sceneName != name) {
|
||||||
|
scene = sceneName;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
scenes.erase(it);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void GameEngine::setWindowScale(float multiplier)
|
void GameEngine::setWindowScale(float multiplier)
|
||||||
{
|
{
|
||||||
|
|
@ -310,8 +331,16 @@ void GameEngine::run()
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
// Browser: use callback-based loop (non-blocking)
|
// Browser: use callback-based loop (non-blocking)
|
||||||
// 0 = use requestAnimationFrame, 1 = simulate infinite loop
|
// Start with 0 (requestAnimationFrame), then set timing based on framerate_limit
|
||||||
emscripten_set_main_loop_arg(emscriptenMainLoopCallback, this, 0, 1);
|
emscripten_set_main_loop_arg(emscriptenMainLoopCallback, this, 0, 1);
|
||||||
|
|
||||||
|
// Apply framerate_limit setting (0 = use RAF, >0 = use setTimeout)
|
||||||
|
if (framerate_limit == 0) {
|
||||||
|
emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
|
||||||
|
} else {
|
||||||
|
int interval_ms = 1000 / framerate_limit;
|
||||||
|
emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, interval_ms);
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
// Desktop: traditional blocking loop
|
// Desktop: traditional blocking loop
|
||||||
while (running)
|
while (running)
|
||||||
|
|
@ -628,7 +657,7 @@ std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> GameEngine::scene_ui(s
|
||||||
std::cout << "iterators: " << std::distance(scenes.begin(), scenes.begin()) << " " <<
|
std::cout << "iterators: " << std::distance(scenes.begin(), scenes.begin()) << " " <<
|
||||||
std::distance(scenes.begin(), scenes.end()) << std::endl;
|
std::distance(scenes.begin(), scenes.end()) << std::endl;
|
||||||
std::cout << "scenes.contains(target): " << scenes.contains(target) << std::endl;
|
std::cout << "scenes.contains(target): " << scenes.contains(target) << std::endl;
|
||||||
std::cout << "scenes[target]: " << (long)(scenes[target]) << std::endl;
|
std::cout << "scenes[target]: " << (long)(scenes[target].get()) << std::endl;
|
||||||
*/
|
*/
|
||||||
if (scenes.count(target) == 0) return NULL;
|
if (scenes.count(target) == 0) return NULL;
|
||||||
return scenes[target]->ui_elements;
|
return scenes[target]->ui_elements;
|
||||||
|
|
@ -653,9 +682,23 @@ void GameEngine::setVSync(bool enabled)
|
||||||
void GameEngine::setFramerateLimit(unsigned int limit)
|
void GameEngine::setFramerateLimit(unsigned int limit)
|
||||||
{
|
{
|
||||||
framerate_limit = limit;
|
framerate_limit = limit;
|
||||||
|
|
||||||
|
#ifdef __EMSCRIPTEN__
|
||||||
|
// For Emscripten: change loop timing dynamically
|
||||||
|
if (limit == 0) {
|
||||||
|
// Unlimited: use requestAnimationFrame (browser-controlled, typically 60fps)
|
||||||
|
emscripten_set_main_loop_timing(EM_TIMING_RAF, 1);
|
||||||
|
} else {
|
||||||
|
// Specific FPS: use setTimeout with calculated interval
|
||||||
|
int interval_ms = 1000 / limit;
|
||||||
|
emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, interval_ms);
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
// For desktop: use SFML's setFramerateLimit
|
||||||
if (!headless && window) {
|
if (!headless && window) {
|
||||||
window->setFramerateLimit(limit);
|
window->setFramerateLimit(limit);
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameEngine::setGameResolution(unsigned int width, unsigned int height) {
|
void GameEngine::setGameResolution(unsigned int width, unsigned int height) {
|
||||||
|
|
|
||||||
|
|
@ -159,7 +159,7 @@ private:
|
||||||
sf::RenderTarget* render_target;
|
sf::RenderTarget* render_target;
|
||||||
|
|
||||||
sf::Font font;
|
sf::Font font;
|
||||||
std::map<std::string, Scene*> scenes;
|
std::map<std::string, std::shared_ptr<Scene>> scenes;
|
||||||
bool running = true;
|
bool running = true;
|
||||||
bool paused = false;
|
bool paused = false;
|
||||||
int currentFrame = 0;
|
int currentFrame = 0;
|
||||||
|
|
@ -230,6 +230,8 @@ public:
|
||||||
void changeScene(std::string);
|
void changeScene(std::string);
|
||||||
void changeScene(std::string sceneName, TransitionType transitionType, float duration);
|
void changeScene(std::string sceneName, TransitionType transitionType, float duration);
|
||||||
void createScene(std::string);
|
void createScene(std::string);
|
||||||
|
void registerScene(const std::string& name, std::shared_ptr<Scene> scene);
|
||||||
|
void unregisterScene(const std::string& name);
|
||||||
void quit();
|
void quit();
|
||||||
void setPause(bool);
|
void setPause(bool);
|
||||||
sf::Font & getFont();
|
sf::Font & getFont();
|
||||||
|
|
|
||||||
|
|
@ -111,6 +111,10 @@ static PyObject* mcrfpy_module_getattr(PyObject* self, PyObject* args)
|
||||||
return McRFPy_API::api_get_timers();
|
return McRFPy_API::api_get_timers();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (strcmp(name, "animations") == 0) {
|
||||||
|
return McRFPy_API::api_get_animations();
|
||||||
|
}
|
||||||
|
|
||||||
if (strcmp(name, "default_transition") == 0) {
|
if (strcmp(name, "default_transition") == 0) {
|
||||||
return PyTransition::to_python(PyTransition::default_transition);
|
return PyTransition::to_python(PyTransition::default_transition);
|
||||||
}
|
}
|
||||||
|
|
@ -144,6 +148,11 @@ static int mcrfpy_module_setattro(PyObject* self, PyObject* name, PyObject* valu
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (strcmp(name_str, "animations") == 0) {
|
||||||
|
PyErr_SetString(PyExc_AttributeError, "'animations' is read-only");
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
if (strcmp(name_str, "default_transition") == 0) {
|
if (strcmp(name_str, "default_transition") == 0) {
|
||||||
TransitionType trans;
|
TransitionType trans;
|
||||||
if (!PyTransition::from_arg(value, &trans, nullptr)) {
|
if (!PyTransition::from_arg(value, &trans, nullptr)) {
|
||||||
|
|
@ -1252,6 +1261,33 @@ PyObject* McRFPy_API::api_get_timers()
|
||||||
return tuple;
|
return tuple;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Module-level animation collection accessor
|
||||||
|
PyObject* McRFPy_API::api_get_animations()
|
||||||
|
{
|
||||||
|
auto& manager = AnimationManager::getInstance();
|
||||||
|
const auto& animations = manager.getActiveAnimations();
|
||||||
|
|
||||||
|
PyObject* tuple = PyTuple_New(animations.size());
|
||||||
|
if (!tuple) return NULL;
|
||||||
|
|
||||||
|
Py_ssize_t i = 0;
|
||||||
|
for (const auto& anim : animations) {
|
||||||
|
// Create a PyAnimation wrapper for each animation
|
||||||
|
PyAnimationObject* pyAnim = (PyAnimationObject*)mcrfpydef::PyAnimationType.tp_alloc(&mcrfpydef::PyAnimationType, 0);
|
||||||
|
if (pyAnim) {
|
||||||
|
pyAnim->data = anim;
|
||||||
|
PyTuple_SET_ITEM(tuple, i, (PyObject*)pyAnim);
|
||||||
|
} else {
|
||||||
|
// Failed to allocate - fill with None
|
||||||
|
Py_INCREF(Py_None);
|
||||||
|
PyTuple_SET_ITEM(tuple, i, Py_None);
|
||||||
|
}
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return tuple;
|
||||||
|
}
|
||||||
|
|
||||||
// #153 - Headless simulation control
|
// #153 - Headless simulation control
|
||||||
PyObject* McRFPy_API::_step(PyObject* self, PyObject* args) {
|
PyObject* McRFPy_API::_step(PyObject* self, PyObject* args) {
|
||||||
PyObject* dt_obj = Py_None;
|
PyObject* dt_obj = Py_None;
|
||||||
|
|
|
||||||
|
|
@ -93,6 +93,9 @@ public:
|
||||||
// #173: Module-level timer collection accessor
|
// #173: Module-level timer collection accessor
|
||||||
static PyObject* api_get_timers();
|
static PyObject* api_get_timers();
|
||||||
|
|
||||||
|
// Module-level animation collection accessor
|
||||||
|
static PyObject* api_get_animations();
|
||||||
|
|
||||||
// Exception handling - signal game loop to exit on unhandled Python exceptions
|
// Exception handling - signal game loop to exit on unhandled Python exceptions
|
||||||
static std::atomic<bool> exception_occurred;
|
static std::atomic<bool> exception_occurred;
|
||||||
static std::atomic<int> exit_code;
|
static std::atomic<int> exit_code;
|
||||||
|
|
|
||||||
|
|
@ -331,6 +331,13 @@ PyObject* PyAnimation::complete(PyAnimationObject* self, PyObject* args) {
|
||||||
Py_RETURN_NONE;
|
Py_RETURN_NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
PyObject* PyAnimation::stop(PyAnimationObject* self, PyObject* args) {
|
||||||
|
if (self->data) {
|
||||||
|
self->data->stop();
|
||||||
|
}
|
||||||
|
Py_RETURN_NONE;
|
||||||
|
}
|
||||||
|
|
||||||
PyObject* PyAnimation::has_valid_target(PyAnimationObject* self, PyObject* args) {
|
PyObject* PyAnimation::has_valid_target(PyAnimationObject* self, PyObject* args) {
|
||||||
if (self->data && self->data->hasValidTarget()) {
|
if (self->data && self->data->hasValidTarget()) {
|
||||||
Py_RETURN_TRUE;
|
Py_RETURN_TRUE;
|
||||||
|
|
@ -390,6 +397,14 @@ PyMethodDef PyAnimation::methods[] = {
|
||||||
MCRF_RETURNS("None")
|
MCRF_RETURNS("None")
|
||||||
MCRF_NOTE("Sets elapsed = duration and applies target value immediately. Completion callback will be called if set.")
|
MCRF_NOTE("Sets elapsed = duration and applies target value immediately. Completion callback will be called if set.")
|
||||||
)},
|
)},
|
||||||
|
{"stop", (PyCFunction)stop, METH_NOARGS,
|
||||||
|
MCRF_METHOD(Animation, stop,
|
||||||
|
MCRF_SIG("()", "None"),
|
||||||
|
MCRF_DESC("Stop the animation without completing it."),
|
||||||
|
MCRF_RETURNS("None")
|
||||||
|
MCRF_NOTE("Unlike complete(), this does NOT apply the final value and does NOT trigger the callback. "
|
||||||
|
"The animation is simply cancelled and will be removed from the AnimationManager.")
|
||||||
|
)},
|
||||||
{"hasValidTarget", (PyCFunction)has_valid_target, METH_NOARGS,
|
{"hasValidTarget", (PyCFunction)has_valid_target, METH_NOARGS,
|
||||||
MCRF_METHOD(Animation, hasValidTarget,
|
MCRF_METHOD(Animation, hasValidTarget,
|
||||||
MCRF_SIG("()", "bool"),
|
MCRF_SIG("()", "bool"),
|
||||||
|
|
|
||||||
|
|
@ -30,6 +30,7 @@ public:
|
||||||
static PyObject* update(PyAnimationObject* self, PyObject* args);
|
static PyObject* update(PyAnimationObject* self, PyObject* args);
|
||||||
static PyObject* get_current_value(PyAnimationObject* self, PyObject* args);
|
static PyObject* get_current_value(PyAnimationObject* self, PyObject* args);
|
||||||
static PyObject* complete(PyAnimationObject* self, PyObject* args);
|
static PyObject* complete(PyAnimationObject* self, PyObject* args);
|
||||||
|
static PyObject* stop(PyAnimationObject* self, PyObject* args);
|
||||||
static PyObject* has_valid_target(PyAnimationObject* self, PyObject* args);
|
static PyObject* has_valid_target(PyAnimationObject* self, PyObject* args);
|
||||||
|
|
||||||
static PyGetSetDef getsetters[];
|
static PyGetSetDef getsetters[];
|
||||||
|
|
|
||||||
|
|
@ -30,30 +30,32 @@ int PySceneClass::__init__(PySceneObject* self, PyObject* args, PyObject* kwds)
|
||||||
return -1;
|
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;
|
GameEngine* game = McRFPy_API::game;
|
||||||
if (!game) {
|
if (!game) {
|
||||||
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
|
PyErr_SetString(PyExc_RuntimeError, "No game engine initialized");
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Store this Python object in our registry
|
// If scene with this name already exists in python_scenes, unregister the old one
|
||||||
python_scenes[name] = self;
|
if (python_scenes.count(name) > 0) {
|
||||||
Py_INCREF(self); // Keep a reference
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
// Create a Python function that routes to on_keypress
|
self->name = name;
|
||||||
// We'll register this after the object is fully initialized
|
|
||||||
|
// 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); // python_scenes holds a reference
|
||||||
|
|
||||||
self->initialized = true;
|
self->initialized = true;
|
||||||
|
|
||||||
|
|
@ -64,11 +66,16 @@ void PySceneClass::__dealloc(PyObject* self_obj)
|
||||||
{
|
{
|
||||||
PySceneObject* self = (PySceneObject*)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) {
|
if (python_scenes.count(self->name) > 0 && python_scenes[self->name] == self) {
|
||||||
python_scenes.erase(self->name);
|
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
|
// Call Python object destructor
|
||||||
Py_TYPE(self)->tp_free(self);
|
Py_TYPE(self)->tp_free(self);
|
||||||
}
|
}
|
||||||
|
|
@ -122,6 +129,15 @@ PyObject* PySceneClass::activate(PySceneObject* self, PyObject* args, PyObject*
|
||||||
return NULL;
|
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
|
// Call game->changeScene directly with proper transition
|
||||||
game->changeScene(self->name, transition_type, duration);
|
game->changeScene(self->name, transition_type, duration);
|
||||||
|
|
||||||
|
|
@ -141,17 +157,11 @@ static PyObject* PySceneClass_get_children(PySceneObject* self, void* closure)
|
||||||
// on_key property getter
|
// on_key property getter
|
||||||
static PyObject* PySceneClass_get_on_key(PySceneObject* self, void* closure)
|
static PyObject* PySceneClass_get_on_key(PySceneObject* self, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene || !self->scene->key_callable) {
|
||||||
if (!game) {
|
|
||||||
Py_RETURN_NONE;
|
Py_RETURN_NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
PyObject* callable = self->scene->key_callable->borrow();
|
||||||
if (!scene || !scene->key_callable) {
|
|
||||||
Py_RETURN_NONE;
|
|
||||||
}
|
|
||||||
|
|
||||||
PyObject* callable = scene->key_callable->borrow();
|
|
||||||
if (callable && callable != Py_None) {
|
if (callable && callable != Py_None) {
|
||||||
Py_INCREF(callable);
|
Py_INCREF(callable);
|
||||||
return callable;
|
return callable;
|
||||||
|
|
@ -162,22 +172,15 @@ static PyObject* PySceneClass_get_on_key(PySceneObject* self, void* closure)
|
||||||
// on_key property setter
|
// on_key property setter
|
||||||
static int PySceneClass_set_on_key(PySceneObject* self, PyObject* value, void* closure)
|
static int PySceneClass_set_on_key(PySceneObject* self, PyObject* value, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
|
||||||
PyErr_SetString(PyExc_RuntimeError, "No game engine");
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
|
||||||
if (!scene) {
|
|
||||||
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
|
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (value == Py_None || value == NULL) {
|
if (value == Py_None || value == NULL) {
|
||||||
scene->key_unregister();
|
self->scene->key_unregister();
|
||||||
} else if (PyCallable_Check(value)) {
|
} else if (PyCallable_Check(value)) {
|
||||||
scene->key_register(value);
|
self->scene->key_register(value);
|
||||||
} else {
|
} else {
|
||||||
PyErr_SetString(PyExc_TypeError, "on_key must be callable or None");
|
PyErr_SetString(PyExc_TypeError, "on_key must be callable or None");
|
||||||
return -1;
|
return -1;
|
||||||
|
|
@ -203,21 +206,14 @@ PyObject* PySceneClass::get_active(PySceneObject* self, void* closure)
|
||||||
// #118: Scene position getter
|
// #118: Scene position getter
|
||||||
static PyObject* PySceneClass_get_pos(PySceneObject* self, void* closure)
|
static PyObject* PySceneClass_get_pos(PySceneObject* self, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
|
||||||
Py_RETURN_NONE;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get the scene by name using the public accessor
|
|
||||||
auto scene = game->getScene(self->name);
|
|
||||||
if (!scene) {
|
|
||||||
Py_RETURN_NONE;
|
Py_RETURN_NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create a Vector object
|
// Create a Vector object
|
||||||
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
|
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
|
||||||
if (!type) return NULL;
|
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);
|
PyObject* result = PyObject_CallObject((PyObject*)type, args);
|
||||||
Py_DECREF(type);
|
Py_DECREF(type);
|
||||||
Py_DECREF(args);
|
Py_DECREF(args);
|
||||||
|
|
@ -227,15 +223,8 @@ static PyObject* PySceneClass_get_pos(PySceneObject* self, void* closure)
|
||||||
// #118: Scene position setter
|
// #118: Scene position setter
|
||||||
static int PySceneClass_set_pos(PySceneObject* self, PyObject* value, void* closure)
|
static int PySceneClass_set_pos(PySceneObject* self, PyObject* value, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
|
||||||
PyErr_SetString(PyExc_RuntimeError, "No game engine");
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
|
||||||
if (!scene) {
|
|
||||||
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
|
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -256,38 +245,25 @@ static int PySceneClass_set_pos(PySceneObject* self, PyObject* value, void* clos
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
scene->position = sf::Vector2f(x, y);
|
self->scene->position = sf::Vector2f(x, y);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// #118: Scene visible getter
|
// #118: Scene visible getter
|
||||||
static PyObject* PySceneClass_get_visible(PySceneObject* self, void* closure)
|
static PyObject* PySceneClass_get_visible(PySceneObject* self, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
|
||||||
Py_RETURN_TRUE;
|
Py_RETURN_TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
return PyBool_FromLong(self->scene->visible);
|
||||||
if (!scene) {
|
|
||||||
Py_RETURN_TRUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
return PyBool_FromLong(scene->visible);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// #118: Scene visible setter
|
// #118: Scene visible setter
|
||||||
static int PySceneClass_set_visible(PySceneObject* self, PyObject* value, void* closure)
|
static int PySceneClass_set_visible(PySceneObject* self, PyObject* value, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
|
||||||
PyErr_SetString(PyExc_RuntimeError, "No game engine");
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
|
||||||
if (!scene) {
|
|
||||||
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
|
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -296,38 +272,25 @@ static int PySceneClass_set_visible(PySceneObject* self, PyObject* value, void*
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
scene->visible = PyObject_IsTrue(value);
|
self->scene->visible = PyObject_IsTrue(value);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// #118: Scene opacity getter
|
// #118: Scene opacity getter
|
||||||
static PyObject* PySceneClass_get_opacity(PySceneObject* self, void* closure)
|
static PyObject* PySceneClass_get_opacity(PySceneObject* self, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
|
||||||
return PyFloat_FromDouble(1.0);
|
return PyFloat_FromDouble(1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
return PyFloat_FromDouble(self->scene->opacity);
|
||||||
if (!scene) {
|
|
||||||
return PyFloat_FromDouble(1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
return PyFloat_FromDouble(scene->opacity);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// #118: Scene opacity setter
|
// #118: Scene opacity setter
|
||||||
static int PySceneClass_set_opacity(PySceneObject* self, PyObject* value, void* closure)
|
static int PySceneClass_set_opacity(PySceneObject* self, PyObject* value, void* closure)
|
||||||
{
|
{
|
||||||
GameEngine* game = McRFPy_API::game;
|
if (!self->scene) {
|
||||||
if (!game) {
|
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
|
||||||
PyErr_SetString(PyExc_RuntimeError, "No game engine");
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
|
||||||
if (!scene) {
|
|
||||||
PyErr_SetString(PyExc_RuntimeError, "Scene not found");
|
|
||||||
return -1;
|
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 < 0.0) opacity = 0.0;
|
||||||
if (opacity > 1.0) opacity = 1.0;
|
if (opacity > 1.0) opacity = 1.0;
|
||||||
|
|
||||||
scene->opacity = opacity;
|
self->scene->opacity = opacity;
|
||||||
return 0;
|
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
|
// Properties
|
||||||
PyGetSetDef PySceneClass::getsetters[] = {
|
PyGetSetDef PySceneClass::getsetters[] = {
|
||||||
{"name", (getter)get_name, NULL,
|
{"name", (getter)get_name, NULL,
|
||||||
MCRF_PROPERTY(name, "Scene name (str, read-only). Unique identifier for this scene."), NULL},
|
MCRF_PROPERTY(name, "Scene name (str, read-only). Unique identifier for this scene."), NULL},
|
||||||
{"active", (getter)get_active, 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},
|
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
|
// #118: Scene-level UIDrawable-like properties
|
||||||
{"pos", (getter)PySceneClass_get_pos, (setter)PySceneClass_set_pos,
|
{"pos", (getter)PySceneClass_get_pos, (setter)PySceneClass_set_pos,
|
||||||
MCRF_PROPERTY(pos, "Scene position offset (Vector). Applied to all UI elements during rendering."), NULL},
|
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
|
// Scene.realign() - recalculate alignment for all children
|
||||||
static PyObject* PySceneClass_realign(PySceneObject* self, PyObject* args)
|
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;
|
GameEngine* game = McRFPy_API::game;
|
||||||
if (!game) {
|
if (!game) {
|
||||||
|
|
@ -527,18 +524,54 @@ static PyObject* PySceneClass_realign(PySceneObject* self, PyObject* args)
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto scene = game->getScene(self->name);
|
if (!self->scene) {
|
||||||
if (!scene || !scene->ui_elements) {
|
PyErr_SetString(PyExc_RuntimeError, "Scene not initialized");
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
Py_RETURN_NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Iterate through all UI elements and realign those with alignment set
|
// Scene.unregister() - remove scene from GameEngine's registry (but keep Python object alive)
|
||||||
for (auto& drawable : *scene->ui_elements) {
|
static PyObject* PySceneClass_unregister(PySceneObject* self, PyObject* args)
|
||||||
if (drawable && drawable->align_type != AlignmentType::NONE) {
|
{
|
||||||
drawable->applyAlignment();
|
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;
|
Py_RETURN_NONE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -561,6 +594,22 @@ PyMethodDef PySceneClass::methods[] = {
|
||||||
MCRF_NOTE("Call this after window resize or when game_resolution changes. "
|
MCRF_NOTE("Call this after window resize or when game_resolution changes. "
|
||||||
"For responsive layouts, connect this to on_resize callback.")
|
"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}
|
{NULL}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
||||||
25
src/scripts_playground/game.py
Normal file
25
src/scripts_playground/game.py
Normal file
|
|
@ -0,0 +1,25 @@
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
class PlaygroundScene(mcrfpy.Scene):
|
||||||
|
"""Scene with reset capability for playground idempotency"""
|
||||||
|
def __init__(self, name="playground"):
|
||||||
|
super().__init__(name)
|
||||||
|
|
||||||
|
def reset(self):
|
||||||
|
"""Clear scene state for fresh execution"""
|
||||||
|
# Stop all timers
|
||||||
|
for t in mcrfpy.timers:
|
||||||
|
t.stop()
|
||||||
|
for a in mcrfpy.animations:
|
||||||
|
a.stop()
|
||||||
|
for s in mcrfpy.scenes:
|
||||||
|
s.unregister()
|
||||||
|
while self.children:
|
||||||
|
self.children.pop()
|
||||||
|
self.activate()
|
||||||
|
|
||||||
|
scene = PlaygroundScene()
|
||||||
|
scene.activate()
|
||||||
|
|
||||||
|
# REPL calls this each "run" before executing the code in the web form.
|
||||||
|
_reset = scene.reset
|
||||||
Loading…
Add table
Add a link
Reference in a new issue